Wednesday, September 19, 2018

Hiatus update. Will be gone for a while.

Hey everyone,

Sorry for the silence since the last update. I just want to give you guys a small update on the state of things. Unfortunately my situation hasn't really improved much so the hiatus I thought would take maybe a month or two to figure out might end up stretching till the end of the year based on how things are going currently. January at the very latest. I don't really want to get into specifics but,I basically need to spend a lot of time putting some stuff together so I can stabilize my life. So I don't really have the time to invest to making lewd art and I probably won't for  awhile. I'm sorry to let you all down, I know a lot of you are looking forward to completed versions of my projects, especially Renapet, but unfortunately it will be a bit longer of a wait than I initially anticipated.

I've been trying to take advantage of any free days or time I have to make stuff to keep my skills up. There were a few game jams I tried to free up a weekend or a day to work on something. I entered into the Demake jam and made Wyvern's crest, a demake of Drgon's Crown. And for the "A game by it's cover jam" I decided to use the cover for "Les Habitants Del Soliel" and made a small app that similar to those "Lo-fi hip hop" streams so it just plays music really. I really only had a day or so ( and really a couple of hours for the game by it's cover jam) so they're really buggy, unfinished and don't really have any content to them, but I figured some of you might find them somewhat interesting. Not sure I will be able to do anything other than these since I have to pull all-nighters to even try and get them to be anything relevant and it really screws with my system. Really they were just an excuse for me to learn how to do more pixel perfect stuff in Unity since there are still quite a few things I want to do in Renapet and my other projects that I don't know how to quite pull off yet. But I'll link them below in case any of you are interested.

Wyvern's Crest

Les Habitants Del Soliel

Once again I'm sorry things aren't really going as planned. Also this will probably be the last blog post I make until I can get back to working on things since I don't want too get your hopes up every time I make a post. But I promise I'll do my best to get back to making stuff for you guys as soon as I can.

Have a good one,


UPDATE: Based on how things are going I doubt I'll be back January. I'm not going to make any promises on when I'll be back on things since at the moment I really have no clue and things really haven't been going my way. Don't want to get into the details on things, but it will probably be a couple of more months before I can really commit to things again. Sorry for disappointing you guys again, but I'll make it up to y'all in the future. When I do get back to making things I'll make sure to let all of you know.

Also Tumblr has banned all nsfw content, so make sure to follow me on my other sites since I won't be updating it any more.





Hentai Foundry: (Don’t use this one much)

Also I made a Curious Cat so you guys can still send me asks and stuff:

Monday, July 2, 2018

July 1st Hiatus

Hello everyone,

Some real life problems have come up and I won't have time to make lewd art for quite a while until I figure things out. I'll let you know when I'm able to work on things again.

Have a good one,


Friday, June 29, 2018

June 29th weekly update! Shamic concept layout!

Hey gang,

Sorry for the late update this week, still trying to figure a lot of things out but I have some good news so let's get to it!


So like I mentioned before, I wanted to make a small game project so I could handle all the resolution problems I kept running into when it came to Renapet and Getter Graffiti. I also figured I'd try out the Godot engine since I heard it was good for pixel games and might be a better alternative to the small games I make since Unity can be a bit obtuse at times. I didn't want the project to be big by any means and wanted to keep it simple yet have enough charm to keep people interested.

I started a few different projects while I was looking for what to work on, but either figured I wanted to do more with them which would take too long, or that it wasn't simple enough for what I wanted.

But I had an idea of a tower defense game where you would play as a milfy shaman who had to defend herself from lusty demons and figured it was a good concept to go forward with. For the main character, I figured I'd go for a character that was very different from Mui and had a more "milfy" appearance. I also wanted to emphasize her breasts since I tend to focus on asses a lot haha The tenative title for the game was "Milf Shaman" and then it expanded to "Milf Shaman Shannette" since it had a good ring to it lol so I decided to call the main character Shannette. The game's title is now "Shamic" which I think rolls off the tongue nicely. I did a couple of designs for her outfit, and settled on the bottom right since the hood felt a bit boring. At first she was going to be a more mischievous character, but I figured it'd be fun to have a character that's kind of apathetic, so that why I gave her eyes like that haha I also wanted to push the magical element a bit so I decided to give her a cloak that had 2 magical hands growing from it. The hands have a mind of their own so every now and then they'll mess with her, but they are also tied to her emotions so she'll often use them when she's doing lewd act haha figured it'd be a fun way to add the the h scenes a bit.

Shannette design concepts. Bottom right is final design

As far as game play goes, basically it's going to be a 3 lane defense game where the player fends off waves of enemies using projectiles. The catch though is that the player has a magic meter that ticks down for every shot you make. It does refill over time, but reckless shooting could leave you vulnerable. As an added benefit, when you defeat enemies you absorb their magical essence and get 3 magic points back. So it's a system that rewards accuracy and focusing on weak enemies to make sure you don't run out of magic. You can also use magic points to charge shots to have different affects to take care of certain scenarios which I'll explain later below

The player also has 2 shields in each lane which is destroyed when an enemy runs into it. If an enemy reaches the end of a lane with no shields, they'll have their way with Shannette and it'll be game over. Usually I try to avoid all the h-scenes behind a game over screen, but I think it works in this scenario since adding them in game play would take away from the action and play sessions for the game should be relatively short so it won't be hard to get back in it. Plus the player can unlock more quality CGs and larger scale animations in the gallery by getting a higher score so there will be an incentive to do well in the game. Basically the way it will work is that the player will get points whenever they defeat an enemy and when they reach a certain score they will unlock items in the gallery like CGs or animations. Since this is a  small game there won't be too much, but I figured it'd be a good system to test out.
work in progress mock up for the game
wip mock up of a game over animation

Shannette's idle animation. Will be facing right in the actual game. Wanted to make the sprites have more life to them in the game so I'm going to try and make things bouncy
Like I mentioned earlier, the player can charge shots by holding the attack button. This will be indicated by the "Pow" icon at the top ( not sure how I want to show it yet so the number is a wip haha) and there will be 3 shots the player can do:

The default shot flies forward and deals 1 damage when it hits. It costs 1 magic point to use and is a good way to focus fire enemies.
The level 2 shot flies forward a bit slower and also deals 1 damage, but this shot pierces through enemies allowing it to hit multiple foes in a lane. It costs 2 MP and is a good way to deal damage if you see a lot of foes headed down the same lane.
The level 3 shot is a large shot that travels down a lane dealing 5 damage to everything in it's path. It costs 8 MP and can be  great way to destroy foes and clear a lane while gaining MP back but if misused it could leave you severely vulnerable.

There's definitely a lot of tweaking left to be done on the numbers of everything, but it should give you an idea of what each shot does and how they can be used.

So that's about everything so far. I wanted to try a interesting camera angle while keeping everything in 2D so that's why the game has a pseudo top down view to everything haha It was inspired by FullFlap's new game project with a similar top down approach and I figured it'd be a good artistic challenge so I went with it lol

I had originally planned to get a prototype out to y'all this week, and I do have quite a few of the game's mechanics done already, but I still need to do quite a bit before it's ready for testing. Imma try to get the prototype out in the next week or 2 so you guys can get your hands on it and give me some feedback. Hope you look forward to it!


I finally finished the Dark Magician Girls anim I've been working on. Tried a lot of new things on this one and wanted to have an interesting transition for it. I want my loops to be a bit more interesting so I'm gonna try to be a bit more creative with them in the future. I still have several in the back burner that are more straight forward, but once I get them done, I'm going to start trying to push them a bit more.


I spent most of my drawing time thiw week doing concept stuff for Shamic and unfortunately most of it really isn't worth showing, but I'm close to finishing that WidowMaker piece I showed earlier so that'll be out soon. Not sure how much drawing I'll get done since I'm going to be doing a lot of game development in the near future, but I'll try to keep getting stuff out to you guys!


So like I said before I've been starting and stopping too many different things so I'm going to focus on getting things finished and out to you all. The current plan is:

- Finish Shamic hopefully by the end of July
- Finish Getter Graffiti by the time Summer is over
- Make a new Renapet demo that tests the beat-em-up portion as well as add more h-stuff to the game
- Do 2 animations per month
- Make a few paintings here and there ( probably 3-4 a month)

Things are kinda scattered at the moment, but I'm going to take the next few days to organize things so I can focus on getting things done. I used Trello a bit before, but I'm going try using it a bit more seriously since it can be a great way to make sure I stay on track of things. 

Anyway let me know what you guys think of everything. Always love to read your comments and ideas. Hope you all have a great day and I'll see you next week!

Thursday, June 28, 2018

small delay on weekly update

Hey everyone,

Just wanted to let you know I will be making a weekly update later today, I was just too busy to do it yesterday haha

Hope you look forward to it!

Wednesday, June 20, 2018

Back from my trip

Hey everyone,

Just wanted to let you know I'm back from my trip. I wasn't able to find much time to work on stuff, but I'll be committing myself to get things done instead of start new things since I have a bunch of wip stuff that's popped up since I keep starting and stopping things. Hope you look forward to seeing them!

Have a good week!

Wednesday, June 13, 2018

June 13th weekly update! Won't be able to work for a bit

Hey everyone,

Things are progressing steadily, but I forgot that I'll be visiting family this week so unfortunately I won't be at my computer to get work done most of the time.

The Dark Magicians anim is almost done, just need to add a few more touches. The widow maker painting is also coming along nicely.  The small side game is making progress as well and I'm getting used to using Godot too. I'll let you know what it's about once I got a prototype since I don't want to get into the habit of showing stuff and not delivering. But I'll try to get a prototype out by the end of the month. Can't make any promises, but that's what I'm currently aiming for.

Also, a user on tumblr named Smoaer made a fan animation a while back in the style I used for Renapet and I'd thought I'd share it here too. I'd recommend checking out his other animations, especially if you like Renamon. You can find his tumblr here.

Well that's it for this week. I'll try to sneak in some work while I'm out of town so I can get some stuff out to you guys.

See you next week!

Thursday, June 7, 2018

June 7th weekly update! Paradigm shift (B I G post)

Hey gang,

Sorry for the low amount of posts lately. Have had a lot of things to do recently and I've been kinda scatterbrained on things so I have a lot of wip stuff but not much finished. So I've learned my lesson on that lol I'll try to focus more on one thing so I can get things done and out to yall sooner.  I also always get in my head a bit when I miss a post date or stop posting consistently and always feel the need to have a huge amount of content the next post to make up for it. I'll try to be better about that and just post things when I can and take the pressure off so I can just get things out to you guys when I can. Anyway let's break down what I've been up to. This is gonna be a LONG ass post since there's a lot on my mind, but hopefully it lets you all know what my plans going forward will be.


So like I've mentioned before I've been learning about how important resolution in games are, especially pixel games, and how I can apply that knowledge to the games I'm making. Basically since I didn't have a hard resolution set outside of the aspect ratio and no pixel snapping grid, the graphics in the game could look a lot different that the way I've intended them to. I've been going over some solutions to this. In Unity, there's some ways to snap to a pixel grid and limit the resolution that I've been applying, and like before, I've changed the game's resolutions to be 16:9 ratios that scale to 1080 which have made all the images scale the way I've wanted them to, but like with everything else the change in resolution has provided some problems too.

For Getter Graffiti especially, I'm concerned that forcing the camera to move by pixel might make things a bit too hard to see in motion, but honestly I guess that problem might exist regardless of how the camera is reading things in. I'll mess around with the environment effects to try and make things a bit more visually clear. The other problem is how I'm going to do the CGs or more detailed pics. Since the new resolution I'd be using for GG is 384 x 2166, I'm debating how I'd do them since I couldn't do regularly drawn images, but can't really just pixel them out like my other stuff since it's a really big size for pixel art relatively speaking. I was thinking that I might just draw them out on a 384x 216 canvas on my tablet and lay everything out, then use Aesprite to do small fixes here and there. It might still take  a while, but it's probably the best solution. I'll mess around with it and see how I like the process. I also bought an app the other day that can be used to turn large resolution drawing into low res pixel art like pieces that might give me an advantage when making these, but I'll have to mess around with it a bit to see if I can really use it. You can find it here.

Since I primarily use pixel art for my games, I've also start to think that Unity might not be the best engine dfor me to use. I've used Unity as a main engine for all my projects for about 3ish years now, but since it's mainly a 3D engine, it's not always suited best for my needs. I also never really tried any other engine, so I figured it might be an alright time to try a few new things while I still can. Mainly I wanted to try out the Godot engine, which I've been hearing good things about. I haven't really sat down with it that much, but over the next week or so, I plan to try it out a bit a maybe make a small project since I'm still trying to make sure I understand pixel resolution, game scaling, and other nuances that come with pixel art games. I'll still most likely use Unity to finish Getter Graffiti, but since Renapet is still very early in it's conception and I'll have to redo it anyway, I might make it in Godot, if I can find some goo resources and get a good feel for the engine. REally it will just come down to which engine I think I can get the most work done in quickly and Unity has always been a bit of a slog when trying to get things right, so we'll see how things turn out with Godot.


I've been doing a lot of pixel art in between things, both for games and for practice/ fan art. A lot of it is still wip, but hopefully it'll whet your guy's appetite until I can wrap things up.

 ^ some more Getter Graffiti Sprays. Still trying to get a few of these out each week. Need to polish some of these to be more "graffiti" like. Let me know what you think of them so far.

Also finished the Sprint Cop's idle animation. Will be working on the sprint animation and the h-scene too in the upcoming days.

Another wip of Rena's idle animation for the beat-em-up portion of the game. Honestly I'm not sure if I'll stick with it. I feel like the 12 frame count make it feel a "sticky" for a lack of a better word and if I look at it long enough its almost as if the animation changes speed or hangs up at places. Idk, maybe it's just my imagination but let me know what you guys think of it so far! 

Rena tijob scene. I wanted some scenes where Rena might interact with other digimon or NPCs in some non hostile parts of the beat em up game ( specifically resting places like a bar or club where Rena can have sex to gain money at the cost of building up lust or something like that). There's still a bit I need to fix with it (Rena's tail color at the tip), but let me know if you guys like scenes like this. Trying to not have too many ass focused animations haha

Still plugging away at the Dark Magician Girls anim. It's actually almost done outside of some secondary movement and some fixing. at first it was going to be a simple loop, but I wanted to try to make my animations a bit more lasting/ memorable, so I added some more stuff to it that will hopefully make it more interesting to you guys. I'll try to have it out by next week if everything goes well. 

A little pic I did of a friend's OC for morning practice. It was used just to show that you don't need to make pixel art all that big or have a lot of colors to get a good amount of detail. 

That sex arcade machine animation that I posted before is coming along smoothly. This a wip gif of one of the loops for it so it still needs some tweaking, but I still wanted to show you guys the progress I've made on it so far. I have quite a bit planned for it, so it might take a while, but I hope you guys look forward to it!

A super wip shot of the Lucina twerk animation I started about 2 days ago. If you're wondering why she has short hair, it's because I wanted to do 2 versions, one with long hair, and one with short hair (when she was pretending to be Marth) As you can tell it's still super rough and definitely needs to have the colors tweaked, but  I'll be working on it from time to time. It'll be in the same style as the other hip shake animations I've made. When I get done making a bunch of these I want to make a big post of them all together haha

Also just as a side note, I think I'm haphazard when it comes to my animation and usually don't have a good story board or key frames laid out before I start animating and just adjust things frame by frame as needed. So for future animations I'm going to try and plan them out more and hopefully this will take a lot of guesswork out of the equation and allow me to get things done quicker.

I also found some time to work on more paintings. I want to keep practicing and eventually start doing some comics too once I'm more situated in life an projects since I think they will take quite a bit of time (honestly probably nowhere near as much time as making games) but I hope you guys till enjoy them. I know most of the people that follow me probably want pixel art the most, but I want to be able to deliver on this front as well so I'm going to keep at it and keep improving.

Had a little idea of BOTW Zelda getting her cheeks spread and wanted to convey it in a sketch haha I tried a different style of coloring since I think my old method takes a bit too long. Let me know what you guys think of it. 

A wip Widowmaker colored sketch. Usually it takes me too long to do lines so I'm looking at other was of going about doing them since I know a lot of artists that don't use super solid lines and instead let the paint and color do the work. I'll try to get this wrapped up by next week. 

another little idea I had of a Dragon Quest 3 party featuring Pokemon and of course Renamon haha ( she claims to be a Pikachu lol) I actually was thinking of making Pikachu the hero character but felt it'd be too easy, plus I have a real soft spot for Mega Loppuny so I felt she fit the role fine. She was originally going to be the monk, but since the party size is limited to 4 and you have to have a hero in your party, I figured I try to keep it somewhat accurate to the game haha

Some more sketches I did. Mostly of some Viera from Final Fantasy Tactics advance. Might make a small collection of the classes if I get the time. 

So I've been juggling a lot of things and I think that's what mostly been burnign me out on things so I'm going to try and limit myself more going into the future. Plus it's already Thursday so I won't have much time until the next post. But anyway, I want to work on:

- Dark Magician Girls anim
- Godot side project
- WidowMaker piece
- Cleaning up some stuff for GG and Renapet.

Well that's  it for now. Thanks for being patient with me while I figure all this stuff out haha see you next week!