Tuesday, December 26, 2017

Merry Christmas!

Merry Christmas everyone!

I'm still working on Getter Graffiti, it seems to be going well, just have a lot of art assets to do and the randomization for the endless runner aspect of it. But things are coming together so hopefully I'll get it done by the deadline.

In the mean time I hope everyone had a great Christmas! I made a little milf sketch as a gift :]


Anyway I will be making a weekly post later or I might postpone it since I'm just going to be working on Getter Graffiti. Hope you look forward to it!

See you all soon! ^-^

Tuesday, December 19, 2017

December 19th Weekly update! Pome release and lewd game jams!

Hello everyone,

Sorry for the silence as of late, things have been developing pretty slowly but I'm still working on stuff.

The lewd game jam hosted by "you're waifu" concluded last week. For that jam I made the proof of concept demo for the game "Pome". It's still in the very early alpha stages, and it's kinda buggy too, but it's up on my itch.io page and I will be developing it further early next year. I already have all the pixel art done for the most part so I'll get it done eventually since I already committed to the project.
Download Pome here 
There's also another lewd game jam hosted by Sephrit that ends at the end of the month, and I figured I'd contribute to it as well. This time I'm going to make an endless runner game that's inspired by Jet Set Radio named "Getter Graphiti". You'll play as a girl named Mui, who has to avoid police while picking up spray cans and spraying sexy graphiti all over the city. If you run into the police, they'll start an H scene with Mui, and if they fill the pleasure bar they'll cause Mui to cum. You don't have any health, but getting caught slows you down and there's a police car chasing you so if the police car catches up to you, it's game over. So mashing out of H scenes before they trigger the cum animation is vital. I wanted to focus on a smaller character this time, and I'm gonna try using a more western style for the art. Here are some of the sprites I've done for the game so far:
Mui Character sprites

Enemy concepts
Hopefully I'll get it done in time. I might run into some problems since I'll be having family come for the holidays, but I'm going to try my best to get it done.

Also, I think doing a project every two weeks is actually helping me a lot. I feel like without a deadline, I always procrastinate to do things since I always have the mentality of "I'll improve later down the line, so I'll do the work then so it'll be better". I think this is what leads to a lot of my games stalling out. But by committing to small projects with a set deadline, I feel much more pressure to get things done in a timely matter, even if things don't look perfect. Through this I'm able to improve a lot of my skills all at once, and also it helps me restructure my process of making games so I can make them faster each time. For example, getting the art for Pome wasn't too hard, but I struggled with the backgrounds and the scripting as the deadline got closer and closer. So for Getter Graphiti, I'm going to start with getting he code done first, and then doing the art last since it can throw the art together at the last minute if necessary and still have everything working. I know it might be better commit to one project at a time and work on that constantly, but it's just fun to be able to get ideas out there without having to chain them to a big project and I'm enjoying devving a lot more because of it.

Well that's it for now. Time to get back to working on things. Once this second game jam is finished, I'm probably going to take a small break from projects so I can work on some skills and find a job finally, but we'll see how things play out.

See you all next week!


Wednesday, December 6, 2017

Usagi Star Alpha v0.2 released on itch.io!

Hello everyone!


The demo update for Usagi Star is finally done!

You can go play it here: https://countmoxi.itch.io/usagi-star

The game should feel a lot better to play now even though there are still some things that need fixing.  Here's the change log:

- New HUD face icon with different faces depending on what happens in game.

- level re-balancing. the game should now be more challenging.

- You can now pause with the Z key.

- Left control now enters hit box mode showing Usagi's hit box while making her sprite transparent to make dodging easier visually. ( Her sprite transparency will revert back to full if you get hot after the invincibility runs out so you will need to hit the "left control" key twice again to get it hit box mode proper. Will be fixed in next update).

- 2 new enemies. The Targeting White Sniper and the Hulking Blue Shot Gunner.

-Vortex power up added. Collect 2 Spiral power ups to get it.

- Rescued cats now drop power ups. Pink cats will drop power ups.  Orange rescued cats will drop health pick ups.

- New cat animation for Orange cat.

- HUD becomes transparent when you move behind it.

- Usagi now loses power up level and speed level when hit.

Power ups and pickups now move slowly to the left.

- Bullet speed now increases alongside Usagi's speed.

Pressing the escape key will now instanly quit out rather than having it fade out.

- "CountMoxi" logo at the beginning

I wasn't able to get some of the quality of life stuff I wanted in this update like controller support or menu operation via buttons, but I  hope you enjoy! As always, let me know if you run into any bugs or have any suggestions for the game!

//Features for next update// --------------------------

-- Sound adjustment

-- Fixing a few game play issues

-- level balancing based on feedback

-- Controller support

-- Menu controllable via buttons/ keyboard

-- Mid level dialogue scenes

-- incorporate new background for scenario 1

Now that this is done, I'm going to focus on the lewd game jam project! Hopefully I can get it done in time since I only have a week left haha I kind of want to show off what I've made for it already,but I think it'd be best to leave things as a surprise since the game will be more story driven.Hope you all look forward to it! it should be up on my itch.io page next Wednesday!

See you all next week!

Tuesday, December 5, 2017

Slight weekly update delay...

Hey everyone,

Unfortunately the Usagi Star demo update is taking a bit longer than I wanted, but it's adding quite a lot so I hope you guys will think that it was worth it! I would delay it another week, but I want it out so I can focus on the lewd game jam game, so I'm gonna work hard to get it out by tomorrow and then got full swing on the lewd jam game!

Tuesday, November 28, 2017

November 27th weekly update! All moved in

Hey everyone,

So I'm finally all moved into my new place. I didn't have as much time as I wanted to work since it was Thanksgiving and I had family over, but I still managed to get quite a bit done. Unfortunately, it's not done enough to show, but by next week I should have the demo update for Usagi Star done that not only addresses some of the feedback I got, but also starts to implement some of the game's other mechanics. I hope you look forward to it!

Also the Lewd Game Jam is coming up soon so I will be making a small game for that too. I think it'll be a good way to get some exposure, get some project experience, and meet some new devs! I have the basic concept of the game, but I think it'd be best to show rather than tell so I'll be working on a small demo for next week to show. The game itself won't be anything ground breaking, but I think it will be interesting enough for you guys to enjoy and will allow me to practice my skills a bit more.

Once again sorry things have been a bit dry for the last couple of updates, but there will be updates to my projects coming soon so I hope you look forward to them!

See you guys next week!

Tuesday, November 21, 2017

November 20th weekly update! In the middle of a move

Hello everyone!

I'm finally moving to look for a job so I won't have as much time to work on things before and after I find a job but I'll still try my best to get things rolling!

Speaking of which, I've been working on a mascot character for logos and such. Her design isn't final by any means, but I figured it'd be fun to have a character outside of the games I make that could make cameos and such.

I've preparing a "CountMoxi" logo that will feature her so I've been working on what I want her to look like as a sprite. Things are still in the early stages, but here's what I've made
so far:


I hope to have a basic logo for the next Usagi Star update, and then make an animated one later. 

Speaking of Usagi Star I still have some things I want to implement based on feedback but unfortunately I haven't had too much time to sit down and work. So I'm not sure what the ETA for it is yet. I wanted to get it out by the end of November, but based on how things are going now, I might push it to the end of December and add some more background assets to make up for it.

Also I'm in a new timezone now ( 3 hours behind what I was before) so updates might come a bit later depending on where you are. But usually they will still be pretty late in the day haha

That's it for now. See you next week!

Monday, November 13, 2017

November 13th weekly update! Full swing Usagi Star!

Hello everyone!

So recently I think my biggest problems with my game projects has been that I usually start out by making a character, then making some vague game play and H ideas around them, and get started with making sprites/ art for the game. I make enemies, environments, and think up main set pieces I want in the game, but I never really establish the exact numbers of enemies I want or specifically what mechanics I want in the game and what it should revolve around. Due to this, I think when I get to the middle of the project, it tends to stall out and since I don't really have any direction with the project, I end up dropping it, which has already happened to some of the games I've announced.

To combat this I've started mapping out exactly what levels I want, what those levels should contain, the game's narrative, set pieces, number of animations I'll need, needed scripts, characters, enemies, you name it, BEFORE I start development. I think doing all this helps on those days where I feel like the project has stalled out since I can look at the schedule and see what needs to be done. It also allows me to not have to rely on pure passion for the project and instead can look at it as individual tasks I need to complete that leads to something bigger.

So I managed to set aside some time for work last week and worked on some of the sprites for Usagi Star. Kyrieru was kind enough to give me some feedback on the HUD sprite I made and it was a big help and helped me isolate some of the problems I was having while also giving me some new tricks to implement.
Original HUD
Updated HUD

Kyrieru's edit and tips for metal and lines
Kyrieru really helped me understand lighting and metal reflection. He also gave me a good tip about lining sprites in that you should try to minimize black lines inside the sprite and instead just use them for the outline and very dark places. The eyes and overall face shape we also changed as the colors allowed for a smoother "blend" and made them pop more. I also edited the helmet shape and the star to look more appealing.

I'll probably still tinker with it a bit, maybe changing the eyes a bit more or some of the reflected light, but once it's finished I'll do some other expressions and add in animations to it.

I'm also going to have little dialogue parts during game play that happen between Usagi and other characters. It'll be like the dialogue from Star Fox. The girl on the right is the contact for Caturn that called for Usagi's help and will be  navigator throughout the game.

I think this will spice up the game a bit and add a bit more to each character and boss.

Other than that I have a good idea what I want the first level to be so I will be making background assets for that for the next demo. So instead f the next demo just being a touch up based on the feedback I got last time, I'll be trying to incorporate more things that I want to be in the game. So instead of just a space level, the background will be a bit more interesting.

I'm still in the middle of a move, but I'm hoping to have the first level fleshed out by the end of the year. I still have some other projects I need to finish too so it's gonna be busy haha

Until next time!

   

Tuesday, November 7, 2017

November 7th weekly update! Just a few things

Hello everyone,

Things have been a bit slow recently. I will be out of town for the rest of the week as well. I'll post the art I did at the end from last week if y'all haven't seen it yet.

Also been meaning to practice more pixel art so I did a few to get better:

A Lamp and a statue for practice

I have quite a few things in the back burner still but I'm gonna try my best to get stuff done and get things out there for y'all. I'm currently working on improving my drawing, coding, and design process to allow me to work faster and more consistently. I can't promise too much since I'll be pretty busy till the end of the year, but we'll see how everything pans out.

Till next time.

"Flex" Maniac set

No text version

Belated birthday pic for Jonxtu-2D




Monday, October 30, 2017

October 30th weekly update! Drawing up a storm

Hello everyone!

Small update for today. I decided to postpone the fan art image sets and the Usagi Star update to November since I wanted to get some Halloween painting out. Doing a total of 2 pieces and an image set, so I need to hurry so I can make them in time for Halloween haha I've one already finished and finished the Korra set too so I'll post those at the end.

I'm still also thinking of things to make blog posts of. I'm thinking of doing some "mini-reviews" of obscure H-games that I like/ learned from. And then having open discussion blog posts like what makes a scene interesting or what mechanics work best in H-games. I'll try to make a list or something and tackle it when I get the time and things stabilize.

For Usagi Star, the next update will happen sometime around mid to late November depending on things. Once I get the painitngs for Halloween done, I'll try to burst through the update objectives before I get busy over the weekend (I'll also be gone all of the following week). I'm also going to try and make a game design document for the game since I feel like I don't have a concrete enough plan for it yet and that's whats leading to the development stalling a bit.

Anyway that's it for me this week. gotta get back to work! See y'all next week!

Dancer Korra image set

The Terrible Con's Desi dressed for Halloween

Desi alt colors



Monday, October 23, 2017

October 23rd weekly update! October plans and Cat box

Hello everyone,

Hope everyone has been having a good October so far. Mine has been alright, but I haven't had as much time as I wanted to get things done. However, I did get the chance to work on a Korra image set  today so I should be posting that soon since all I have left to do is the colors. I also made some strides on the Halloween image set so that should be ready to go by the end of the month. But unfortunately I don't have anything too substantial to show besides this little Cat basket sprite I made:
Probably some steamed buns in there
But to recap, the things I want to get done before the month is over is:
  • Halloween set
  • Korra set
  • 2 fan art image sets
  • Usagi Star update
Truth be told The Usagi Star update might be pushed to later in November since I have a lot of real life stuff I need to get done before I can work on it. But we'll see what happens and I'll keep you posted. I also need to write a game design doc or something to state exactly what I want from the game because initially I meant it to be a lot smaller, but as I had more ideas for it, it kept adding things to it which has drastically slowed down development ( plus other things I keep doing on the side). I'm gonna spend the rest of the year finishing up everything I've started, and then try to work on focusing on one thing to make sure I can be more consistent with things.

I've also been thinking of using this blog to make, well, blog posts rather than just use it as a chronicle of work I've done. I figured I could talk about game design, art, coding stuff, or review/ analyze some of my favorite hentai games and mechanics. I've been playing a lot of games lately for breaks and I think there's a lot to discuss. Let me know what you guys think and if you'd want to see content like this.

Anyway that's all I got for this week. I'll be moving across the country soon for job purposes so my progress might slow down considerably later down the line, but I'll my best to keep making stuff for you guys.

Till next time!


Tuesday, October 17, 2017

October 17th weekly update! Lots of things in progress

Hello everyone!

I'm getting this out a little bit late since I've been pretty busy doing some IRL stuff so unfortunately I haven't had time to make as much stuff as I wanted and the weekly update completely skipped my mind. But I do have a lot of things in progress that will be coming out soon hopefully. I want to make an image set for Halloween too but I already have two in the back burner I need to finish plus the Usagi Star update for November and a few other projects I have grillin' in the back, so we'll see wat happens.

As far as the next Usagi Star update goes, I'm gonna try adding in more stuff to improve the game's quality of life. Here's the checklist for the update:

 -Pause menu

-Invulnerability after hit

-Controller support

-Menu controllable via buttons/ keyboard

I should have the update out sometime mid November. I'm gonna be working on making more of the game sprites as well as the CGs and replacing some of the W.I.P art I did for the demo, but like I said it might be a while since I'm gonna be doing a lot of stuff till the end of the year. But I'll try my best!

See you next week!

Monday, October 9, 2017

October 9th weekly update! Usagi Star tech demo released!

Hello everyone!

Whew! After a couple of days of staring at the Unity editor I finally have a demo of Usagi Star for you all!



It's on itch.io right now. It's a secret link so I haven't published it yet just so I can do some last minute fixes if anyone finds anything game breaking so you all will be the first to play the game! Seems like there was some trouble with the link when it still classified as a draft. I should have been able to send it to people with the link but the download itself wasn't working, so I just decided to make it public. Sorry if anyone ran into any issues with that.

A few notes:
  • I didn't have time to map the menu buttons to keys so you'll have to use the mouse.
  • Controls: 
    • Shoot --- Space bar
    • Move --- Arrow keys/ WASD
    • Quit   --- Escapee key
  • "Sex drive" system: When you pickup the spiral power up, Usagi's arousal bar will increase until she reaches orgasms. When she does, you gain a point of speed up to a total of 6 indicated in the HUD. The mo points you have, the faster you'll go. However, getting hit removes a speed point so you gotta be careful about it too.

I also made some promotional art, as well as a game over CG for the demo. I completely forgot to draw for the correct aspect ratio for the CG though so unfortunately I had to try and fit it in on the screen. But at least it's a mistake I made and solved before I made a bunch more for the game haha I'll include the 2 pics I did below the post.

Anyway that's about it for me, I;m gonna go get some sleep lol. Let me know what you thought about the demo and feel free to leave comments, bug reports/ problems, or any ideas you might have for the game.

Thanks for playing and I'll see you guys next week!

Usagi Star Action Pose

Game Over CG

PS: I forgot to add Usagi's tail in the action pose xD I'll fix that up later


Monday, October 2, 2017

October 2nd weekly update! Back to work!

Happy October everyone!

Now that I'm back from my family vacation I can get back to work on things. I don't have anything really to show for this week since I wasn't able to work on much, but things with the demo are going well and I should have some drawing coming up for you guys soon too. I did finish a little Marie doodle since I was testing out a new inking brush: 


Main thing left for the demo is getting the U.I assets done and getting it coded up and ready. After that it'll be adding the speed mechanic in and then once all the tools have been built I'll design a basic level. Once again it won't be anything mind blowing, but I think it'll give a good handle on the project and it's direction.

Also if you haven't already, you should check out Zell23's Forest of the blue Skin. It's a platformer where you fight and collect monster girls. Each of them have a unique way of being captured, from simply defeating them to satisfying them in some way, and there are a lot of them so the game has a lot to offer. The sprite work is also great too, I highly recommend the game.

The game is also FREE so go give it a download from his blog: http://zell999.blog.fc2.com/blog-entry-159.html

There's also a guide if you get stuck or have trouble in, or downloading, the game here: http://monstergirlunlimited.net/forum/viewtopic.php?f=85&t=5121

Forest of the Blue skin Bunny boobjob screen shot
And that's pretty much it. See you guys next week and I hope you look forward to the Usagi Star demo!



Tuesday, September 26, 2017

Usagi Star demo #1 delayed

Hey everyone,

So unfortunately I forgot I had a family vacation planned for this week meaning I'm not going to have nearly as much time as I would like to work on things. So the demo will be delayed by a week. I plan to have it out by the 9th and then will try to release demos every month or so as I add in the rest of the game's features.

Monday, September 25, 2017

September 25th weekly update! Usagi Star work

Hello everyone,

Still working on the demo for Usagi Star. I'm trying hard to get it done by next Monday so you all can at least get a hang of what the game will be like, but at the same time I want to try to include all the different things I want feedback from and there's still quite a few things I wish to add. Plus there's a few real life things I have to do as well, but I should be able to make the deadline. The demo won't be anything crazy, it'll pretty much be a snippet of a level without most of the polish, but it should give y'all a handle on things and feedback will be helpful for development in the future. Here's a touched up version of one of the Cat NPC's that can be rescued in the game. There will be two total in the demo, though I still need to figure out what bonuses they'll give haha

Other than that I've been practicing painting more every now and then. I've been posting more things online but truth be told I'm pretty shy about it so my nervousness is making the process a lot slower than I would like it to be. Hopefully posting here regularly will help that haha. Anyway, I'll post the stuff I got done below:
Little Splatoon doodle I did as a style study

Some character design concepts I did for fun. Which one is your favorite?
That's it for the most part. I'm gonna try my best to get the demo out by next week so I'll see you all then!

Monday, September 18, 2017

September 18th weekly update! Painting practice

Hello everyone,

So this week was pretty productive. I've really gotten back into painting so I've been doing it more and more, but I've made a few strides in programming when it comes to the games projects and I should have most of the basic features I want for Usagi Star in the next week or two. Once I finish that it'll be onto polishing some of the things and making everything look good. I've been thinking of adding some animated CGs for some of the scenes but it would increase the amount of work by quite a lot and I'm still new to animating so I will most leave for something I do in later projects, but we'll see. I have a very small project I'm working on in the background to test how fast/ good I could make these scenes so if it goes well, I might add it into Usagi Star.

Other than that I've just been doing more paintings and trying to post my stuff to as many places as I can. Still have a few sites I need to put my stuff up on though. I did a few paintings this week as well. I colored a Felecia sketch by The Terrible Con, you can check his awesome stuff here, and an image set featuring Tsuyu "Froppy" Asui. I didn't another painting for a tumblr art jam, but it's been delayed to next week so I'll hold off posting it until then. I'll doing another painting for #BoobjobBuesday on twitter this time featuring Satsuki. Should hopefully get it done by tomorrow though unfortunately I haven't started yet haha




But that's all for this week. I'll be doing programming for the most part this week and trying to get things rolling and getting more confident working with Unity and coding in general. See you all next week!

Monday, September 11, 2017

September 11th weekly update!

Hey everyone,

So this week I got some good progress on Usagi Star. I implemented picking up power ups and changing the shot type to match the power up you got. I only have it working for spread shot right now so I'll be adding laser shots next. I also fleshed out all the CGs I want for the game and the overall story so now it's more of a matter of just getting things done. I plan to have Usagi Star done before the year is over so I'll be putting Miracle Hill on the back burner a bit just so I can focus more.

Other than that I spent most of the week painting and practicing coding stuff, algorithms specifically. I did a piece for #BoobjobBuesday fo the squid sisters from Splatoon that I think came out well:

You can find more variations of the pic on my tumblr or pixiv. I'm working on the next one at the moment. It's gonna be a sketch set of Froppy from My Hero Academia. I think I'll probably do a finished piece of one of them depending on time. There's also a "Slut Mania" artist event on tumblr featuring Sonic stuff that I was thinking of doing.It's due date is the 16th so hopefully I'll have enough time haha

But other than that I'm gonna do more anatomy and painting practice to get more used to things. I'll probably start laying out the Usagi Star CGs and start getting those done.

See y'all next week! 

Monday, September 4, 2017

September 4th weekly update! Drawin' and paintin'

Hello all,

So I had a pretty productive week. Got a lot of painting done and planned out what I wanted out of Usagi Star and Miracle Hill. Usagi Star should be out before the end of the year, then Miracle Hill will be next sometime in the future. Things might slow down once I get a job ( currently still looking for one) but I'll still try my best to make things happen.

As for the comic I mentioned last week, I didn't get too much done on it yet since I wanted to practice my painting a bit more before I dived in. Actually after reading some more manga/comics I actually want to change a few panels for more variety so I guess putting it off a bit was for the best haha

I got some Usagi Star Sprites done and planned out some of the CGs I want for it. So far the game will be pretty small, but I think it'll be good for a first project to get myself accustomed to things. I'm going to try and give it a really nice presentation value too and make everything feel really cohesive.

Miracle Hill is going smoothly, though I might slow development on it while I work on Usagi Star so I don't overwhelm myself. I fixed a problem I was having with the parallax scrolling so that's looking a running much better in my test demo. Still working out how I will do the CGs, but I worked out how I want the HUD and pause menu to look. Like Usagi Star I want these to have a good presentation value to them so I'm working hard to maximize quality without greatly increasing the amount of work needed. I also am probably going to change the story a bit so it's simpler and can be understood without knowing English since I'm hoping to sell it in Japan too. After working on the other comic project, I want to see if I can add comic elements through the game such as for cut-scenes or during H- events. It would kind of be like Parasite in the City's opening. I also worked on a few sprites for NPCs you can rescue as you're going up the mountain. Here's a WIP example: 

Also I started doing DieselBrain's "BoobjobBuseday" on twitter. It's a fun way to practice drawing and connecting with other artists so I'm going to try to do it every week. I'm well into this week's pic and it'll be up tomorrow once I get it done on my Twitter. Here's some sketches I did of Raven for it:

Also did a little painting for Heiyuu's USHIERO game project. Seeing his stuff has really helped my spriting so I wanted to show my thanks lol Tried a new painting style with this one. Really want to have vibrant colors in my work so that's what I tried to do:


And that's pretty much it for last week. I'll be working on implementing power ups and enemies in Usagi Star and completing the plans for both Usagi Star and Miracle Hill. I also want to get back into spriting on work on my environment work so I'll most likely be working on the backgrounds for Usagi Star as well. 

See you next week!



Monday, August 28, 2017

August 28th weekly update! Characters and painting

Hello everyone,

Unfortunately I was pretty busy this week preparing for a coding interview so I didn't get as much done as I wanted. I spent most of the week trying to find a good style for the CGs for Usagi Star and Miracle Hill. I was practicing on the style with one of my favorite artist's OC and that practice eventually turned into a comic idea, so I've been working on that too. I won't be posting pisc of it till it's all finished since I want it to be a surprise gift for the artist haha. At most it would take me a month, but I plan to power through it this week and get it out of the way. I forgot how much I enjoy making comics so I might use them for cut scenes in my games kind of like how Parasite in City did it. We'll see what happens.

I did rough out a sketch for the game over CG of the bunnies from Miracle hill, but I think I want to focus on my dynamic angles for the CG so I'm doing the rest of them with that in mind. Still working on getting enemies working for Miracle Hill. Just going to implement the Slime and see how it fairs. also have an issue with the parallax background so I'll be working to fix that too.

Overall it's been a very interesting week. I didn't get a lot of deliverables done, but I felt like I really pushed bass a hurdle as an artist so hopefully I'll be dropping more artwork soon.

See you next week!

Monday, August 21, 2017

August 21st weekly update! Art and sprites

Hey everyone!

So this week I got quite a bit done. I'm still working on getting a build up for Miracle Hill so I spent most of the week working on background sprites, events and how everything will look. As fat as new things go, I added "Kitsune statues" that the player can find to grant bonuses to them. For example, the first one will grant double jumping, while others will enhance hp, mp, or enhance attacks. There will be quite a few to be found, each designated by the number of tails they have. Here are some examples:

I also fleshed out the slime animation so I could figure out how I'm going to do the sex scenes in the game. Here's what the first "stage" of the animation looks like (there will also be fast and then climax animations):

I also worked on some "Wall asses" for one of the sections of the first level. I was mostly experimenting with these to see what looks good so let me know which one you guys like best:


I also spent most of the week drawing and sketching some things for Miracle Hill and some fan art of some of my favorite artists' characters. Unfortunately most of the sketches contain stuff I don't want to spoil for Miracle Hill, and I want to hold off on posting the fan art until I finish it. But I'll be posting them on my new tumblr when I get the chance! You can check out my tumblr and other links on the right side of the site menu, or here.

And that's it for this week. I'll mostly be focusing on programming stuff for the upcoming week and will be trying to add feature to Miracle Hill such as adding a melee attack and shooting projectiles. Also figuring out knock down mechanics and very basic enemy behavior.

See you all next week!

Monday, August 14, 2017

August 14th weekly update! Miracle Hill progress.

Hey everyone!

Not too big of an update this week. I've been working on making a minimum viable product for Miracle Hill ( basically a first build testing all the features), and a few sprites to see how  I should make the background look. Also did some coding to get parallax scrolling and a camera that follows the player correctly while still being bound by certain boundaries. There's still some bugs with these though so I'm still working on them. So things are moving along, but it might be a while till I hve anything proper to show.

I do have a few WIP sprites to show for the sex scenes in Miracle Hill:



I also added a slime enemy for the game. It will be pretty basic compared to the other enemies, but it's almost an H-game staple at this point haha

And that's it for the most part this week. I'll be working on the CGs for Miracle Hill and the splash screen for Usagi Star. See you all next week!

Monday, August 7, 2017

August 7th weekly update! Miracle Hill reveal!

Hello everyone!

So this week I actually took a vacation for a few days to hang with some friends so I didn't get the chance to work as much as I wanted, but I do have some new stuff to share!

First off though, I'll state now that I'm going to shelf the slimer project for now. It was mostly just a way to practice pixel art when I made it so I've been kind of haphazardly developing it. Plus the mechanics I want in it are pretty complex, so I'm going work on some other projects to get some experience first.

Speaking of which, I have a new project I've been working on! I will be creating a 2D-platformer action game called "Miracle Hill".

    It features a woman named Freya who returns to her mother's home in the woods, only to find out that her mother is missing and the house has been ransacked. After spending hours of searching, Freya starts to think she will never see her mother again. While thinking of her, she remembers the story of the mountain that her mother told her when she was a child: "She who meets the mountain god at it's peak, will obtain anything in the world they seek". Freya knows that the mountain is teeming with monsters and beasts, but to see her mother again, she will brave any danger and she sets off to see the mountain god herself!

The game will have several enemies in it's final version, but for now, I am focusing on making one good level, and then building more on top of it if everything works out. There are 5 total enemies planned right now: 3 bunny boys (red, blue, and yellow) that can impregnate Freya with eggs that she later gives birth to, a female dryad that possess tentacles, and a large wolf-man. The game will feature F/M sex, F/F sex, egg laying, tentacles, and large insertion (but not too crazy lol). Each enemy will have a gameover CG drawn by me, and I'm working to have dialogue that occurs during every sex scene to spice things up a bit.

As far as Freya herself, she will be able to due basic platformer actions such as running and jumping, but will also have offensive magic (melee and ranged, ranged costs MP),  some movement ability (still thinking of what would work best), and can masturbate to restore magic (orgasming/ having sex restores MP, but MP recovers slowly). Freya also has an orgasm bar and a lewdity level that changes her HUD icon and response during sex as well as the game's ending (slightly). I'm working on a game play difference that this would change as well.

I'll make a more comprehensive post later since most of this stuff is still in pre-production, but I'll include some sprites I made for it so far:
Freya: Idle, Idle to run, and run loop
Freya: Various Expressions

Enemy Concepts

Freya: HUD Icon


Freya: concept poses

I got some other sketches done as well. I made a character based on Sqoon's puwa design that I'll finish later, a Tsareena drawing, and some impmon femboy skecthes.



That's about it for last week. I'm not sure how much I'll be able to get done this week since I'll be pretty busy with some life stuff but we'll see what  happens. I want to get a control rig for Freya so I can handle her running, jumping etc and handle going in between rooms in a level. Still need to get an enemy structure for Usagi Star so I can test out spawning and making levels. We'll see what happens haha

See you next week!