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!