Tuesday, January 16, 2018

January 16th weekly update! Getter Graffiti full steam ahead!

Hey everyone!

So this week I wanted to primarily focus on drawing, but making pixel graffiti art took up the most of my time instead.

I did manage to get the Getter Graffiti bug fix version out earlier in the week which prevents Mui from getting knocked back or slowing down on the rails, so the game should feel much more consistent. There's still an issue with the zoom in during the flying enemy scene since the camera doesn't center itself. This causes the "break out" image to appear in front of the animation, so I'm trying to find a way to make it move the camera to avoid that problem. Hopefully I'll figure it out by the time the next demo rolls around. I'm also going to adjust the spray object hitboxes and make an icon indicating when you can spray an object which should help the game flow better.

Speaking of Getter Graffiti though, I have been making progress on a lot of the new graffiti for the game. I have 7 total small and medium sprites ready and I'm working on a few more at the moment. I wanted these to incorporate some references to games and shows that I liked or were inspired by you might see some familiar faces haha These will be included with the slime enemy update once I get the sprites for that done. I'll post a couple of them below as a teaser. I might work on them a bit more, but probably no major changes. The "Oni" one will actually be replacing the one in the game currently since I feel that one is a bit lackluster.

Looking at the, now, a lot of them are ass focused, so I'll try to incorporate more boobs and other areas of interest in the future to balance things out lol



The slime animations and it's scene are going well. There's still a bit of work left to it including the climax, but I should have it ready by next week. I want to add 2 more enemies to the game, so I need to think of some ideas soon since I want the game out by the end of January. One will probably be an enemy that dashes at you, so you need to be on your toes more when you're on the ground. The other might be a tall enemy or something that you need to time a jump to get over. Originally I wanted a slide in the game, but I think I'd rather try to keep things simple and work with what I have. I could even do something like a tentacle trap that hangs from the rails. I'll keep you guys posted on what I decide on.

Once that's done, I'll start incorporating the Chaser enemy. This will be the one trying to catch Mui throughout the game and will trigger a game over if they catch up to her. I decided to make it Mui's rival "Phyvo". A prodigy police officer who uses tentacles to traverse the city. So basically the concept is you want to prevent yourself from running into the police because they'll slow you down and allow to be caught by Phyvo. Her sprite will be big since it'll involve her tentacles and take up most of the screen vertically, but it's animation shouldn't be too complex so hopefully it won't take too long to finish. Here's her concept sprite with a comparison to Mui:

 Other than that I still need to get the sound effects in the game, so I'll be working on that too. I also have a lot of the art work left to do and I wanted to make a little 2 page comic to introduce Mui and Phyvo and the start of the chase so there's a lot left on the plate as far as work for the game goes, but I feel confident about getting it finished. Worse case scenario I will push the release date into February if I need more time. I'll keep you guys posted.

Also as far as plans for my other games go, I'll chart that out once I get done with Getter Graffiti since there's still a lot of work left for it. I think right now it's better to try and focus rather than juggle everything like I do normally xD

Anyway that's all from me. Hope you guys have a good week!





Tuesday, January 9, 2018

January 8th weekly update! Back from break!

Hello everyone!

So after the Lewd game jams I wanted to take the last week off and just take some time to myself.
I still did a bit of artwork and worked on a few things on the side to keep myself busy, didn't get anything finished to show, but hopefully I'll finish some of it up as the week gets rolling.

But before I start making more art again, I want to finish up Getter Graffiti and get rid of some of it's annoying bugs. I want a lot of graffiti sprites to be in the game for  the player to spray so I'm going to try to do 3 a day (1 small, 1 medium, and 1 large sprite). Like I mentioned before I want to try and get the game out by the end of January. I'll also have to look at adding some more "endless runner" mechanics like adding a score, leader board, and other mechanics that would make the game more enjoyable.

On my off week I also started another small project. While it is very small in scope, it will still involve a lot of  sprite work, so I'll wait to work on it until I finish Getter Graffiti. I'll show off the project once I get it into a more presentable state.

Unfortunately I don't have anything to show for this week, but the coming weeks should be more fruitful. I plan to bring out a bug fix update for Getter Graffiti by next Monday so hopefully that will go well. Also I will be working out plans for Pome and Usagi Star as well, so I will keep you all updated on that once I figure things out.

See you all next week!

Tuesday, January 2, 2018

January 2nd weekly update! Happy new year and Getter Graffiti demo released!

Hello everyone!

Hope everyone had good holidays and a happy new year! Mine was pretty nice, and I got a good amount of work done as well haha

Speaking of which, the lewd game jam 2017 hosted by Sepherit has concluded, and I completed the proof of concept demo for Getter Graffiti! You can download it from my itch.io page..

You can download the game here

The game currently has a few bugs that I want to iron out, but I want to take a few days t rest a bit since I already feel a bit burnt out. I put all the notes I think were necessary to know about the game on the itch.io page so feel free to check it out if you're curious.

I'll be adding more graffiti sprays and 3 new enemies and more environment sprites. I'm hoping to get the game out by January so I'm gonna work hard on it once I rest up a bit. Here's a sprite from the game, I'm really liking the "Mating Press" position as of late haha


As for future things and new year's resolutions:

  • I want to try to get a game finished every 2 months, and do some more practice with art, pixel art, and coding. 
  • I also want to do more comics and images sets too since I think they are a great way to practice and show a simple scene. 
  • I want animation to be a big focus as well, so I'm going to be doing more hand drawn animation beyond just doing pixel art animations.
 So I will be pretty busy going forward and I might not complete everything I start, but I think being more experimental at this phase, will lead to me learning more and figuring out the type of content I want to make. Also, I will probably get a  day job soon now that the holiday season is over, so that'll probably impact my work in a big way if I land one. I'll keep you guys posted on what happens and what the plan is.

Well that's all for now, see you next week!





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!