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!



   

Monday, July 31, 2017

July 31st weekly update!

Hey everyone!

So this week I focused mainly on programming stuff and some pixel art when I had time. Specifically I wanted to start working on prototypes for some of the games I'm thinking of.

I have a very basic demo running for Usagi Star that not worth presenting yet, but has some features that are necessary for the game. I have a scrolling background that I can build the level on and have the player fly through, and I can change the speed of things as well as get rid of objects and enemy's when they leave the screen. The next things I want to get done is making a class that will hold the generic information for game entities so I can have the player and all the enemies be child classes of it, and get a basic enemy template finished.

I also did a small demo that allows me to have parallax scrolling for platforming games. I based it on a video tutorial I saw gave functionality for basic parallaxing for numerous layers based on the camera, but I also want to see if I can add layers that move slightly automatically for things like clouds and whatnot.

As far as pixel art goes, I've been looking at other people's art and seeing what I like about them and how I can improve my own stuff. I've only really been spriting for a short while, so I'm trying to learn as much as I can while I still have some free time.  I was trying to find answers the the questions: What shapes are appealing for pixel art, when should I use lines to frame the image, and how should I be using color for these sprites? I'll probably make a blog post about my finding later, since I'm still trying to figure a few things out. But I was mostly looking at Kyrieru's work, as well as Heiyuu's sprites since I think they both utilize chibi-esque character design really well.

But for the meantime, I have some sprites I did for practice as I tested what different sprites I could make with the same size using different styles in about 10 minutes. I also worked on some of the slimer sprites as well:

 (RBWY sprites in different styles)

(Some 10 minute pixel sketches) 





 (More Style practice featuring Jolyne Cujoh)

(A pixel cloud for background practice)

(Slimer +Squire anim 2 WIP and Squire Idle anim)



I feel like some of my sprites are way too messy and I think the lack of lines is causing it. The slimer animation especially is kinda of hard to tell what's happening, doubly so when there's no background to frame it. I'll be experimenting with this for the next couple of days and see what changes I might be able to make to improve it. 

I also ordered a cheap smart watch for development purposes. I might make some super simple games to be played on them which I think will be cool haha

That's all for this week. Didn't get much artwork done, but this week it'll be my focus (I switch off from art and programming weeks).Let me know what you guys think about the sprites I made and feel free to leave any tips or suggestions!

Monday, July 24, 2017

July 24h weekly update!

Hey everyone!

This will be the first post of my "weekly update" series where I post all the stuff I got done / learned about in the previous week!

So first off, I did a bunch of sprite practice in order to figure out good ways to color and shade things for game assets. I made a few bunnies based on SoperAmiUniverses' design and tried a few different techniques to see what works best.
Seeing what I can do with just white as the main color.

Here the shades are more saturated than the main color.


Added lines to the previous image. 
Here the shades have lower saturation.

Lower saturation shadows and lines. Plus wanted to try a darker skin tone.

I think I'd use black outlines when I want to use the sprite for an icon or something similar. Also, I think shades having lower saturation work better as opposed to higher saturation like I've done so in the past.

I also have a few ideas on been working on trying to d more interactive game projects. I'll go into more detail about them later, but for now here some sprites from them:

The first would be fore a side-scrolling arcade shooter called "Usagi Star" where power ups causes the character to be sexed by various things while also changing your shot types. For the story, you have to save the Cat-droid queen who's been kidnapped by another alien race before they make her their plaything. On the way to their main fleet, you'll also see members of the cat-droid army being sexed that you can save as well, just to add a bit more h-scenes and some flair to the levels. the project's still in it's infancy, but I'm going to try and get a demo out when I can so that y'all can get a handle of the game. I'm trying to keep it pretty simple so hopefully it won't take too long.

Usagi Star idle animation

Spread shot level 1 power up

Spread shot level 2 power up
Cat-droid idle animation

Cat-droid getting banged


The other set of sprites is for a game that a bit more experimental. I want something that kind of builds upon the relationship between player and enemy through game play mechanics and makes both the game play and h-scenes more memorable because of it, rather than just every enemy activating an h-scene the same way. I got the idea from Forest of the Blue Skin by Zell23 and how every monster in that game is almost a small puzzle themselves in order to capture them. You'd play as a sentient slime who is in a society where they've all been killed off. Your tasked with finding enemies to feed off their sex juices, find any other slimes that might be in the city and combine with them, and overthrow the city and get revenge on their Queen. It'd most likely be a platformer, but I might also add some stealth elements.
It's really just a way for me to practice spriting atm. I asked Kyrieru to give me some pointers on both my sprite animation and construction. He not only gave me some pointers on  sprite construction and color, but he also took the time to edit one of my sprites so I'm very grateful that he helped me out. You can tell how much I learned just by looking at the sprite I made before his help and after haha
He said I needed to have more contrast in my color and focus more on the secondary motion in my animation. So for the color, I tried to implement more hue shading and also had my shades be less saturated so the main color pops more. I'm still trying to get a grasp on secondary animation (looking at the squire and slime scene 1, you can see the hair and legs seem "off"), but I'll keep working at it and doing studies to see how things look and move.


My original image on the left, Kyrieru's edit on the right

Slimer idle animation
Squire idle animation v1
(OLD, before Kyrieru advice)
Squire idle v2 WIP
(After Kyrieru' advice)

Slime and Squire scene 1 (OLD)

Slime and Squire scene 2

Squire prep birth 
Squire birth anim


Homeless girl WIP


I'll be updating and adding more to these games as the weeks go by. Usagi Star is currently the main focus, but I might work on the slime game here and there.

I also have a few art pieces to show as well! Aside from my daily gesture drawing, I have 2 painting I finished from sketches/inks from Edge Argento. The one with the bunny (Adele) was a coloring of his inked image. I didn't know what color she actually was before I started painting (she's originally white) but Edge and I settled on calling this the shiny version haha. Then I also have an inking and coloring of a sketch he did of his OC Sophie. I think it came out pretty well, though I think I do need to work on my line weight a bit. I also liked how it looked without lines so I included that as well haha
"Shiny Adele" painting






Sophie painting process from Edge Argento's Sketch.

So that's it for this update. This update is a bit big since it also covers stuff I did before last week, so the next updates probably won't be as big, but I'll try to keep working hard to get things out! As always hope you enjoy and feel free to leave comments!

See you next week!