Sakyubasu no Tatakai II (Finished)

Re: Sakyubasu no Tatakai II

Postby Kyn » Wed Jul 08, 2015 3:25 pm

loshi1505 Wrote:I miss the old animations a bit... like all of the new ones are the same to me. -_- it's not that they aren't good... it's just... nothing but them is a bit... dull.... >_<

My sentiments exactly!

I feel like the new ones should be summon or rank 3 exclusive so we may keep the older animations. They were very nice!
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Re: Sakyubasu no Tatakai II

Postby Colbacky » Wed Jul 08, 2015 5:27 pm

I'm loving the game so far gorepete, honestly keep it up, it's had me pulling my hair out at a few stages but apart from that it's great. I also love the new animations like seriously they're great, i was thinking maybe for the people who liked the old animations you could use two units in the summon section. For example use two units such as two gorgers for the old animations to play, and for the new animations with eva and co, use only one in the summon. I know this won't work for a gorger and drone but it could sort out the commanders with male units. Just an idea.
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Re: Sakyubasu no Tatakai II

Postby ElPresidente » Wed Jul 08, 2015 8:07 pm

How about being able to turn any female slave/soldier you want into a futa?

That way futas would have the current scene and a female would have the old one. Tat way you can tailor your own army as you see fit
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Re: Sakyubasu no Tatakai II

Postby Budokai » Wed Jul 08, 2015 9:02 pm

Love Gorepete
Love all her works
Loving this one so far a lot...

Too much work for new porn every update. Anyone care to share a save? :)
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Re: Sakyubasu no Tatakai II

Postby Shoubai » Wed Jul 08, 2015 10:12 pm

ElPresidente Wrote:How about being able to turn any female slave/soldier you want into a futa?

That way futas would have the current scene and a female would have the old one. Tat way you can tailor your own army as you see fit


Agreed. not that I don't like futas. But it gets kinda repetitive if every sex scene is going to be about penetration. Btw, the old animations were awesome. you should use them in some way.
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Re: Sakyubasu no Tatakai II

Postby TebiCake » Thu Jul 09, 2015 1:22 am

I don't mean to pry, but, will I have to lose all of my progress every time the game gets updated? T___T

Gorepete please
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Re: Sakyubasu no Tatakai II

Postby GoRepeat » Thu Jul 09, 2015 2:08 am

TebiCake Wrote:I don't mean to pry, but, will I have to lose all of my progress every time the game gets updated? T___T

Gorepete please



Not always, but if part of the update involves changing the underlying variable arrays, then your old save data isn't compatible with the current code. I don't usually wipe them unless I have to. Otherwise your game is super buggy and people start reporting non-issues because they are seeing the results of old data being used in reconfigured functions.


Kyn Wrote:
loshi1505 Wrote:I miss the old animations a bit... like all of the new ones are the same to me. -_- it's not that they aren't good... it's just... nothing but them is a bit... dull.... >_<

My sentiments exactly!

I feel like the new ones should be summon or rank 3 exclusive so we may keep the older animations. They were very nice!


Not a terrible idea, but the problem with the old animations was because they were unit restrictive (not really swapable) they would scale out of control. I know my attention span and limits. At the old rate of 1 animation per rank per unit per unit, that would be 21 animations per unit type, or 147 total unique animations - and that is just if every single one is just a basic loop. It isn't really sustainable, and I doubt I would ever get them all done.

That isn't to say I won't make additional animations in the new style in the future, since the new ones have swappable units, instead of having 21 animation for the Hive Drone (for example) it would just be 3 - which changes that 147 number to 21, which is much more reasonable. I will have to give it some thought - the issue will be balancing quality vs time invested.


loshi1505 Wrote:http://gyazo.com/d7dfbf9382564399629cc55ad2821958
enemy idle bug pops it head in.... >_>


0 special power again... has to be tied somehow to activating Corrupting Lust. I am really scratching my head on this one, but that feels like a good lead.
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Re: Sakyubasu no Tatakai II

Postby Nobudi » Thu Jul 09, 2015 2:55 am

A bit off topic, but when did it go from Gorepeat to GoRepeat?
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Re: Sakyubasu no Tatakai II

Postby JasonTodd-red » Thu Jul 09, 2015 4:28 am

out of curiosity when will u add the sound stuff?
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Re: Sakyubasu no Tatakai II

Postby gymogle » Thu Jul 09, 2015 4:49 am

So when I start a new game none of my units have abilities but 2-3 rounds in all of my opponents do. Is this a bug or am I expected to spend an hour or so grinding?
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Re: Sakyubasu no Tatakai II

Postby JasonTodd-red » Thu Jul 09, 2015 4:52 am

I should have asked this before, but is there a way to get a threesome in the summon men?

I feel like that would be an interesting thing to put in if there wasn't.
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Re: Sakyubasu no Tatakai II

Postby Colbacky » Thu Jul 09, 2015 5:14 am

147 would have been insanely cool but sadly ain't nobody got time for that. Also a bug that i found, i think someone else mentioned it earlier, the background for 'the phase' is messed up, kinda a mix of space, clouds and mountains.
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Re: Sakyubasu no Tatakai II

Postby Photovoltaic » Thu Jul 09, 2015 9:21 am

Found a potential bug: Player units can't move vertically through enemy units (e.g., from the top row to the bottom row when an enemy is in the middle row of the same column), but enemy units, on some occasions, move vertically through player units.
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Re: Sakyubasu no Tatakai II

Postby heis3780 » Thu Jul 09, 2015 1:40 pm

A mega-kick-ass uptade! GoRepeat, please, continue your awesome and cheerfull work!
I can't wait to see all the goodies at the final version!
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Re: Sakyubasu no Tatakai II

Postby TebiCake » Thu Jul 09, 2015 1:48 pm

GoRepeat Wrote:
Kyn Wrote:
loshi1505 Wrote:I miss the old animations a bit... like all of the new ones are the same to me. -_- it's not that they aren't good... it's just... nothing but them is a bit... dull.... >_<

My sentiments exactly!

I feel like the new ones should be summon or rank 3 exclusive so we may keep the older animations. They were very nice!


Not a terrible idea, but the problem with the old animations was because they were unit restrictive (not really swapable) they would scale out of control. I know my attention span and limits. At the old rate of 1 animation per rank per unit per unit, that would be 21 animations per unit type, or 147 total unique animations - and that is just if every single one is just a basic loop. It isn't really sustainable, and I doubt I would ever get them all done.

That isn't to say I won't make additional animations in the new style in the future, since the new ones have swappable units, instead of having 21 animation for the Hive Drone (for example) it would just be 3 - which changes that 147 number to 21, which is much more reasonable. I will have to give it some thought - the issue will be balancing quality vs time invested.


I see. So, 7(First unit's race) * 7(Second unit's race) * 3(First unit's rank) = 147 hypothetical animations for a finished game with the old rate.
7(Second unit's race)*3(First unit's rank?) = 21 total estimated (unit-only) animations for the finished game.

I'm slow. I had to mull over your paragraph for liek 10 minutes, lol.

The new animations are really sexy, still.
Atm I can recognise 3 animations: X female on top of Gorger, X thing doing an Illosa, and X thing screwing a Drone from behind. It's very thoughtful that each combination has its own little difference, but that counts more like a 'reskin' rather than a new animation.

I really appreciate your work, Pete. Don't get me wrong. I'm whining because I still want to be able to see the animations you managed to make before realising that it was an unsustainable thing to do. As in, they were so good they shouldn't go down the drain. You could shove them into the gallery as a bonus, I dunno, lol.

If you give it more thought (because it's a porn game, after all) the unsustainable model could be kept if we find more animators to help while you craft the storyline.

Otherwise, I agree with your decision. It makes one look forward to playing to get all of your units until rank 3. :lol:


In any case, please keep up the work! I have a moderately busy life and I'm still checking this specific forum almost every day ;3
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Re: Sakyubasu no Tatakai II

Postby napala » Thu Jul 09, 2015 6:05 pm

gymogle Wrote:So when I start a new game none of my units have abilities but 2-3 rounds in all of my opponents do. Is this a bug or am I expected to spend an hour or so grinding?


You don't need that much grinding to beat those opponents. The runes you get from converting units in 2 or 3 matches should be enough to be able to beat all levels up to the first boss.

Before the inevitable question, yes, the enemy units in Shadefall are supposed to
Spoiler (click to show/hide):

be permanently invincible.
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Re: Sakyubasu no Tatakai II

Postby Photovoltaic » Fri Jul 10, 2015 2:26 am

Apalapan Wrote:Before the inevitable question, yes, the enemy units in Shadefall are supposed to
Spoiler (click to show/hide):

be permanently invincible.

That's mostly true, but
Spoiler (click to show/hide):

poison definitely still works on them.


Also, I've noticed that enemies killed indirectly (such as AOE damage from the Impact ability or poison) during Corrupting Lust's effect aren't recruited. Is this intentional?
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Re: Sakyubasu no Tatakai II

Postby Spartacus » Fri Jul 10, 2015 8:31 am

I can confirm the indirect kills not giving you a new recruit. I can understand this if they die from rune powers, but AOE damage should count as a recruit IMHO.

Another small annoyance. Ranged units will move and attack, which is great, unless they are targeting the enemy leader. If this is the case they will just attack and stay put.
Slightly annoying since I had maneuvered my units so that the top lane was unopposed. But the top lane contained a purple mage first and a healer after.
Because the mage just fires, but never moves, the healer was stuck behind her. I don't know if this is intentional?

Finaly a mechanics question. Does the enemy also have a hand of cards to choose from for deployable units? It would appear to me they do not, because they can keep summoning so many units at the same time.
If this is the case I like it because it adds an extra chalange, but I would like to now. I know there troopcount is finite because I have won do to the fact that I killed there units faster than they could kill mine until I had one unit remaining and they didn't summon new ones :D
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Re: Sakyubasu no Tatakai II

Postby GoRepeat » Fri Jul 10, 2015 12:23 pm

Photovoltaic Wrote:
Apalapan Wrote:Before the inevitable question, yes, the enemy units in Shadefall are supposed to
Spoiler (click to show/hide):

be permanently invincible.

That's mostly true, but
Spoiler (click to show/hide):

poison definitely still works on them.


Also, I've noticed that enemies killed indirectly (such as AOE damage from the Impact ability or poison) during Corrupting Lust's effect aren't recruited. Is this intentional?



Its intentional, only the primary target gets recruited; same with deaths by poison/flare

Spartacus Wrote:I can confirm the indirect kills not giving you a new recruit. I can understand this if they die from rune powers, but AOE damage should count as a recruit IMHO.

Another small annoyance. Ranged units will move and attack, which is great, unless they are targeting the enemy leader. If this is the case they will just attack and stay put.
Slightly annoying since I had maneuvered my units so that the top lane was unopposed. But the top lane contained a purple mage first and a healer after.
Because the mage just fires, but never moves, the healer was stuck behind her. I don't know if this is intentional?

Finaly a mechanics question. Does the enemy also have a hand of cards to choose from for deployable units? It would appear to me they do not, because they can keep summoning so many units at the same time.
If this is the case I like it because it adds an extra chalange, but I would like to now. I know there troopcount is finite because I have won do to the fact that I killed there units faster than they could kill mine until I had one unit remaining and they didn't summon new ones :D


Range units will stop at max range; this is so melee units can strike at the boss, otherwise you would have your tanks/fighters/scouts stuck behind a mage or healer doing damage at point blank range. Trust me, it works out for your benefit that they hold ground at max range against the boss tiles.

Enemies have both a limited number of units and a limit on how many they can have out on the field at the same time, this is one of the methods I use to control difficulty. It is definitely possible to run them out of troops and win by attrition.


Photovoltaic Wrote:Found a potential bug: Player units can't move vertically through enemy units (e.g., from the top row to the bottom row when an enemy is in the middle row of the same column), but enemy units, on some occasions, move vertically through player units.


I will take a look at the swapping logic, thanks!
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Re: Sakyubasu no Tatakai II

Postby Train1305 » Fri Jul 10, 2015 5:51 pm

Nice avatar GoRepeat ;)
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