Sakyubasu no Tatakai I (Finished)

Re: Sakyubasu no Tatakai

Postby worms » Mon Oct 17, 2011 3:16 pm

in November!?
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Re: Sakyubasu no Tatakai

Postby Sonora » Mon Oct 17, 2011 4:33 pm

Sonora Wrote:
whatdontlookaatme Wrote:more fans than non-fans so gorepete hopefully keeps the one with the tattos. Oh, and with the clothing, doesnt it defeat the purpose of clothing if its see-through? I think it would be sexier if the bra and panties werent see-through and were just black, and then the clothing came off when she has sex.


Lucky777 Wrote:Gonna drop in the opposing counter-vote, and vote against that request to make her clothes opaque.


Maybe there could be a system that allows you to adjust the color and opacity of her outfit and tattoos.


Gorepete Wrote:
Sonora Wrote:I was wondering if a feature similar to Corta's character template could be implemented. It isn't really necessary, however, i've never really been a fan tattoos and piercings so I think it would help to have something similar to the template available.


This seems fine to me. I can add a little customization without too much hassle... like which tatoos/piercing, eye/hair color... etc. The problem (and you can ask corta about this) is that when you overdo the customization the game really begins to bog down because you have multiple frames of multiple body parts constantly checking to make sure that they are showing the right graphics.

But I don't see a reason why I can't make the little details like that optional.


BlueLight Wrote:So why can't you make a character class and from array or array list set what the character is wearing?
Then you just display stuff you read from the character class.
I don't know what the limitations of flash but this doesn't seem hard to me.


Perhaps you could add the ability to toggle a few options instead of having full blown character customization. Being able to turn her clothes and tattoos on or off and adjust whether they're see-through or not would cover everything mentioned and (hopefully) cause less lag than a full customization feature.
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Re: Sakyubasu no Tatakai

Postby GolanTrevize » Mon Oct 17, 2011 5:31 pm

so, are you going to post the already-made new version?
Current project: Dark moon (Artists needed)
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Re: Sakyubasu no Tatakai

Postby Aaleen13 » Mon Oct 17, 2011 6:33 pm

GolanTrevize Wrote:so, are you going to post the already-made new version?

pretty sure its not completely done otherwise he would have

worms Wrote:in November!?

thats really not that long >_> well pending on how old/young you are, if you are like 3 then yes a month is a big part of your life, if your 89, yes, because you might not live that long, so unless either fits you i really wouldnt complain, he could always decide to take a vacation and delay it more or make a new game in which he wants to finish that one first
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Re: Sakyubasu no Tatakai

Postby GolanTrevize » Mon Oct 17, 2011 7:41 pm

Aaleen13 Wrote:
GolanTrevize Wrote:so, are you going to post the already-made new version?

pretty sure its not completely done otherwise he would have

Didnt meant completely done, I was only talking abot second boss being "fuckable"
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Re: Sakyubasu no Tatakai

Postby BlueLight » Mon Oct 17, 2011 8:09 pm

Who said it was done. All he has is a screen shot. For all you know he could have a basement full of space monkeys (*in musical rock tone play* " SPACE MONKEYS") that write his code for him and we all know space monkeys (*in musical rock tone play* " SPACE MONKEYS") can't code worth a Space Monkeys(*in musical rock tone play* " SPACE MONKEYS") shit, however, Space monkeys (*in musical rock tone play* " SPACE MONKEYS") are great at doing art work as anyone in the Space monkey (*in musical rock tone play* " SPACE MONKEYS") zoo would tell you.

The moral of this Space Monkey (*in musical rock tone play* " SPACE MONKEYS") post is that you can't assume that what you see is a finished product in art or programming.
Things get messier the more movement you add to them and all we saw was a still picture. The boss could phase out of the space-time continuum for all we know.

The second moral of this story is that making fun of 70's pop cartoon culture isn't always accepted by some people as the joke is was intended.

The third moral of this story is that i'm having a garage sale since i need to clear out my stock of Space Monkey (*in musical rock tone play* " SPACE MONKEYS").

what did you think i was done with that joke?
Last edited by BlueLight on Mon Oct 17, 2011 8:27 pm, edited 1 time in total.
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Re: Sakyubasu no Tatakai

Postby dik3y » Mon Oct 17, 2011 8:18 pm

Hulk Smash :!: :mrgreen:
"Men are only good for one thing. Women are good for six."
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Re: Sakyubasu no Tatakai

Postby Lucky777 » Tue Oct 18, 2011 1:29 am

WonderGamer Wrote:You would have to add enough levels to allow people to gain enough points for the highest skill set in each group, otherwise you would just piss people off for adding skills that they don't have any chance of learning. Somehow I don't think 5 would be enough. Either more levels are needed or the cap needs to be removed/increased so you can gain more points between lives.


I'd be happy to see the cap removed as well.

Not only is it irritating to see skills you can't gain, but apart from that I've never been fond of limitations on my grinding.
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Re: Sakyubasu no Tatakai

Postby WonderGamer » Tue Oct 18, 2011 4:15 am

Seems that the limits are inaccurate with each level anyways. On the first level, there are more enemies to kill/fuck than the cap allows if you want to gain skill points in just a certain category if you play right through it without dying, meaning you have to start gaining skill points in the other category if you don't want to waste those kills/fucks. On the second level, you can actually gain more skill points in a single category than there are enemies without dying.

For those who don't understand what I'm talking about, you gain skill points in a category depending on how you finish off an enemy. If you kill them using attacks, you gain a point for spending in the green category. If you finish them off by fucking them, you gain a point for spending in the red category. With this understanding, it makes it easier to concentrate on how you want to finish of enemies so you can purchase said skills quicker.

And I'm not saying that the cap needs to be removed, but apparently it need to be adjusted to match the amount of (or a multiple of) enemies in each level.
Last edited by WonderGamer on Tue Oct 18, 2011 10:14 am, edited 1 time in total.
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Re: Sakyubasu no Tatakai

Postby Aaleen13 » Tue Oct 18, 2011 9:36 am

GolanTrevize Wrote:
Aaleen13 Wrote:
GolanTrevize Wrote:so, are you going to post the already-made new version?

pretty sure its not completely done otherwise he would have

Didnt meant completely done, I was only talking abot second boss being "fuckable"

as blue said, and as i said with you even quoting me, the UPDATE is not done, its a screenshot, that could just be one SINGLE FRAME of programming, doesnt include all of the code, if you thought i meant the game wasnt done then you really must be a positive person lol because he said he wasnt going to work much on this till after he finishes dusty, which he said would be in novemeber most likely, so if you thought i meant he was done with the game THAT early, then damn, i knew Gore was amazing but thats like beyond godly, it is not fun to code these games lol
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Re: Sakyubasu no Tatakai

Postby BlueLight » Tue Oct 18, 2011 10:35 am

Aaleen13 Wrote: it is not fun to code these games lol

My games are fun to program :P
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Re: Sakyubasu no Tatakai

Postby SpectralTime » Tue Oct 18, 2011 2:30 pm

WonderGamer Wrote:Seems that the limits are inaccurate with each level anyways. On the first level, there are more enemies to kill/fuck than the cap allows if you want to gain skill points in just a certain category if you play right through it without dying, meaning you have to start gaining skill points in the other category if you don't want to waste those kills/fucks. On the second level, you can actually gain more skill points in a single category than there are enemies without dying.

For those who don't understand what I'm talking about, you gain skill points in a category depending on how you finish off an enemy. If you kill them using attacks, you gain a point for spending in the green category. If you finish them off by fucking them, you gain a point for spending in the red category. With this understanding, it makes it easier to concentrate on how you want to finish of enemies so you can purchase said skills quicker.

And I'm not saying that the cap needs to be removed, but apparently it need to be adjusted to match the amount of (or a multiple of) enemies in each level.


I thought he was encouraging the player to use a number of different means to secure victory...
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Re: Sakyubasu no Tatakai

Postby Acidrayne360 » Wed Oct 19, 2011 12:02 am

And AGAIN after dropping off the face of the Earth for a while, I'm back. I just read through this entire thread, which was a bit of a yawn-fest, except for the talk about updates and the huge debate over the funny-games thieving whores. I believe there is a difference between what we're doing and what they're doing... The people of this forum are taking some things that were made by someone to be cool and fun, and are adding own little perverted mix to it, making it free and fappable so people can enjoy it in more ways...They're taking something that someone made to be free and fappable and turning it into a profit.
Us = Robin Hood, doing it for no money at all. Them = Common Thieves, doing it for ad-money.
I think my logic is easy to agree with, right?
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Re: Sakyubasu no Tatakai

Postby Acidrayne360 » Wed Oct 19, 2011 12:03 am

WTF? Why do I have Origami Toast's forum pic thingy?
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Re: Sakyubasu no Tatakai

Postby BlueLight » Wed Oct 19, 2011 2:01 am

Acidrayne360 Wrote:Us = Robin Hood, doing it for no money at all. Them = Common Thieves, doing it for ad-money.

You guys are forced to do it for free by copyright. Your using some one else's copyrighted work and one of the work arounds is that.
They are common thieves.
I can charge what ever the hell i want.
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Re: Sakyubasu no Tatakai

Postby GoRepeat » Wed Oct 19, 2011 2:34 am

Acidrayne360 Wrote:And AGAIN after dropping off the face of the Earth for a while, I'm back. I just read through this entire thread, which was a bit of a yawn-fest, except for the talk about updates and the huge debate over the funny-games thieving whores. I believe there is a difference between what we're doing and what they're doing... The people of this forum are taking some things that were made by someone to be cool and fun, and are adding own little perverted mix to it, making it free and fappable so people can enjoy it in more ways...They're taking something that someone made to be free and fappable and turning it into a profit.
Us = Robin Hood, doing it for no money at all. Them = Common Thieves, doing it for ad-money.
I think my logic is easy to agree with, right?




You will be happy to know that while you were gone a thread, that is not this one, was started for this topic. The one that is not this thread. The not-this-one. I think it is titled "hey the conversation for not this thread".

And here I was going to post more random stuff. Oh well I guess I still can!

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combat roller.swf [ 41.79 KiB | Viewed 3261 times ]


(arrow keys)
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Re: Sakyubasu no Tatakai

Postby BlueLight » Wed Oct 19, 2011 2:55 am

Your roller is rolling to much for each thing.
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Re: Sakyubasu no Tatakai

Postby GoRepeat » Wed Oct 19, 2011 3:06 am

BlueLight Wrote:Your roller is rolling to much for each thing.



Oh oops I forgot to embed the font

one moment!
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Re: Sakyubasu no Tatakai

Postby whatdontlookaatme » Wed Oct 19, 2011 3:30 am

nice little animation you got there, did you consume corta and take his skills?
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Re: Sakyubasu no Tatakai

Postby GoRepeat » Wed Oct 19, 2011 3:39 am

whatdontlookaatme Wrote:nice little animation you got there, did you consume corta and take his skills?


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