Sakyubasu no Tatakai II (Finished)

Re: Sakyubasu no Tatakai II

Postby loshi1505 » Wed May 13, 2015 8:43 pm

endless? I'm pretty sure not... I won by killing off all the enemy units before going after the commander... literally the AI didn't spawn units for 2 turns. I kinda love winning that way. :P

pretty sure it's not impossible either... difficult sure but not impossible. ;) actually out of 5 plays on stage 2 I've only lost once. :mrgreen: make that 7 wins and 4 losses now.... guess I was just on a lucky streak before... >_> still an ok ratio. :D
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Re: Sakyubasu no Tatakai II

Postby Lucky777 » Wed May 13, 2015 11:56 pm

I'm braindead-type tired right now so I'll see if I can play tomorrow or the day after, but yeah doubtless you're going to want to have your enemy AI pull out all the stops and whip out all the super awesome tricks ... at some point rather later than stage 2 in the game.

There are totally only 2 stages now, though, so it ain't nothin' to be concerned about.

Depending on the status of posts I'll either edit in stuff later or post again with feedback; I'm strongly doubting the thread will stay still for 2 days, so PROLLY GONNA BE A POST.

Edit:

...Okay, so I like the vidyagame too much to leave it alone JUST because I'm super fucking tired.
No mechanical feedback, but I love the hell out of the dialogue.
Mistress is the best.

EDIT 2: Also, if you hit "skip" after beating the scout and before Beezy summons the naked unit, I think she doesn't summon the naked unit.
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Re: Sakyubasu no Tatakai II

Postby GoRepeat » Thu May 14, 2015 12:39 am

loshi1505 Wrote:it's possible to play stage 2 before the tutorial at the hive... (sort of... you only have your tutorial unit.... >_> )


Good catch, will be fixed in the next update

loshi1505 Wrote:so I switched around my troops special skill equipment for my 2nd battle (not including tutorial since that barely counts) and I changed heal to flare... next thing I know in the battle I have heal on the same troop it was on earlier and flare on a different unit. (which it was supposed to be on)


I can't seem to replicate this

Revo Wrote:you stream if you like or you have a special time like every Wednesday 1 pm ?


It is completely random, I usually put up a stream if I know I have a few hours to work on animations

Enyo777 Wrote:Right now the first real fight after the tutorial is much too hard - almost impossible to win. The enemy just spawns endless hordes of enemies (3 at a time) and you can never close in.


The stage 2 enemy is limited to 15 units, so it isn't endless :)

Enyo777 Wrote:There is also a bug where the AI can switch lanes to get behind player units while player units can't do so when an enemy unit stands in front of them. Sometimes enemy units fail to switch lanes correctly and try to move up on the top most lane or down on the bottom lane.


Can you be more descriptive? As far as I can tell, player units can switch to open lanes regardless if there is an enemy unit in front of them or not. It sounds like a bug, but I need a bit more to go on

Lucky777 Wrote:No mechanical feedback, but I love the hell out of the dialogue. Also, if you hit "skip" after beating the scout and before Beezy summons the naked unit, I think she doesn't summon the naked unit.


She doesn't. SCREW PEOPLE WHO SKIP MY AWESOME DIALOGUE NO SEX FOR THEM!!!!!!!!!
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Re: Sakyubasu no Tatakai II

Postby loshi1505 » Thu May 14, 2015 2:06 am

Gorepete Wrote:
loshi1505 Wrote:so I switched around my troops special skill equipment for my 2nd battle (not including tutorial since that barely counts) and I changed heal to flare... next thing I know in the battle I have heal on the same troop it was on earlier and flare on a different unit. (which it was supposed to be on)


I can't seem to replicate this

hmm.. I've done it basically every battle now... idk what to tell ya'... I'll try describing what I did more though in case it helps.

first thing I did was finish the first stage.
second I did was go to army menu and de-equip all special skills
third thing I did was equipped all special skills back onto different units than they were originally on
then I went into battle and noticed the unit that originally had heal has heal once again... but the unit I equipped flare on has it also. (I pretty much always changed it from a mage to an attacker and never had either of them in the captain or sub captain slots)

hope you catch this one... it's kinda a weird bug as it never shows a mage equipped with heal yet every time I go into battle that very one has it.... also I think it also did it with thunderstorm too for one game....
Gorepete Wrote:
Lucky777 Wrote:No mechanical feedback, but I love the hell out of the dialogue. Also, if you hit "skip" after beating the scout and before Beezy summons the naked unit, I think she doesn't summon the naked unit.


She doesn't. SCREW PEOPLE WHO SKIP MY AWESOME DIALOGUE NO SEX FOR THEM!!!!!!!!!

lol I almost always skip it just so I can help find bug a tad bit faster. :lol: (maybe that causes the special skill bug. :roll: )
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Re: Sakyubasu no Tatakai II

Postby vitorsly » Thu May 14, 2015 3:20 pm

I think there's a mistake in the intro. Voice 1 seems to be Beezy the first 2 times she talks and voice 2 is the little pink girl who calls eve "mistress" 8 I forgot her name) but after Eve wakes up, they seem to swtich as voice 2 calls vooice 1 "little pink shit".
Noone else seems to have referenced it, so either I have a good eye for detail or I'm actualy wrong.
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Re: Sakyubasu no Tatakai II

Postby jacka92000ja » Thu May 14, 2015 9:54 pm

Are the sex scenes going to be longer once the game is finished? Or is this the length that they are going to be.
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Re: Sakyubasu no Tatakai II

Postby Lucky777 » Thu May 14, 2015 11:29 pm

As GP's said earlier, longer at least in that they do have orgasm scenes; these scenes are just while it's a work in progress.
Now how MUCH longer and whether or not there's dialogue anywhere, in the gallery or in battle or both ... that I don't know.
But hey, rest assured at least that this isn't as good as it gets.
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Re: Sakyubasu no Tatakai II

Postby GoRepeat » Fri May 15, 2015 10:26 pm

jacka92000ja Wrote:Are the sex scenes going to be longer once the game is finished? Or is this the length that they are going to be.


There will probably be just that one loop, but I can make it speed up a bit on the first click then splooge on the second. Right now 7 minions * 3 ranks * 7 targets = 147 unique animations planned for the game. Being a realist, I can tell you that means they aren't going to be multi-phased. But I can try to do something special with bosses.
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Re: Sakyubasu no Tatakai II

Postby jacka92000ja » Sat May 16, 2015 12:28 pm

Gorepete Wrote:
jacka92000ja Wrote:Are the sex scenes going to be longer once the game is finished? Or is this the length that they are going to be.


There will probably be just that one loop, but I can make it speed up a bit on the first click then splooge on the second. Right now 7 minions * 3 ranks * 7 targets = 147 unique animations planned for the game. Being a realist, I can tell you that means they aren't going to be multi-phased. But I can try to do something special with bosses.


Yea that seems like it would take forever to do, and very tedious. Anyway just keep doing what your doing and what you want to do. Dont want this to become to workish for you again, thanks for replying.
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Re: Sakyubasu no Tatakai II

Postby Lucky777 » Sat May 16, 2015 4:35 pm

UI suggestion for later: it'd be pretty cool if you could sort stuff in the equipping menu.
Like ... maybe keeping all the items of one class together, and all the runes of one element together, that sort of thing.
Also, fuckin' intimidate is hella annoying, especially when we only have weakling units.
I'd just invest in it myself, but I'm more of a burst damage kinda guy.
Not to mention that having 0 attack units fighting 0 attack units until someone's intimidate runs out would be ... amusing, but also kinda boring.
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Re: Sakyubasu no Tatakai II

Postby Balalaika » Sun May 17, 2015 1:33 pm

when the next stream and whether there are records of the past?
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Re: Sakyubasu no Tatakai II

Postby shadowslayer72 » Sun May 17, 2015 10:28 pm

I did some testing myself and I find the only weakness in the current opponent being the number of units they can have on the field at one time because the only time I have been able to win was with their units locked in one position because of some units constantly being healed. This made them unable to spawn anything to prevent an attack that was going on the main character. This is a difficult feat to accomplish because the number of units your character has that has an ability on summon is limited and they only have characters with abilities on summon.I think they are also able to resummon those characters but didn't test it extensively enough to last long enough where they had to. either way I would like to encourage in the game fewer abilities for the opponent or less power in those abilities so as to allow the player more ability to plan ahead and defeat the opponent with mental ability over luck on what the opponent gets and spawns.

I apologize if there is something i overlooked in the comments on your awareness of this however I would like to still give you what advise I can without to much effort.
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Re: Sakyubasu no Tatakai II

Postby jacka92000ja » Sun May 17, 2015 11:03 pm

Oh and i didn't know if this was appropriate to ask on this thread but do you have the enemy genitalia for the Metroid DNA Hunters, or did you make any while working on the game that i could use? I am asking this because i am learning how to animate and would like to try to make at least one scene. However when i got the flash, i didn't find said genitalia on file. I'd really appreciate it, if you do have them on a separate file, if I could have them since I pretty much suck at art.
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Re: Sakyubasu no Tatakai II

Postby kissofthehell » Tue May 19, 2015 12:47 am

Greetings. I havent been to LoK in a long time and i noticed something. What happened to Sakyubasu no Tatakai II while i was gone. Last thing i remember (and i have on my PC) is the Sakyubasu no Tatakai II game which used the same combat as the first one. Can someoen fill me in?
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Re: Sakyubasu no Tatakai II

Postby Lucky777 » Tue May 19, 2015 1:12 am

GP changed it.

I seem to recall hearing you MIGHT still get some of the old style of combat in boss battles.

...I don't like the idea of mixing two different styles of gameplay like that at all, actually, but what the hey.
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Re: Sakyubasu no Tatakai II

Postby loshi1505 » Tue May 19, 2015 1:52 pm

hey gorepete.... what if you gave the tank the range of 2?... I'm still under the impression they are only able to kill enemies if they either use a special or fight an already weakened enemy... and logically the hive vanguard has a spear... I'd think that'd be longer than the range of the attacker and the scout... >_< as for the groger tank... maybe It can throw a rock or something. :lol:

hmm... better yet how about the damage the tank does depends on the range? for example at range 2 it does half damage or 0.6 times than it normally does.... (and always round up or something) hmm... or maybe set the damage at 1 regardless of mana cost/rank? (of course provided that the enemy didn't use intimidate on it.)

idk I just got to thinking the range boost could help it's class skill out a bit and make it more useful than it currently is. ;) either way though at mana 2 tanks are niche and can't really 1v1 any unit class other than it's own provided it gets the first strike in. >_< and I don't think it'd over boost them when they're mana 3 or 4 rank...

hope you test this idea as it seems like it just might work. :D (or let me test it. :mrgreen: )
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Re: Sakyubasu no Tatakai II

Postby loshi1505 » Tue May 19, 2015 7:04 pm

err.... animation bug with the legs not being attached to the body..... >_<

nvm... make that legs and arms... >_<
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Re: Sakyubasu no Tatakai II

Postby GoRepeat » Tue May 19, 2015 7:18 pm

loshi1505 Wrote:err.... animation bug with the legs not being attached to the body..... >_<

nvm... make that legs and arms... >_<



Yeah for some reason the portrait animations went bonkers. I am uploaded a fixed version in a min
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Re: Sakyubasu no Tatakai II

Postby loshi1505 » Tue May 19, 2015 8:19 pm

hmm... seems to be some lag to the game now too.... >_< even in the army menu... >_>

anyways corrupting lust is working perfectly! love how it's lasting for 2 turns now too~ :mrgreen: job good! :D
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Re: Sakyubasu no Tatakai II

Postby nwkoynaioyna » Wed May 20, 2015 1:28 am

Why is the Army option not visible?
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