Breeding Season: Alpha Version 5.3 [Update 11/3/14]

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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby ElPresidente » Mon Jul 18, 2016 9:27 am

Darkone5315 Wrote:http://s-purple.tumblr.com/post/147484294391/breeding-seasons-cancelation-my-side-of-the

Just going to leave this here, if you guys want to read it go ahead.
i just believe both sides should be heard.


Alas, digging into S-Purples (Schwigs) history reveals a trail of ruined projects. People who worked with him have nothing good to say. Vanilly pretty much confirms he was ignoring his duties (as if it wasn't obvious from his streams. most of it was him watching movies rather than doing actual work).

Him pulling his assets is the all the proof I need. For the good of the project? That kills the project. His actions speak more than words, and even his words are riddled with inconsistencies.
He claims the budget was not being properly spent, and then claims he was basically in control of the money.

S-Purple is simply untrustworthy as fuck and I feel no pitty for anyone stupid enough to fall for his scam.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby musical74 » Mon Jul 18, 2016 4:20 pm

When I read S-purple's response, I was reading between the lines. Have to agree with ElPresidente here - actions speak so much louder than words. I got the impression S-purple was tired of BS and bolted. Working on a game at the same time that he's supposed to be working on Breeding Season? Sure people can have multiple projects happening at once, but this reeks of betrayal and telling HBomb *screw you*...
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby LairdEnvy » Mon Jul 18, 2016 7:23 pm

GoRepeat Wrote:
Legion93 Wrote:Still salvageable, look for an artist who'll want to take the reins. S-purple has a habit of not finishing projects, see it through with a fresh face, it might be the boost you need. It's not over yet, just a bump in the road.


I'll make Breeding Season vG out of spite! Give me a month or two


I'm considering doing the same in Java, unfortunately I'm quite lazy. The core gameplay is a series of menus with some global variables and random number generators thrown in, so programming shouldn't take too long. Starting from scratch on the art and other content (as to cut down on IP infringement) is what will eat up time.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby Calipso69 » Mon Jul 18, 2016 8:47 pm

Cypress_z Wrote:I've been around since this forum started in one form or another and I was developing before Breeding Season existed and watched them take off like a rocket - I was happy for them. But now I'm just frustrated with this whole situation.

I just don't know what to make of it all anymore.


Look, I know both of your games, first one, let's be honest, it had some furries, not a lot of them, you were limited by choices and definately you couldn't get laid with diffrent monsters, let alone make them breed beetwen themselves in diffrent position or have futa/male/female whatsoever scenes. It had awesome writing and it was planned very well as well as executed greatly. It has resulted in finished product that is good. It wasn't giving that freedom choice though and it wasn't blatantly all about porn about which let's be honest BS was, it was sex scene every 5 or so clicks. For me it means people want to have freedom game with ton of content even if it doesn't have good writting, it has to got animation and apply to many fetishes, even not so legally aclaimed ones (neoteny, bestiary, you name it) and even if that is empty promise, they will hang to it with everything they can. You, you get logical, normal, whatsoever who are too busy with their life usually to search actively for projects like that one and who are counting whetver they want to spend those few bucks or not.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby ValturNaa » Mon Jul 18, 2016 11:48 pm

Having read both sides, I get the impression that it's two people who are equally at fault, casting blame on one another so that they can keep their public image. BS was an ambitious project from the get-go, and increasingly so as the team added more and more monsters, and that kind of workload can wear down even the most dedicated developer. I certainly have experience with that with Pokemon Pink project here on LoK, as I've become the story writer, programmer, map designer, and apparently the only person on the team who can properly size and position the scene/battle art, and on top of that I have occasionally had to fill the project leader's shoes as he has had absences for various reasons. Flaws with the engine we're working in caused me to lose interest in the project a while back, and that lethargy quickly spiraled downhill to a point where I wasn't even writing stories anymore. It was full time netflix, online games, various pokemon roms, and boredom. Six months later I'm finally perking up and beginning to feel creative again, and I hope that this will lead to new updates for Pokemon Pink. So I can kind of see both sides of the coin here. I say they're both being pretty childish about the breakup, one claiming to be rational but pulling all his art assets while the other ditches the project completely and casts blame. But I have to say, though it doesn't surprise me that it had to end, I'm sad to say goodbye to this project.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby Valaska » Tue Jul 19, 2016 5:38 am

ValturNaa Wrote:Having read both sides, I get the impression that it's two people who are equally at fault, casting blame on one another so that they can keep their public image. BS was an ambitious project from the get-go, and increasingly so as the team added more and more monsters, and that kind of workload can wear down even the most dedicated developer. I certainly have experience with that with Pokemon Pink project here on LoK, as I've become the story writer, programmer, map designer, and apparently the only person on the team who can properly size and position the scene/battle art, and on top of that I have occasionally had to fill the project leader's shoes as he has had absences for various reasons. Flaws with the engine we're working in caused me to lose interest in the project a while back, and that lethargy quickly spiraled downhill to a point where I wasn't even writing stories anymore. It was full time netflix, online games, various pokemon roms, and boredom. Six months later I'm finally perking up and beginning to feel creative again, and I hope that this will lead to new updates for Pokemon Pink. So I can kind of see both sides of the coin here. I say they're both being pretty childish about the breakup, one claiming to be rational but pulling all his art assets while the other ditches the project completely and casts blame. But I have to say, though it doesn't surprise me that it had to end, I'm sad to say goodbye to this project.


Two wrongs do not make a right, and to be frank there's one person here that literally stole a months wage that is easily half the average yearly earnings in the United States of America. Honestly, most Americans are making about 28k at the moment and he got 15k or something?

He was also working on his own project, redirecting Fleet (while lying to him and saying it was Breeding Season work) away from BS work. H-Bomb sounds like he is a really sloppy manager and could use some dedication and general project management skills! But what S-Purple did is theft, and if H-Bomb had made it into a small business or company, got some sort of syndication, it would have been absolutely and utterly illegal even in international courts!

He outright stole money, used a loophole to vindictively kill the project, and is now trying to convince people what he did was for the "Good" of Breeding Season. This is a killing blow, most projects can't even recover from an artist leaving half way through! To have one leave and take all the art assets WITHOUT selling them back!? Yeesh, its a low freaking blow.

Anyone able to post a link to the Patreon version of BS here by the way? A DB or something? Thanks if you do!
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby moronical » Tue Jul 19, 2016 11:56 am

ElPresidente Wrote:(as if it wasn't obvious from his streams. most of it was him watching movies rather than doing actual work).


Were we watching the same work stream? I watched his streams regularly and the movies/shows were pretty much background noise whereas H gets distracted halfway through his job and played games instead
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby ElPresidente » Tue Jul 19, 2016 2:21 pm

ValturNaa Wrote:Having read both sides, I get the impression that it's two people who are equally at fault, casting blame on one another so that they can keep their public image. BS was an ambitious project from the get-go, and increasingly so as the team added more and more monsters, and that kind of workload can wear down even the most dedicated developer.


IT was doomed the second they started re-doing art for the 10th time and adding more and more variations (feral and genderbent).


one claiming to be rational but pulling all his art assets while the other ditches the project completely and casts blame. But I have to say, though it doesn't surprise me that it had to end, I'm sad to say goodbye to this project.


Pulling all his assets so that "H-Bomb can't scam people with it anymore"... ya know. For the good of the consumer. Who now get NOTHING. Oh, but he will make sure they get what they want. If they pay him money. Because 100000 that he got as being the highest paid person on the team wasn't enough.

H-Bomb is chronically lazy and incompetent.
S-Purple is lazy, malicious and greedy, which is even worse.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby bololo » Wed Jul 20, 2016 12:45 am

because the truth is a good game but the design of the characters is wrong but can improve as samples characters design ANIME and then they pass the animation become cartoon characters but a good game can improve also is addictive I remember the game farm on facebook :D
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby Cobalt » Wed Jul 20, 2016 8:15 am

I’ve tried getting in contact with H-Bomb a few days ago regarding continuing the work. So far I did not receive an answer. Maybe he is busy, being spammed, has just left all of this behind him, I’m not important enough… I don’t know. I hope I’ll get a short answer. To clarify: I am not related in any way to the Breading Season team, I never was, I was just offering help in the past.
It would be sad to abandon this project, since I really like the concept, but this is not my decision to make.

If H-Bomb is willing to shut the whole project down, that would be it for Breading Season, and for some reason, I am not willing to support the new Cloud Meadow project. I came up with a slightly different approach:
A breeding game, with a strong community backup in mind. From what I have read so far, there were quite a few people interested in helping the Breading Season team, even for free (like me), if that would help making progress. But just throwing numbers of people at a project won’t make the project better or even proceed. So we have to go a different way. My idea would be to split the game in two responsibilities: Core and content.

We would start to form a small core group, sketching out the interfaces and maybe creating the very core of the game itself. The core may or may not be published as open source, so many different people could work on this. But this really should be just the core, main responsibility would be to offer extensibility.

The content will come in by extensions. There would be different types of extensions, like monsters, characters, quests… Every writer/artist could create their own package containing a monster, a character or a quest (-series) which could be loaded into the game to enhance it. This way we could get quite a lot of different content together.
To prevent too much rank growth, the core team may provide an online platform, where all content-extensions could be shared. For sharing content, the content would create a few rules to follow, like no duplicate names or even some kind of quality control.

So well, just an idea. Let me hear what you think. If that would be something, I would create a different thread with some polls to get a rough understanding of what people would like to see and then creating the said core team.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby ValturNaa » Wed Jul 20, 2016 4:52 pm

Cobalt Wrote:We would start to form a small core group, sketching out the interfaces and maybe creating the very core of the game itself. The core may or may not be published as open source, so many different people could work on this. But this really should be just the core, main responsibility would be to offer extensibility.

The content will come in by extensions. There would be different types of extensions, like monsters, characters, quests… Every writer/artist could create their own package containing a monster, a character or a quest (-series) which could be loaded into the game to enhance it. This way we could get quite a lot of different content together.
To prevent too much rank growth, the core team may provide an online platform, where all content-extensions could be shared. For sharing content, the content would create a few rules to follow, like no duplicate names or even some kind of quality control.


I really like this idea, but there would have to be limitations on the content (because just releasing a monster with an idle animation isn't really enough for this type of game, it also has to be animated to all the other core monsters) enforced by the main developers. Ideally, all monsters and animations would be loaded from external files so that, if the community wants to, they can create alternate versions of every monster (for instance, if someone preferred the old dickwolf to the new humanoid one). The animations are really what makes this complex...if it used still images, you could simply have one still for the monster, and one or more for their sex scenes. Wouldn't be too difficult to expand from there, and animation could come in later to replace the stills. I've been thinking about something like this for a long time now, but Breeding Season was still alive then, and I have a lot of other projects going on, so I probably wouldn't be much help. In the future, though, my team and I may be working on a pokemon breeding game (if we ever iron out the bugs and complete pokemon pink).
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby Cobalt » Wed Jul 20, 2016 6:27 pm

ValturNaa Wrote:I really like this idea, but there would have to be limitations on the content (because just releasing a monster with an idle animation isn't really enough for this type of game, it also has to be animated to all the other core monsters) enforced by the main developers. Ideally, all monsters and animations would be loaded from external files so that, if the community wants to, they can create alternate versions of every monster (for instance, if someone preferred the old dickwolf to the new humanoid one). The animations are really what makes this complex...if it used still images, you could simply have one still for the monster, and one or more for their sex scenes.


My idea so far was a different one: The core team will publish poses, which each monster may or may not implement. Each monster will have to extend a specific interface class and provide a manifest. In this manifest, the designer of this monster will provide information about what positions this monster offers. These positions have to be implemented with the monster class of course, otherwise it can not be shown. So if the Player wants to breed two Monsters, the game would be looking for positions both Monsters implement and choses one, maybe randomly. If both Monsters don't have a maching position, they can not be mated. If a matched position was chosen by the game and one of the Monsters does not implement this position, no Animation would be shown but both Monsters will have mated (for example for work-in-progress monsters).

I already have many detailed ideas on how things could work.
But this is not the Thread (and not the time) to discuss these things in detail. First I would like to know if this idea in general raises enough interest. If it does, I would start an own Thread with more details and with mentioned polls to sketch everything out.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby evildumdum » Wed Jul 20, 2016 6:36 pm

See, i liked the game as well. But i think any continuation of the game must be community led and not allow either H-bomb or s-purple any influence on it whatsoever. They have both shown themselves to be shameless lazy users.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby ValturNaa » Wed Jul 20, 2016 9:55 pm

Cobalt Wrote:My idea so far was a different one: The core team will publish poses, which each monster may or may not implement. Each monster will have to extend a specific interface class and provide a manifest. In this manifest, the designer of this monster will provide information about what positions this monster offers. These positions have to be implemented with the monster class of course, otherwise it can not be shown. So if the Player wants to breed two Monsters, the game would be looking for positions both Monsters implement and choses one, maybe randomly. If both Monsters don't have a maching position, they can not be mated. If a matched position was chosen by the game and one of the Monsters does not implement this position, no Animation would be shown but both Monsters will have mated (for example for work-in-progress monsters).

I already have many detailed ideas on how things could work.
But this is not the Thread (and not the time) to discuss these things in detail. First I would like to know if this idea in general raises enough interest. If it does, I would start an own Thread with more details and with mentioned polls to sketch everything out.


Interesting idea, though it might also require a size check (stallions and harpies are obviously not the same size, and it gets worse if you try to mix in giants or pixies) which makes it more complicated. I'd be interested to see where it goes.

evildumdum Wrote:See, i liked the game as well. But i think any continuation of the game must be community led and not allow either H-bomb or s-purple any influence on it whatsoever. They have both shown themselves to be shameless lazy users.


Where is the like button? This sums up my feelings beautifully.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby MLP-hexron » Thu Jul 21, 2016 12:34 am

i don't mean to be a bother i don't even know if you still go on this site but could post what you had finished on here please i know it will never be finised but i would like to see what had been completed p.s sorry about the whole thing that happened
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby VintageBass » Thu Jul 21, 2016 1:37 am

MLP-hexron Wrote:i don't mean to be a bother i don't even know if you still go on this site but could post what you had finished on here please i know it will never be finised but i would like to see what had been completed p.s sorry about the whole thing that happened

Well there is something here on the site that people can easily access. It's over on the Resource section, thanks to Zeus, and it's pretty much what is available for the game right now.

Of course those are there more for everyone to use for free and keep it open source, so that maybe down the line we'll see more games that is based on the game and do something new and the like.

... Maybe... who here knows about Monster Rancher and who wants to help out with that?
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby musical74 » Thu Jul 21, 2016 4:38 am

Monster Rancher...you mean the old PS1 game where different music CDs would give you different monsters and Holly flunks basic Biology 101? (A very obviously female pixie is a *boy*?) That Monster Rancher?
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby Yamemai » Thu Jul 21, 2016 4:48 am

lol, I remember trying a bare-boned, adult Monster Rancher game before; it was texted based, and all you could really was train the monster, plus maybe sex them up a bit. There was also a town, but like I said, not much content, though it implied more, like town growth and tournaments. -- Too bad I forgot how/where I found it, what it's name was, and don't have it any more.

Anyways, that would be a neat idea, too bad I won't be of much help, besides maybe bug-testing.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby VintageBass » Thu Jul 21, 2016 4:54 am

musical74 Wrote:Monster Rancher...you mean the old PS1 game where different music CDs would give you different monsters and Holly flunks basic Biology 101? (A very obviously female pixie is a *boy*?) That Monster Rancher?

Well I have been watching someone playing Monster Rancher 2 on a stream, where basically he's been replaying it for fun and trying to do some other things he hasn't done before in his previous streams, like raising newer monsters, unlocking monsters he hasn't acquired before and reaching a position he hasn't achieved at all in his life playing the game.

Also, the very game that has a Pixie monster called Kasumi with a card that reads "Its breasts tend to get more attention than its battles."

So yes, that Monster Rancher.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby evildumdum » Thu Jul 21, 2016 8:26 am

I have the coding ability to get a game like breeding season up and running. Relatively quickly as well. The mechanics, looking into them are, breathtakingly simple. I don't know if they were hard to do in flash, but in python it is a pretty simple mechanic to achieve. Here's the thing:

1. It would be in Ren'py. This is simply because it is my area of expertise and also because i personally think it is a more appropriate platform.

2. I have all the artistic talent of a concussed duck. I would need artists and animators that know what they are doing.
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