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Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

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How do you feel about the change being made to the post-boss vore scenes (check the link provided on the first post of the thread)?

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by foxyumbreon on Mon Jun 22, 2009 3:14 pm

Magetorment wrote: A thought just hit me as I was playing through it again. If the art is a no go then what about sprite edits? The seem to be easier to pump out than full on pics, and since all the sprites are poke sprites more than one editor could be pulled into the project. Just a thought, and regardless of what you do with it in game the idea of the Vulpix struck me so much I'll probably end up commissioning some one to draw it anyway. Though I do have a question: Are there any plans to make Vulpix/Ninetales playable, or have Ninetales be a boss?


No idea at this time if ninetales or vulpix will appear in the game at all.


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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Guest on Mon Jun 22, 2009 7:43 pm

I really enjoyed your game. The Ariados spider web was a little frustrating, but once I figured it out, I wanted to hit myself at missing the obvious... Only complaint I would have is the switch in the oven room. Some kind of visual hint as to the switch's location would be appreciated. And the descriptions for the dead Pokemon. "It's already dead" is a little "Bleh". Maybe something a little witty for each of them? For instance, the dead Oddish, you could say something along the lines of "Vegetable stew anyone?" I dunno, just a couple of thoughts. Keep up the great work, I enjoyed the demo!

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by foxyumbreon on Mon Jun 22, 2009 8:14 pm

Shade the Giratina wrote:I really enjoyed your game. The Ariados spider web was a little frustrating, but once I figured it out, I wanted to hit myself at missing the obvious... Only complaint I would have is the switch in the oven room. Some kind of visual hint as to the switch's location would be appreciated. And the descriptions for the dead Pokemon. "It's already dead" is a little "Bleh". Maybe something a little witty for each of them? For instance, the dead Oddish, you could say something along the lines of "Vegetable stew anyone?" I dunno, just a couple of thoughts. Keep up the great work, I enjoyed the demo!


Thanks for your input. Regarding the switch, I don't know why, but I always tend to put something like that at the begining of my games. There won't be anything else like that in the game, so don't worry. And as for the descriptions of the ovens, I just don't think I could have come up with that many different scenes, and I wanted the room to be nice and full. I might reduce the number of ovens though, and give each one a unique little quote.


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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Guest on Tue Jun 23, 2009 3:22 am

Oh, and one last thing. Can't wait for the finished version. Am REALLY wanting to see that Arcanine get what's coming to him...

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by foxyumbreon on Tue Jun 23, 2009 6:47 am

*bump for voting start* Check the first post in the thread for details.


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DBZ Budokai Tenkaichi 3:189099696279 (Don't play because of lag)
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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Magetorment on Tue Jun 23, 2009 7:30 am

So who are the 17 choices?

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by foxyumbreon on Tue Jun 23, 2009 2:05 pm

Magetorment wrote:So who are the 17 choices?


Oops. I am so sorry about that. I was in such a rush to get the pole posted before I left for work this morning, that I forgot to copy and paste the choices. They're there now though. Sorry for the confusion.


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Brawl:283597806198
Mario Strikers:330820076383
Battle Revolution:536974485635 (I technically cheat, so my pokemon may be a bit overpowering, but everything I do can technically be done legit)
Chocobo's Dungeon:086072052789
DBZ Budokai Tenkaichi 3:189099696279 (Don't play because of lag)
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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by TheFurryFromTheDark on Tue Jun 23, 2009 7:04 pm

Haven't played it yet (will eventually, and will vote when I do) but I was wondering one thing: umbreon will still be guaranteed to be in the game, right? Cause I noticed that it's not in the voting list...

As you can probably tell, I'm also an umbreon fanatic, and any game with both umbreon and vore = insta-fave for me :3


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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by foxyumbreon on Tue Jun 23, 2009 7:49 pm

TheFurryFromTheDark wrote:Haven't played it yet (will eventually, and will vote when I do) but I was wondering one thing: umbreon will still be guaranteed to be in the game, right? Cause I noticed that it's not in the voting list...

As you can probably tell, I'm also an umbreon fanatic, and any game with both umbreon and vore = insta-fave for me :3


That is correct. Umbreon is an automatic in the game. In fact, I would simply refuse to make the game without umbreon. Umbreon isn't just my favorite pokemon, it's my favorite fictional animal.
I hope you enjoy the game, and I hope to get your vote soon.


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Brawl:283597806198
Mario Strikers:330820076383
Battle Revolution:536974485635 (I technically cheat, so my pokemon may be a bit overpowering, but everything I do can technically be done legit)
Chocobo's Dungeon:086072052789
DBZ Budokai Tenkaichi 3:189099696279 (Don't play because of lag)
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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by foxyumbreon on Wed Jun 24, 2009 10:44 am

I am so sorry. I just realized that I had completely left out one of the intended options for people to vote for. I'm very sorry for the inconvenience. I'm adding the new choice to the list, and am asking everybody who has voted if you would like to add the pokemon onto your list to replace one of the votes you had already made. Again, I'm very sorry about this. The pokemon that was left out, and has now been added, is Floatzel.


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Chocobo's Dungeon:086072052789
DBZ Budokai Tenkaichi 3:189099696279 (Don't play because of lag)
Excitebots:073211323481

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Karlas on Wed Jul 01, 2009 11:03 pm

it looks good, but must be there so many buttons?

when you need (boss) fighting music, i have a few


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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Magetorment on Wed Jul 01, 2009 11:37 pm

I agree with Karlas. Less buttons and a more agressive enemy would make more sense. At least that's my two cents.

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Guest on Thu Jul 02, 2009 5:16 am

I would imagine that a more aggressive enemy would show up as the game progresses, but yeah, agreed.

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Phoenix Ninetales on Thu Jul 02, 2009 5:21 am

Hmmm. I dont think I really need to say it, but I like Ninetales as an idea for being a predator in the game. Look at their special abilities and it makes them rather perfect predators. Mind domination, ability to curse the victim somehow, extreme intelligence, ect.



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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Guest on Thu Jul 02, 2009 7:40 am

Ninetails are quite delicious looking. =D

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Blackdrake on Thu Jul 02, 2009 10:25 am

This is just in my opinion...but I think it might be nice if there was a save right before each boss, I've just noticed that most games have saves before boss', anyway other then that I say good job exsept for maybe the swich at the begining, as I spent oh maybe fifteen muinets trying every floor spave and wall...heh, just my opinion on what would make it more playable, not that it isn't playable now...anyway what ever you diside is fine it's your game after all, and I think you've done a rather good job so far...oh and I guess I'll have to vote for charizard, as he's my second most liked pokemon...


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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by foxyumbreon on Thu Jul 02, 2009 3:10 pm

Karlas wrote:it looks good, but must be there so many buttons?

when you need (boss) fighting music, i have a few

There will be more focus on things other than just the buttons later on. And as far as music goes, I'm just using the music that comes with the RPG Maker.
Magetorment wrote:I agree with Karlas. Less buttons and a more agressive enemy would make more sense. At least that's my two cents.

I'm not 100% certain at this point about there being less buttons during later boss fights at present, but the bosses will indeed be much more agressive.
Phoenix Ninetales wrote:Hmmm. I dont think I really need to say it, but I like Ninetales as an idea for being a predator in the game. Look at their special abilities and it makes them rather perfect predators. Mind domination, ability to curse the victim somehow, extreme intelligence, ect.

I am definately working through ideas for ninetales to be in the game, probably as a boss so it can have a vore scene. Ninetales is one of the most prime examples that pokemon was made for vore.
Blackdrake wrote:This is just in my opinion...but I think it might be nice if there was a save right before each boss, I've just noticed that most games have saves before boss', anyway other then that I say good job exsept for maybe the swich at the begining, as I spent oh maybe fifteen muinets trying every floor spave and wall...heh, just my opinion on what would make it more playable, not that it isn't playable now...anyway what ever you diside is fine it's your game after all, and I think you've done a rather good job so far...oh and I guess I'll have to vote for charizard, as he's my second most liked pokemon...

There will be saves before the boss fights, as some people have given good reason for me to add that, and I plan on inserting something into the beginning to make finding that switch a little less annoying. It will probably still remain invisible since it is supposed to be a hidden switch, but I'll probably have Mew offer a hint to its location or something. I'm sorry it took you so long to find it, but you're not alone there. Also, as a random side note, reading you state that you went around searching every floor space reminds me of trying to find Raiden in Final Fantasy 6. And as a final note, please follow the rules for voting and send me a note, otherwise your vote might not be counted.

Thanks everybody for your input.


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DBZ Budokai Tenkaichi 3:189099696279 (Don't play because of lag)
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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by foxyumbreon on Mon Jul 06, 2009 2:05 pm

Voting is now coming to an end. I will post the results in a little while. The only reason why I don't post them now is to give people a chance who are in the middle of sending in a vote to finish doing so. It wouldn't really be fair to have their vote not count because they were just a few seconds too late.


Xbox 360 Gamertag: Mr GURVMLK
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(I typically don't go online with any of these, so matches'll likely have to be arranged over a messenger)
Brawl:283597806198
Mario Strikers:330820076383
Battle Revolution:536974485635 (I technically cheat, so my pokemon may be a bit overpowering, but everything I do can technically be done legit)
Chocobo's Dungeon:086072052789
DBZ Budokai Tenkaichi 3:189099696279 (Don't play because of lag)
Excitebots:073211323481

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by foxyumbreon on Mon Jul 06, 2009 7:29 pm

*Bump to inform thread watchers that the first set of voting results have been posted. Check the first post on the thread for details*


Xbox 360 Gamertag: Mr GURVMLK
Wii Friend Codes:
(I typically don't go online with any of these, so matches'll likely have to be arranged over a messenger)
Brawl:283597806198
Mario Strikers:330820076383
Battle Revolution:536974485635 (I technically cheat, so my pokemon may be a bit overpowering, but everything I do can technically be done legit)
Chocobo's Dungeon:086072052789
DBZ Budokai Tenkaichi 3:189099696279 (Don't play because of lag)
Excitebots:073211323481

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by umbreon on Thu Jul 16, 2009 9:23 pm

this is just a thought. What if you made it to where after you beat the game
it unlocks an extra to where you can watch all the vore clips. Just an idea

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Magetorment on Thu Jul 16, 2009 11:10 pm

umbreon wrote:this is just a thought. What if you made it to where after you beat the game
it unlocks an extra to where you can watch all the vore clips. Just an idea
I like this mon's thinking. If possible do that.
Alternativly if the game doesn't allow for galleries you could have a gheto version of a gallery by making a room with a bunch of doors, each door leading to a vore scene. Oooh, you could probably do a boss rush mode that way too.

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by foxyumbreon on Fri Jul 17, 2009 2:17 pm

umbreon wrote:this is just a thought. What if you made it to where after you beat the game
it unlocks an extra to where you can watch all the vore clips. Just an idea

I'm already a step ahead of you, but thanks for the suggestion. I've had plans for doing that for quite a while, and I also plan on giving an option that will allow you to watch the vore clips in various sizes from the extras.
Magetorment wrote:I like this mon's thinking. If possible do that.
Alternativly if the game doesn't allow for galleries you could have a gheto version of a gallery by making a room with a bunch of doors, each door leading to a vore scene. Oooh, you could probably do a boss rush mode that way too.

Now there's a couple ideas I didn't think of, especially that idea with a room. I could actually easily do something like that, and might just do so. I could easily make a room that you can go to after clearing the game, and then save so you don't have to do the final fight over again to get there. I was already going to do that and then give a menu to watch the vore clips, but using a room and adding more features to it than just the vore clips might be a good way to go. Thanks for the suggestions.


Xbox 360 Gamertag: Mr GURVMLK
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(I typically don't go online with any of these, so matches'll likely have to be arranged over a messenger)
Brawl:283597806198
Mario Strikers:330820076383
Battle Revolution:536974485635 (I technically cheat, so my pokemon may be a bit overpowering, but everything I do can technically be done legit)
Chocobo's Dungeon:086072052789
DBZ Budokai Tenkaichi 3:189099696279 (Don't play because of lag)
Excitebots:073211323481

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by foxyumbreon on Wed Jul 22, 2009 1:39 am

*bump for new demo release. Check the first post of the thread for details, and the download link*


Xbox 360 Gamertag: Mr GURVMLK
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(I typically don't go online with any of these, so matches'll likely have to be arranged over a messenger)
Brawl:283597806198
Mario Strikers:330820076383
Battle Revolution:536974485635 (I technically cheat, so my pokemon may be a bit overpowering, but everything I do can technically be done legit)
Chocobo's Dungeon:086072052789
DBZ Budokai Tenkaichi 3:189099696279 (Don't play because of lag)
Excitebots:073211323481

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Magetorment on Wed Jul 22, 2009 6:13 am

Okay, just finished the new demo. It was good, a definate improvement over the last. You did a lot of things I'm really happy to see. The shortened healing time really makes that opening cutscene flow a lot better. The agressive boss gives a better sense that he's out to get you rather than just wandering around. Slowing down the vore animations was a huge bonus as well, made it look a lot better. Also putting more on that second to last floor really made it seem like there was a challange in our buttons, rather than arbitration.

On the down side the bolders are a little unintuative and their initial placement is rather unforgiving. You might want to consider putting a few bolders on the first floor, where players can figure them out without getting pummled by Hitmonchan. The only other complaint I have is the new oven text. It just feels too goofy. I know it may seem odd that I'm complaining about comedy but it seems really out of place in that scene. The first one worked really well, even if it was repedative. It gave a sense of the horrors that the badies were committing and were generally neutral in descripition. Now half of them are silly and it just gives the impression that the Umbreon is laughing at them, which seems rather out of character considering the rest of his lines. If you're having trouble coming up with lines for the ovens there are a good number of writers on the site, myself included, who I'm sure would be happy to help.

Those two minor gribes aside the game was great and I still can't wait to see the end result.

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by foxyumbreon on Wed Jul 22, 2009 10:48 am

Magetorment wrote:Okay, just finished the new demo. It was good, a definate improvement over the last. You did a lot of things I'm really happy to see. The shortened healing time really makes that opening cutscene flow a lot better. The agressive boss gives a better sense that he's out to get you rather than just wandering around. Slowing down the vore animations was a huge bonus as well, made it look a lot better. Also putting more on that second to last floor really made it seem like there was a challange in our buttons, rather than arbitration.

On the down side the bolders are a little unintuative and their initial placement is rather unforgiving. You might want to consider putting a few bolders on the first floor, where players can figure them out without getting pummled by Hitmonchan. The only other complaint I have is the new oven text. It just feels too goofy. I know it may seem odd that I'm complaining about comedy but it seems really out of place in that scene. The first one worked really well, even if it was repedative. It gave a sense of the horrors that the badies were committing and were generally neutral in descripition. Now half of them are silly and it just gives the impression that the Umbreon is laughing at them, which seems rather out of character considering the rest of his lines. If you're having trouble coming up with lines for the ovens there are a good number of writers on the site, myself included, who I'm sure would be happy to help.

Those two minor gribes aside the game was great and I still can't wait to see the end result.


Yeah, I agree that some of the oven quotes were bad, some of them even embarrassing for me to write down. I just thought it would be nice to have a bit more variety instead of them all saying the same thing. Some of them I will likely change, but I really wanted to at least get established that I would want to be having them all be different, and I really wanted to get this next demo finished so I could continue on with the game. Therefore, I kind of rushed that part just to get the demo released. And the boulders were added mainly to give a bit more of a feel for other things you might run into during the puzzle stages, while still trying to keep things relatively simple for the time. I have plans for much more complex scenarios in the later stages.


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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Guest on Wed Jul 22, 2009 12:33 pm

Yay, just finished the demo. Great improvement overall, but I do have comments. =)

1) Thanks for shortening the opening scene. In the first demo, it's like "I sure wish Mew would just hurry up already..."
2) Speeding up the text is an awesome addition.
3) First room, still no hint as to the switch's location. I can imagine the first playthrough being quite frustrating. :- P
4) The new oven texts made me laugh. Some of them were really cheesy though. XD
5) Is Arcanine a dumbass? He just sits there as his meal randomly runs around the room and pushes buttons with no reaction whatsoever...
6) Boulders in the second room got me killed. I didn't know if I just pushed them or hit the Z key or what. Hitmonchan pummeled the crap out of me. Maybe throw some on the first floor to play around with.
7) That Hitmonchan on the second room is quite nasty. If he hits you against the wall, you're dead instantly. No fun there.
Cool Third room, nice touch with the voltorb. That thing is FAST. Caught me the first time.
9) Did the buttons in the third room unpush in the previous demo? Nice touch, although maybe add some audio cue that the player is about to run out of time.
10) Am not saying put a room of edible Pokemon, but maybe a room with an apple or something that you can eat before Arcanine. He's not hard, but doing him with only one bubble of health because I was playing around with the new stuff got me snacked on. A LOT.
11) So is Arcanine a more powerful Pokemon than his subordinate or the same? A unique gameover scene for each individual boss would be really cool if it's not too much trouble...
12) New Arcanine was a lot harder. Good work. :- )
13) I would understand if the final boss lacked one, but an HP bar for the bosses might be nice as a measure of how far you are in the fight.
14) All that and just some sprite vore of Arcanine? Eeeeeeh, again, if too much trouble, I'll understand. If not, maybe a picture of Arcanine squirming within Umbreon's belly as he meets his final fate would be SO rewarding!
15) Great improvement overall! Keep up the excellent work!

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by foxyumbreon on Wed Jul 22, 2009 1:12 pm

Shade the Giratina wrote:Yay, just finished the demo. Great improvement overall, but I do have comments. =)

1) Thanks for shortening the opening scene. In the first demo, it's like "I sure wish Mew would just hurry up already..."
2) Speeding up the text is an awesome addition.
3) First room, still no hint as to the switch's location. I can imagine the first playthrough being quite frustrating. :- P
4) The new oven texts made me laugh. Some of them were really cheesy though. XD
5) Is Arcanine a dumbass? He just sits there as his meal randomly runs around the room and pushes buttons with no reaction whatsoever...
6) Boulders in the second room got me killed. I didn't know if I just pushed them or hit the Z key or what. Hitmonchan pummeled the crap out of me. Maybe throw some on the first floor to play around with.
7) That Hitmonchan on the second room is quite nasty. If he hits you against the wall, you're dead instantly. No fun there.
Cool Third room, nice touch with the voltorb. That thing is FAST. Caught me the first time.
9) Did the buttons in the third room unpush in the previous demo? Nice touch, although maybe add some audio cue that the player is about to run out of time.
10) Am not saying put a room of edible Pokemon, but maybe a room with an apple or something that you can eat before Arcanine. He's not hard, but doing him with only one bubble of health because I was playing around with the new stuff got me snacked on. A LOT.
11) So is Arcanine a more powerful Pokemon than his subordinate or the same? A unique gameover scene for each individual boss would be really cool if it's not too much trouble...
12) New Arcanine was a lot harder. Good work. :- )
13) I would understand if the final boss lacked one, but an HP bar for the bosses might be nice as a measure of how far you are in the fight.
14) All that and just some sprite vore of Arcanine? Eeeeeeh, again, if too much trouble, I'll understand. If not, maybe a picture of Arcanine squirming within Umbreon's belly as he meets his final fate would be SO rewarding!
15) Great improvement overall! Keep up the excellent work!


Thanks for the input. To keep things simple and organized, I'll list my replies to your comments in a list as well, each comment responding to the corresponding comment of yours.
1) Not a problem. I can understand that it was a little bit long.
2) Somebody else commented on that as well, but I really don't understand what's meant by it.
3) Really? I could have sworn that I added a bit of dialogue having Mew state that the switch is against the wall to narrow down the possible locations of the switch.
4) Yes, I am well aware of how cheesy some of them are. Some of the more cheesy ones will likely be replaced at a later time.
5) Perhaps it is. Later bosses won't be so stupid though, and will do things to make activating the buttons more difficult.
6) Sorry about that. Adding a boulder or two in the first room could be a possibility to make the second room a bit less brutal, but I'm not going to promise anything.
7) Yeah, that can happen if you get caught in a corner, or if you're hit from behind. I wasn't able to come up with a way to fix the issue, so it's likely going to just have to stay in, being a means of forcing the player to be a bit more careful with the moves they make over if that weren't the case.
Cool No comment.
9) No, they didn't, because the voltorb wasn't there before, and its the cause of the buttons deactivating.
10) Yes, I've been considering allowing the player to heal before boss fights, but didn't get to adding it into the demo. I wasn't going to at first, but then decided it would probably be best with the plans I have for later bosses.
11) Sorry, but there will only be one game over screen for each playable pokemon. Adding more would just be extra work that I don't really see as being necessary.
12) Thanks.
13) An HP bar was originally considered, but I'm unsure about if I'll add one in the end.
14) That would totally depend on my artist's willingness to put such images together.
15) Thanks.


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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Guest on Wed Jul 22, 2009 1:38 pm

So sue me, I skipped Mew's dialog. XD Oh, and do you remember what you PMed me about on FA in regards to future bosses?

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Magetorment on Wed Jul 22, 2009 2:47 pm

In regards to the bolders in the second room: Really I'm just going off what I hear in a lot of game development comontary, but a lot of the time when presenting a new mechanic (bolder pushing here) it really helps to put it in a relativly safe environment. That way players can figure it out without having to worry. Putting up something totally new in a place where failure to solve the puzzle within a few seconds results in instant death can be frustraiting for players. There's a fine line between challanging and frustraiting. The rule of thumb, as I understand it, is with challanging you can see what you are supposed to do and know how to do it, its just a matter of pushing your skill and timing. Frustraiting is when you keep failing over and over again and have no clue as to how to proceed. So if you have Mew give you a clue on the second floor, or have a few block the path on the first, the players can then figure out how to move the bolders without having to eat several Hitmon-knuckle sandwiches. Though once they know how to move the rocks, then you can get clever, like how you can use them in the third floor.

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by foxyumbreon on Wed Jul 22, 2009 8:11 pm

Shade the Giratina wrote:So sue me, I skipped Mew's dialog. XD Oh, and do you remember what you PMed me about on FA in regards to future bosses?

Not ringing a bell, but I also don't know who you are on FA.
Magetorment wrote:In regards to the bolders in the second room: Really I'm just going off what I hear in a lot of game development comontary, but a lot of the time when presenting a new mechanic (bolder pushing here) it really helps to put it in a relativly safe environment. That way players can figure it out without having to worry. Putting up something totally new in a place where failure to solve the puzzle within a few seconds results in instant death can be frustraiting for players. There's a fine line between challanging and frustraiting. The rule of thumb, as I understand it, is with challanging you can see what you are supposed to do and know how to do it, its just a matter of pushing your skill and timing. Frustraiting is when you keep failing over and over again and have no clue as to how to proceed. So if you have Mew give you a clue on the second floor, or have a few block the path on the first, the players can then figure out how to move the bolders without having to eat several Hitmon-knuckle sandwiches. Though once they know how to move the rocks, then you can get clever, like how you can use them in the third floor.

I understand completely. I did think about having Mew say how to move the boulders, but it just didn't get done. In all honesty though, I was very tired when I was trying to finish things up, and in hindsight, one or two things may have been done differently if I wasn't in that condition. I hope I can safely assume that you know how a persons judgment can be negatively influenced when in such a state. I would make the minor fixes, but I plan on releasing another demo before the full game release, so I'll just wait until then to make such final fixes.


Last edited by foxyumbreon on Wed Jul 22, 2009 8:15 pm; edited 1 time in total (Reason for editing : Typo)


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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Magetorment on Wed Jul 22, 2009 8:34 pm

Yah, I know that feeling all too well. As for more demos, perhaps you should consider doing demos for the other three, to give people an idea on how the chracter select system works, how the other levels are set up, ect ect. I'm assuming that Celbi, Jirachi, and Manaphy are the helpers for the other three? Also will the other three be starting out in ovens as well?

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Guest on Thu Jul 23, 2009 6:03 am

Oh sorry, I'm DiamondDragon on FA. I messaged you asking if you had any idea who the future bosses were. : -P

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by foxyumbreon on Thu Jul 23, 2009 2:34 pm

Magetorment wrote:Yah, I know that feeling all too well. As for more demos, perhaps you should consider doing demos for the other three, to give people an idea on how the chracter select system works, how the other levels are set up, ect ect. I'm assuming that Celbi, Jirachi, and Manaphy are the helpers for the other three? Also will the other three be starting out in ovens as well?

The next demo will have the player going through the first stage for each of the playable pokemon. Originally I was only going to release two demos, but I wanted to release the recent one since the first demo wasn't complete due to lacking resources.


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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Guest on Sat Aug 01, 2009 5:30 am

Ooooh, sounds fun. Looking forward to it.

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Karlas on Sat Aug 01, 2009 10:08 am

i have found a bug, when the " vore power " get " unsealed " you can move during the effect-animation and when you run against the arcanine you get hited and then you win AND lose







I Love Beta-testing^^

and funny pics and animations you have there


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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by foxyumbreon on Sat Aug 01, 2009 4:30 pm

Karlas wrote:i have found a bug, when the " vore power " get " unsealed " you can move during the effect-animation and when you run against the arcanine you get hited and then you win AND lose







I Love Beta-testing^^

and funny pics and animations you have there


Yeah,that can happen during other portions of the scene as well. I, however, don't know if there's a way to disable movement during animations. Thanks for letting me know though.


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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Guest on Sat Aug 01, 2009 4:53 pm

Yeah, I had that problem occur too. Got a gameover against Arcanine, he was doing the vore scene, and a second Umbreon and Arcanine were still running around fighting. =(

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by foxyumbreon on Sat Aug 01, 2009 8:26 pm

Shade the Giratina wrote:Yeah, I had that problem occur too. Got a gameover against Arcanine, he was doing the vore scene, and a second Umbreon and Arcanine were still running around fighting. =(

That particular glitch is caused by a different occurance, and I'm sorry to say that I've fixed it to the best of my abilities. It's not perfect, but I did make a slight change that makes it a bit less likely to happen.


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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Guest on Sat Aug 01, 2009 8:51 pm

foxyumbreon wrote:
Shade the Giratina wrote:Yeah, I had that problem occur too. Got a gameover against Arcanine, he was doing the vore scene, and a second Umbreon and Arcanine were still running around fighting. =(

That particular glitch is caused by a different occurance, and I'm sorry to say that I've fixed it to the best of my abilities. It's not perfect, but I did make a slight change that makes it a bit less likely to happen.



Hehe, actually, it's quite funny. :3 And you're doing an amazing job.

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by foxyumbreon on Sun Aug 09, 2009 10:52 am

*Bump for update. The pokemon the player shall be using have been decided at last. Check the first post on the thread for details*


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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Guest on Mon Aug 10, 2009 8:48 am

Am pleased with all of the playable Pokemon except for Lucario, but eh, can't win them all, can you? Any chance of getting to see Scyther getting eaten anyway?

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by foxyumbreon on Mon Aug 10, 2009 3:18 pm

Shade the Giratina wrote:Am pleased with all of the playable Pokemon except for Lucario, but eh, can't win them all, can you? Any chance of getting to see Scyther getting eaten anyway?

It's possible that Scyther might appear as an enemy, but at this time it's looking rather unlikely that it will be a boss, and unfortunately the only vore scenes planned with the player being the pred is when bosses are defeated. It's still possible though since I haven't decided upon all of the bosses yet, but I have decided on about half of them by this point.


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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Magetorment on Mon Aug 10, 2009 6:26 pm

foxyumbreon wrote:
It's possible that Scyther might appear as an enemy, but at this time it's looking rather unlikely that it will be a boss, and unfortunately the only vore scenes planned with the player being the pred is when bosses are defeated. It's still possible though since I haven't decided upon all of the bosses yet, but I have decided on about half of them by this point.
Are any of the following confirmed bosses?

Ninetales
Blaziken
Mawile
Octillery
Lopunny
Nidoking
Salamence

Most of them I can see being played straight as typeical bosses, though here's an idea for the Lopunny if you don't already have one for it. Play it as a "Fem-fatale" type character, evil but seductive. Fight goes down like the Arcanine battle, but instead of fire it's hearts, and if you loose s/he charms the character into willing being eaten/climbing down his/her throat.

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by foxyumbreon on Mon Aug 10, 2009 8:47 pm

Magetorment wrote:
foxyumbreon wrote:
It's possible that Scyther might appear as an enemy, but at this time it's looking rather unlikely that it will be a boss, and unfortunately the only vore scenes planned with the player being the pred is when bosses are defeated. It's still possible though since I haven't decided upon all of the bosses yet, but I have decided on about half of them by this point.
Are any of the following confirmed bosses?

Ninetales
Blaziken
Mawile
Octillery
Lopunny
Nidoking
Salamence

Most of them I can see being played straight as typeical bosses, though here's an idea for the Lopunny if you don't already have one for it. Play it as a "Fem-fatale" type character, evil but seductive. Fight goes down like the Arcanine battle, but instead of fire it's hearts, and if you loose s/he charms the character into willing being eaten/climbing down his/her throat.

Amongst those, the confirmed bosses are Octillery and Ninetales, though whether or not I use Ninetales depends on if my idea for the boss works; and I have an idea for Mawile to be used as a normal enemy. Also, that's a very fun idea for a Lopunny boss. Not sure if I'll do it, but it's certainly a fun idea to consider, and I've added it to my notes to use as a reminder of the idea.


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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Kismet on Mon Aug 10, 2009 9:09 pm

As you can imagine, I'd love to see Mismagius as an enemy or boss, maybe with some kind of possession power that confuses or controls the player for a short time. Of course, I'm not very well versed in this game, so I have little to contribute aside from my ideas or suggestions.
In any case, I can't wait to hear more about the game. Is it still possible to help playtest?


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Let's just say I have a "thing" for possession.

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by foxyumbreon on Mon Aug 10, 2009 9:38 pm

Kismet wrote:As you can imagine, I'd love to see Mismagius as an enemy or boss, maybe with some kind of possession power that confuses or controls the player for a short time. Of course, I'm not very well versed in this game, so I have little to contribute aside from my ideas or suggestions.
In any case, I can't wait to hear more about the game. Is it still possible to help playtest?

Well you're more than welcome to try out the current demo and let me know what you think and give me any sort of input. And I have considered using Mismagius as an enemy, though not 100% sure what I would do with it yet if I did go with it.


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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Magetorment on Mon Aug 10, 2009 10:00 pm

Adendum to the Lopunny idea: If you loose have the character willingly climp into the Lopunny, or let it eat them without a fight. For added effect have the supporting legend {IE Mew, Cilbi, etc} desporatly trying to snap them out of it. Then as the final act have the charm wear off in the stomach so the main character can lament the fact they just let their foe eat them, and doomed the world in the process.

Also on an unrelated note: have you considered adding a sceen where you watch helplessly as the Vore Lord or one of his big bad eat helpless Pokemon? Like a stealth level where you're up in the rafters as the big boss chows down below, or you have to hide as they drag some poor Pokemon off kicking and screaming, or keep out of sight as they chow down, waiting to use their bloated stomach to your advantage?

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Guest on Tue Aug 11, 2009 6:42 am

Mmmm, Salamence as prey... Great idea Mage! I had an idea too. It's probably not very good, but voring Pokemon makes you stronger, right? So what if the four playable Pokemon meet up before the final stage, realize that, seperately they're not strong enough to defeat the Vore Lord, so you get to pick on and have a boss battle against the other three to vore them? The winner would definately have enoguh strength to at least pose a challenge to the final boss. :- P

Another line of thought would be that the four legendaries realize that they must make a sacrifice and be vored by their chosen champions, although that hardly means they have to go willingly.

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by foxyumbreon on Tue Aug 11, 2009 2:40 pm

Magetorment wrote:Adendum to the Lopunny idea: If you loose have the character willingly climp into the Lopunny, or let it eat them without a fight. For added effect have the supporting legend {IE Mew, Cilbi, etc} desporatly trying to snap them out of it. Then as the final act have the charm wear off in the stomach so the main character can lament the fact they just let their foe eat them, and doomed the world in the process.

Also on an unrelated note: have you considered adding a sceen where you watch helplessly as the Vore Lord or one of his big bad eat helpless Pokemon? Like a stealth level where you're up in the rafters as the big boss chows down below, or you have to hide as they drag some poor Pokemon off kicking and screaming, or keep out of sight as they chow down, waiting to use their bloated stomach to your advantage?

Certainly things that can be considered. I haven't thought about that second thing you mentioned, and that idea for Lopunny certainly sounds fun.

Shade the Giratina wrote:Mmmm, Salamence as prey... Great idea Mage! I had an idea too. It's probably not very good, but voring Pokemon makes you stronger, right? So what if the four playable Pokemon meet up before the final stage, realize that, seperately they're not strong enough to defeat the Vore Lord, so you get to pick on and have a boss battle against the other three to vore them? The winner would definately have enoguh strength to at least pose a challenge to the final boss. :- P

Another line of thought would be that the four legendaries realize that they must make a sacrifice and be vored by their chosen champions, although that hardly means they have to go willingly.

I already have plans for the final boss fight, but thanks for the idea. And also, I have considered having the legendaries sacrifice themselves as meals in order to defeat the Vore Lord, but have made no final decisions regarding that possibility.


Xbox 360 Gamertag: Mr GURVMLK
Wii Friend Codes:
(I typically don't go online with any of these, so matches'll likely have to be arranged over a messenger)
Brawl:283597806198
Mario Strikers:330820076383
Battle Revolution:536974485635 (I technically cheat, so my pokemon may be a bit overpowering, but everything I do can technically be done legit)
Chocobo's Dungeon:086072052789
DBZ Budokai Tenkaichi 3:189099696279 (Don't play because of lag)
Excitebots:073211323481

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Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)

Post by Magetorment on Tue Aug 11, 2009 5:28 pm

Yah, the Lopunny could be applied to any pokemon with cute charm, I just feel using Lopunny would be the smartest choice. It's very popular, a lot of people want to eat one, and you don't see Lop-preds very often.

As for the other idea I feel it gives you a chance to show the players first hand what a douch the vore lord is (or general depending on who you go with), it shows how helpless your character is early on, and it gives a perfect oportunity to watch a bunch of popular Pokemon not strong enough to be bosses get vored.

On another note have you considered taking on help for this thing?

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