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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)?
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Magetorment wrote: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?
Well, if I were to use any pokemon with cute charm, it would be Lopunny because it was nominated to be a playable pokemon, and I would like to try and fit a good deal of those pokemon in since some people obviously want to see them. And as far as help goes, I'm getting some, but really only in the areas that I can't do myself. Pretty much all of the stuff though actually using the RPG Maker I'm doing myself.

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

foxyumbreon- Lucario's Appetizer
- Number of posts: 240
Age: 24
Species: Umbreon
Level:



Registration date: 2009-06-16
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
(I'm very sorry for the double post, but I find it nice to do so rather than just editing to let people who watch the thread know that a new post has been made, in case they've visited since the last post made. If this is a problem, please let me know and I will cease doing so.)
I know it's kind of silly to be making a post about this, but I just can't help myself. I don't know if anybody found this annoying, but I am happy to announce that I found a way to fix something that I found to be a major issue in Voremon. You will now no longer have to worry about instantly getting killed if you're hit from behind, or hit while your back is against a wall. Granted you'll still lose if you're surrounded on all sides by walls when you're hit, but there's nothing I can do about that, and likely won't come up with a fix for that specifically. I hope this comes as good news to people.
As for a more relevant update, the game is still coming along, just more slowly than I would have hoped.
I know it's kind of silly to be making a post about this, but I just can't help myself. I don't know if anybody found this annoying, but I am happy to announce that I found a way to fix something that I found to be a major issue in Voremon. You will now no longer have to worry about instantly getting killed if you're hit from behind, or hit while your back is against a wall. Granted you'll still lose if you're surrounded on all sides by walls when you're hit, but there's nothing I can do about that, and likely won't come up with a fix for that specifically. I hope this comes as good news to people.
As for a more relevant update, the game is still coming along, just more slowly than I would have hoped.

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

foxyumbreon- Lucario's Appetizer
- Number of posts: 240
Age: 24
Species: Umbreon
Level:



Registration date: 2009-06-16
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
I'm always looking for updates. I love the idea of the game and can't wait to see more of it. So for this case I'm going to let you double post when making announcments.

Magetorment- Lord of the VRYRGROOC

- Number of posts: 913
Age: 20
Species: Octillery/Octopus, depends on where you find me
Level:



Registration date: 2008-06-14
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
*Help request. This information has also been posted on the first post of the thread*
I'm requiring assistance, for anybody who might be able to help.
First off, I am needing somebody who can do sprite editing stuff. The person who did the first set of sprites for the vore animations after the first boss fight isn't seeming capable of doing the frames for the second boss due to the pokemon involved. I was hoping to have just one person do the frames for those scenes, but it's looking like that isn't going to be able to be the case at this rate. All I need are the frames for the animation. I'm animating the frames myself using the animation creation system built into RPG Maker VX.
Secondly, I was wondering if anybody out there would be willing to make me battle graphics for enemies to use in the battles for the Charizard stages. I'm sure either sprites or drawings would be fine. I could just use the sprites from the classical Pokemon games, but those are a tad small, and since I'm already using Mystery Dungeon sprites, it would be nice to give the game a bit more of a unique look. The battle system in the game uses a first-person view, like in the Dragon Quest games. I'll look into the size specificactions needed for the images later.
If you're interested, or if you have any questions, just let me know. Thanks for your time.
I'm requiring assistance, for anybody who might be able to help.
First off, I am needing somebody who can do sprite editing stuff. The person who did the first set of sprites for the vore animations after the first boss fight isn't seeming capable of doing the frames for the second boss due to the pokemon involved. I was hoping to have just one person do the frames for those scenes, but it's looking like that isn't going to be able to be the case at this rate. All I need are the frames for the animation. I'm animating the frames myself using the animation creation system built into RPG Maker VX.
Secondly, I was wondering if anybody out there would be willing to make me battle graphics for enemies to use in the battles for the Charizard stages. I'm sure either sprites or drawings would be fine. I could just use the sprites from the classical Pokemon games, but those are a tad small, and since I'm already using Mystery Dungeon sprites, it would be nice to give the game a bit more of a unique look. The battle system in the game uses a first-person view, like in the Dragon Quest games. I'll look into the size specificactions needed for the images later.
If you're interested, or if you have any questions, just let me know. Thanks for your time.

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

foxyumbreon- Lucario's Appetizer
- Number of posts: 240
Age: 24
Species: Umbreon
Level:



Registration date: 2009-06-16
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
God I wish I could help. I'm sure I could try, but I don't know how it would look or anything, and i would be so very new. I'll open my offer only if you don't get any more offers for this, just because I don't know my own ability. I hope you get someone capable though X3 I love the game very much and now I am intending on trying the beta version of the demo!
Also, can you send me the pokemon you need drawn for the game battle scenes and what you want? again I don't have any promises, but I want to try and draw them anyway, even if for nothing ^. .^ if I get them done in time, I will send them to you though X3 send it to Shirou14@hotmail.com please X3 (god so many edits!)
Also, can you send me the pokemon you need drawn for the game battle scenes and what you want? again I don't have any promises, but I want to try and draw them anyway, even if for nothing ^. .^ if I get them done in time, I will send them to you though X3 send it to Shirou14@hotmail.com please X3 (god so many edits!)

Latios- Snorlax's Buffet
- Number of posts: 2009
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Species: I am JACKAL McFLUFFYBUTT!
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Registration date: 2008-10-12

Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Here's a link to a few new screenshots.
http://www.furaffinity.net/view/2716950/
http://www.furaffinity.net/view/2716950/

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

foxyumbreon- Lucario's Appetizer
- Number of posts: 240
Age: 24
Species: Umbreon
Level:



Registration date: 2009-06-16
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
I will still attempt the second set again, but it's looking like it's too hard for me to do. Bipedal Pokémon are harder to work with than quadrapeds. I'll still do other sets though. It's just, some things are harder for me to do than others.
(Yes, I'm the one who did the first set of sprites. I was asked if I would like to help.)
(Yes, I'm the one who did the first set of sprites. I was asked if I would like to help.)

My kink list I'm a very kinky herm Mewtwo who loves being pregnant, and getting pregnant with even more kids to make Mewtwo hybrids. XP Come make some hybrids with me.

Sapphire Takaishi- Charizard's Main Course
- Number of posts: 1516
Age: 22
Species: Mewtwo
Level:



Registration date: 2008-06-17

Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Sapphire Takaishi wrote:I will still attempt the second set again, but it's looking like it's too hard for me to do. Bipedal Pokémon are harder to work with than quadrapeds. I'll still do other sets though. It's just, some things are harder for me to do than others.
(Yes, I'm the one who did the first set of sprites. I was asked if I would like to help.)
Don't worry about it. I found somebody else to do the second set, and to be honest, I think I might like that person's work more. Don't get me wrong. I still very much appreciate your help, and I will certainly acknowledge you. It's just that I think I might be going with the other person I found, if that person is open to offering their continued support.

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

foxyumbreon- Lucario's Appetizer
- Number of posts: 240
Age: 24
Species: Umbreon
Level:



Registration date: 2009-06-16
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Okay. I'm always happy to help, and will attempt future sets if you let me know what they will be, but having someone else help is good. I may be a very good spriter as I have been doing it for a few years, but even now, some things are too hard for me to do.

My kink list I'm a very kinky herm Mewtwo who loves being pregnant, and getting pregnant with even more kids to make Mewtwo hybrids. XP Come make some hybrids with me.

Sapphire Takaishi- Charizard's Main Course
- Number of posts: 1516
Age: 22
Species: Mewtwo
Level:



Registration date: 2008-06-17

Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
*bump for added poll*

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

foxyumbreon- Lucario's Appetizer
- Number of posts: 240
Age: 24
Species: Umbreon
Level:



Registration date: 2009-06-16
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Will just restate what I said on FA. I feel it's a great improvement to change the post-vore scene like that. It makes the scene a lot clearer and easier to enjoy. =)

Guest- Guest
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
definitely an interesting game idea ^^ I played through the demo, a few things possibly to try~ don't make puzzles a searching game without there being some sort of sign post telling where or what it is. Not too big a deal in the game since you said the switch was on the wall but I ended up searching every wall the wrong way till I reached teh other end before getting the switch. Just something to keep in mind, you don't have to make it obvious but some subtle clues on how to find things helps to make players think they've achieved something. I like teh idea of including vore pics in loosing and winning siduations. For instance when you win against arcanine you could have a different "you win" sort of pic which shows the umbreon with a full belly of arcanine. It could also work for you loose. This could also include all the different pokemon you could loose against just by being hit to death in the game. This is a very awesome game idea so keep at it! it's good so far ^^ (o and just cus~ mind putting an eevee in there? x3 maybe as a boss?)


My FA: http://www.furaffinity.net/user/roco/
My FAP: http://www.furryartpile.com/user/roco/
My Yiffstar: http://yiffstar.com/user/rocovailo

Roco- Lucario's Appetizer
- Number of posts: 389
Age: 19
Species: Spanish Jolteon who can de-evolve to an eevee
Level:



Registration date: 2008-08-08

Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Roco wrote:definitely an interesting game idea ^^ I played through the demo, a few things possibly to try~ don't make puzzles a searching game without there being some sort of sign post telling where or what it is. Not too big a deal in the game since you said the switch was on the wall but I ended up searching every wall the wrong way till I reached teh other end before getting the switch. Just something to keep in mind, you don't have to make it obvious but some subtle clues on how to find things helps to make players think they've achieved something. I like teh idea of including vore pics in loosing and winning siduations. For instance when you win against arcanine you could have a different "you win" sort of pic which shows the umbreon with a full belly of arcanine. It could also work for you loose. This could also include all the different pokemon you could loose against just by being hit to death in the game. This is a very awesome game idea so keep at it! it's good so far ^^ (o and just cus~ mind putting an eevee in there? x3 maybe as a boss?)
I haven't considered putting eevee in there, but I suppose it's possible. And others have brought up the issue with the switch, but since that's the only part in the game that's going to be like that, I probably won't be changing it. Also, I've talked with Rayse about making pics like what you described, but so far it doesn't look like he'll be doing so.
On a note unrelated to Roco's post, I have a rather unfortunate bit of news. The internet at my house is presently down, so things will be slowing down even more until that changes. I'm just letting everybody who's watching this know. I'm presently at the library so that I can inform people of this news, but I won't be able to stop by here very regularly because of the trip required to do so. Hopefully I'll have the internet up again soon so I'll be able to resume my online activities as normal.
*edit* Internet's back.

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

foxyumbreon- Lucario's Appetizer
- Number of posts: 240
Age: 24
Species: Umbreon
Level:



Registration date: 2009-06-16
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
I like the new change in seeing the vore closer, at the same time I like being able to see the background while it's going on too, I don't know, something about being grounded in, maybe just a zoom close, no black out?
O and other people could draw for it possibly 83 o and I'd love for some way to nom other random pokemon, digest them quickly via some type of quicktime random key pressing, then being allowed to go. like, you could eat one pokemon, or two, or however many till your full and can't move, or slow, and you can then try to press certain keys fast enough in a certain random order to make your digestion work faster. You'd want it to go faster cus maybe other enemies will come raceing to get you. X3 you could even do a sort of item quest thing with this. Since after eating you get stronger you could maybe eat more pokemon, become faster, attack yourself, or something of the sort after eating a certain number or kind. Like you could have a side quest to find impressioned or special pokemon and eat them x3 Like~ oo what if you could eat the pokemon in the ovens? omg I'd love to be able to do that x3 I know it's techincally against the story, maybe you could wrap it around into something there, but I'd still love to see the umbreon eating them~ or maybe you could come back or find another oven basement after you get the vore power and do that 83
anyhow, just ideas, I like this alot ^^
O and other people could draw for it possibly 83 o and I'd love for some way to nom other random pokemon, digest them quickly via some type of quicktime random key pressing, then being allowed to go. like, you could eat one pokemon, or two, or however many till your full and can't move, or slow, and you can then try to press certain keys fast enough in a certain random order to make your digestion work faster. You'd want it to go faster cus maybe other enemies will come raceing to get you. X3 you could even do a sort of item quest thing with this. Since after eating you get stronger you could maybe eat more pokemon, become faster, attack yourself, or something of the sort after eating a certain number or kind. Like you could have a side quest to find impressioned or special pokemon and eat them x3 Like~ oo what if you could eat the pokemon in the ovens? omg I'd love to be able to do that x3 I know it's techincally against the story, maybe you could wrap it around into something there, but I'd still love to see the umbreon eating them~ or maybe you could come back or find another oven basement after you get the vore power and do that 83
anyhow, just ideas, I like this alot ^^


My FA: http://www.furaffinity.net/user/roco/
My FAP: http://www.furryartpile.com/user/roco/
My Yiffstar: http://yiffstar.com/user/rocovailo

Roco- Lucario's Appetizer
- Number of posts: 389
Age: 19
Species: Spanish Jolteon who can de-evolve to an eevee
Level:



Registration date: 2008-08-08

Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
o one last thing: emotional icons x3 I know it's asking for more drawings, but I'd love to at least see the faces/icons do different emotions and jestures as they talk/vore x3


My FA: http://www.furaffinity.net/user/roco/
My FAP: http://www.furryartpile.com/user/roco/
My Yiffstar: http://yiffstar.com/user/rocovailo

Roco- Lucario's Appetizer
- Number of posts: 389
Age: 19
Species: Spanish Jolteon who can de-evolve to an eevee
Level:



Registration date: 2008-08-08

Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Roco wrote:o one last thing: emotional icons x3 I know it's asking for more drawings, but I'd love to at least see the faces/icons do different emotions and jestures as they talk/vore x3
I'll only be quoting this one post, but I'll be replying to both you put.
First off, regarding the zoom, that wouldn't really work, and would completely defeat the main reason why I'm doing the scenes as I am now. The main reason I'm making the change is to save myself hours of work and frustration, especially since the game is already going so slowly as is. It's a nice thought, and I did consider it, but it would just make the vore animations even more difficult to put together, whereas I'm trying to make them simpler. Sorry if it sounded like I was lashing out at all there, as such wasn't my intention.
About your second suggestion. This game has been in my mind for over a year before I actually got to putting it together, and has undergone many changes since it was originally thought up. When I first thought it up, one of the ideas was to have the player eat any pokemon they defeat, and then get fattened up and suffer penalties as a result (granted I believe that was Shadow's idea). During the process of working out the game though, I decided to ditch that idea, partly because of the major changes the game has undergone over time from what it was originally going to be. However, that only applies to the umbreon, lucario, and dragonair stages at present. I am currently strongly considering adding in some micro vore scenes for after the player wins a battle during the charizard stages (likely involving Charizard's guardian shrinking down the defeated opponent for Charizard to snack on), but the decision isn't quite final yet.
And about the emotional icons. If you mean the face shots that appear during dialogue, then it's actually in the works. I was originally just going to use the Mystery Dungeon face shots for the game, thus lacking any variation with the faces, but the person who answered the help add (which I really need to get around to deleting since it's been answered) for drawing the battle graphics for the fights that will take place during the charizard stages has also, without my asking, offered and started work on various face shots for the characters.

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

foxyumbreon- Lucario's Appetizer
- Number of posts: 240
Age: 24
Species: Umbreon
Level:



Registration date: 2009-06-16
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Oh, idea. If you're looking for pentalties for over eating there's actually a game out that already has that. Shin Megami Tensei: Digital Devil Saga has a negative status called "belly ache" which you get for eating too many foes too soon. Though I forget what the specific effect is. It's been a while since I played that, and I gave all my chars the "lead stomach" ability, which prevented stomach aches.

Magetorment- Lord of the VRYRGROOC

- Number of posts: 913
Age: 20
Species: Octillery/Octopus, depends on where you find me
Level:



Registration date: 2008-06-14
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Magetorment wrote:Oh, idea. If you're looking for pentalties for over eating there's actually a game out that already has that. Shin Megami Tensei: Digital Devil Saga has a negative status called "belly ache" which you get for eating too many foes too soon. Though I forget what the specific effect is. It's been a while since I played that, and I gave all my chars the "lead stomach" ability, which prevented stomach aches.
Wait, there's already a vore related game out there? Any good or a bomb?

Guest- Guest
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Magetorment wrote:Oh, idea. If you're looking for pentalties for over eating there's actually a game out that already has that. Shin Megami Tensei: Digital Devil Saga has a negative status called "belly ache" which you get for eating too many foes too soon. Though I forget what the specific effect is. It's been a while since I played that, and I gave all my chars the "lead stomach" ability, which prevented stomach aches.
I'm not actually looking for anything of the sort at this time, but thanks for the suggestion.

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

foxyumbreon- Lucario's Appetizer
- Number of posts: 240
Age: 24
Species: Umbreon
Level:



Registration date: 2009-06-16
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
First I would like to assure everybody that the game is not dead. I am still working on it, it's just moving along very, very slowly compared to how it was originally planned to go. I have a request I would like to ask of the players, but I figure I'll also throw in a few minor updates.
I'll start with the request. I had a change of heart regarding the obstacle course type of stage, and am probably going to go with something else for the Dragonair stages. However, I'm still a little unsure as to what I want to do with the stage type for Dragonair, so I would like to ask for any ideas. Feel free to let me know if you have any ideas.
Now, about the update. There's not much to say unfortunately, but I did throw in a few additions. For starters, due to popular demand, I added in an indicator to point out where the hidden switch is in the oven room. Second, I added an option when the game loads up, allowing the player to choose whether or not to have the game play in fullscreen. Also, at present I believe Rayse is working on putting together victory pics for after defeating a boss. Not sure if those will every be finished though, so don't get your hopes up too high regarding these pics.
Anyway, that's it for now. Feel free to ask if you have any questions.
I'll start with the request. I had a change of heart regarding the obstacle course type of stage, and am probably going to go with something else for the Dragonair stages. However, I'm still a little unsure as to what I want to do with the stage type for Dragonair, so I would like to ask for any ideas. Feel free to let me know if you have any ideas.
Now, about the update. There's not much to say unfortunately, but I did throw in a few additions. For starters, due to popular demand, I added in an indicator to point out where the hidden switch is in the oven room. Second, I added an option when the game loads up, allowing the player to choose whether or not to have the game play in fullscreen. Also, at present I believe Rayse is working on putting together victory pics for after defeating a boss. Not sure if those will every be finished though, so don't get your hopes up too high regarding these pics.
Anyway, that's it for now. Feel free to ask if you have any questions.

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

foxyumbreon- Lucario's Appetizer
- Number of posts: 240
Age: 24
Species: Umbreon
Level:



Registration date: 2009-06-16
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
mhm, i could help with the " classic " fight balancing and a few mazes/dungeons ( or whatever )

You have the Choice
Good German, Odd English , Crazy Denglish
Fantasy is more important than knowledge because knowledge is limited
- Albert Einstein
I have alot of Fantasies^^
my works on youtube ( mostly navyfield yet )
http://www.youtube.com/user/salonoob

After alot of work its finished, my first top trained team, ask me if you want to fight^^

Karlas- Raichu's Snack
- Number of posts: 75
Age: 19
Species: Mudkip
Level:



Registration date: 2009-04-12

Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Karlas wrote:mhm, i could help with the " classic " fight balancing and a few mazes/dungeons ( or whatever )
Not exactly looking for anything like that right now, but okay.

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

foxyumbreon- Lucario's Appetizer
- Number of posts: 240
Age: 24
Species: Umbreon
Level:



Registration date: 2009-06-16
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
I'm going to start by pointing out that my internet is down again. No idea when I'll be getting it back.
Secondly, about the Voremon request I made in the previous journal. I don't know if it's because I worded it badly, but the only suggestions I've received so far didn't quite go for what I was trying to ask, so I'll try again.
What I'm looking for is a gameplay idea for the Dragonair stages. I was originally going to do obstacle courses, but now I'm not so sure I want to do that, and I'm drawing a blank as to what I want to do instead. The Umbreon stages involve solving puzzles and pressing buttons to proceed through the floors, the Lucario stages involve making your way through maze-like areas within the given time limit, and the Charizard stages involve the player battling against enemy pokemon in turn-based combat. Now, what I'm asking is this. Does anybody have any suggestions for what the Dragonair stages should involve the player having to do in order to get through? What sort of goal should the player have, and what sorts of gameplay mechanics should be applied? I can't promise I'll use your suggestion, but I'm just looking for help because I'm presently drawing a rather big blank for something other than the obstacle course idea. The idea for the obstacle course stages was to have the player auto-moving through areas while simply turning their character to avoid various traps and pokemon in order to reach the end of each room.
I hope that was a bit clearer.
Secondly, about the Voremon request I made in the previous journal. I don't know if it's because I worded it badly, but the only suggestions I've received so far didn't quite go for what I was trying to ask, so I'll try again.
What I'm looking for is a gameplay idea for the Dragonair stages. I was originally going to do obstacle courses, but now I'm not so sure I want to do that, and I'm drawing a blank as to what I want to do instead. The Umbreon stages involve solving puzzles and pressing buttons to proceed through the floors, the Lucario stages involve making your way through maze-like areas within the given time limit, and the Charizard stages involve the player battling against enemy pokemon in turn-based combat. Now, what I'm asking is this. Does anybody have any suggestions for what the Dragonair stages should involve the player having to do in order to get through? What sort of goal should the player have, and what sorts of gameplay mechanics should be applied? I can't promise I'll use your suggestion, but I'm just looking for help because I'm presently drawing a rather big blank for something other than the obstacle course idea. The idea for the obstacle course stages was to have the player auto-moving through areas while simply turning their character to avoid various traps and pokemon in order to reach the end of each room.
I hope that was a bit clearer.

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

foxyumbreon- Lucario's Appetizer
- Number of posts: 240
Age: 24
Species: Umbreon
Level:



Registration date: 2009-06-16
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Actually, I think the obstacle course idea actually fits fairly well. It's different from most of the other stages, but not so much that there's a "oh crap I don't get this what do I do now" learning curve at the beginning, and provided the level designs are good they can be challenging without ending up too frustrating.
To pull an idea from the Pokemon games, maybe if they were something along the lines the conveyor belt maze in the Fuego Ironworks, that may work. Like have small break spots in the auto-movement where the player has to time the point they step on the next belt or such to avoid the Pokemon that's crossing the path.
To pull an idea from the Pokemon games, maybe if they were something along the lines the conveyor belt maze in the Fuego Ironworks, that may work. Like have small break spots in the auto-movement where the player has to time the point they step on the next belt or such to avoid the Pokemon that's crossing the path.

Sundown Sparker- Raichu's Snack
- Number of posts: 64
Species: Raichu
Level:



Registration date: 2009-05-09
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Sundown Sparker wrote:Actually, I think the obstacle course idea actually fits fairly well. It's different from most of the other stages, but not so much that there's a "oh crap I don't get this what do I do now" learning curve at the beginning, and provided the level designs are good they can be challenging without ending up too frustrating.
To pull an idea from the Pokemon games, maybe if they were something along the lines the conveyor belt maze in the Fuego Ironworks, that may work. Like have small break spots in the auto-movement where the player has to time the point they step on the next belt or such to avoid the Pokemon that's crossing the path.
Certainly a possibility. And I'll still go with the obstacle course idea if I can't come up with anything else based on suggestions I receive. The idea was to have all the stages feel unique from each other, and the obstacle courses would accomplish that. It's just that I would like to come up with something different at present. In all honesty though, I have gotten some suggestions that have given me some neat ideas for the obstacle course stages. Right now, we'll just have to wait and see how things go. Thanks for the suggestion.

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

foxyumbreon- Lucario's Appetizer
- Number of posts: 240
Age: 24
Species: Umbreon
Level:



Registration date: 2009-06-16
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
I would say try the obstacle course idea first and see how that pans out, personally. Making every stage play different than all the others runs the risk of making it too much like a pile of mini-games rather than one game that flows from one stage to the next.
Generally if the player has to re-learn how to play the game every time they move on, it tends to turn people off.
Generally if the player has to re-learn how to play the game every time they move on, it tends to turn people off.

Sundown Sparker- Raichu's Snack
- Number of posts: 64
Species: Raichu
Level:



Registration date: 2009-05-09
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
im gonna say either a platformer or a side-scrolling/vertical shooter. those are my ideas...

Zephyrnereus- Umbreon's Dessert
- Number of posts: 470
Age: 18
Species: Latios
Level:



Registration date: 2008-08-28
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
touhou eh ^^
i think you shouldn´t set a character to one typ pf playing. for example, as lucario you would run through 8 stages and you have only a few minutes to get through the mazes mkes the play-time very short and more or less boring, same if you would beat hundreds of pokemon, with the charizard, to come further.
i think you should only the first stage of everyone with its own " special " to learn how the srenghts and weakens of the pokemon are wich you play.
sooner or later all pokemon should have to do what the other did in the first stage.
mix it a bit, like in Terranigma
so, i hope my english didn´t failed again ^^;
i think you shouldn´t set a character to one typ pf playing. for example, as lucario you would run through 8 stages and you have only a few minutes to get through the mazes mkes the play-time very short and more or less boring, same if you would beat hundreds of pokemon, with the charizard, to come further.
i think you should only the first stage of everyone with its own " special " to learn how the srenghts and weakens of the pokemon are wich you play.
sooner or later all pokemon should have to do what the other did in the first stage.
mix it a bit, like in Terranigma
so, i hope my english didn´t failed again ^^;

You have the Choice
Good German, Odd English , Crazy Denglish
Fantasy is more important than knowledge because knowledge is limited
- Albert Einstein
I have alot of Fantasies^^
my works on youtube ( mostly navyfield yet )
http://www.youtube.com/user/salonoob

After alot of work its finished, my first top trained team, ask me if you want to fight^^

Karlas- Raichu's Snack
- Number of posts: 75
Age: 19
Species: Mudkip
Level:



Registration date: 2009-04-12

Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Internet is back!
Indeed. Pretty much all the learning is going to be near the beginning of the game. That's also why the first few stages are so short. The first four stages of the game are pretty much just designed to teach the player how to navigate through all four types of stages. The controls are pretty similar in all the stages though.
The obstacle course might still be done. I'm actually starting to think a bit more about it again, as some suggestions I've gotten have given me ideas on how I could improve it from my original idea.
Thanks for the input.
Certainly good ideas. At first, I was actually considering making the Lucario stages into platformer stages (still using the maze idea), but I couldn't find a script to make the characters move by pixelss instead of on the built-in grid, which I think would be much more appropriate for a platformer. If you don't understand what I'm trying to say, pretty much it would make it so that every time you tap the arrow to move, you would only move one pixel instead of by one whole body length or so.
Thanks for your input.
*EDIT*
While it's certainly possible, it's not very likely. There are problems with how I'm doing the stages at certain points, as well as the story itself, that would interfere with that. One problem would be anybody other than Charizard doing the battle stages, since according to the storyline, he's likely the only one strong enough to battle these pokemon head on. If nothing else, the guardians would have been choosing the particular pokemon based on what they're capable of, and would be sending them to specific locations based on those abilities. Thanks for the idea, but I really don't see myself changing the entire idea for the game at this point. I don't know if this will be any sort of consolation, but some later points in the game will involve having to use the characters together to accomplish a certain goal once the characters have all been gathered together. An example might be Umbreon having to press a series of buttons so that a path will open up for Lucario, so that he may flip a switch that will give Charizard access to an enemy that needs defeating.
Sundown Sparker wrote:I would say try the obstacle course idea first and see how that pans out, personally. Making every stage play different than all the others runs the risk of making it too much like a pile of mini-games rather than one game that flows from one stage to the next.
Generally if the player has to re-learn how to play the game every time they move on, it tends to turn people off.
Indeed. Pretty much all the learning is going to be near the beginning of the game. That's also why the first few stages are so short. The first four stages of the game are pretty much just designed to teach the player how to navigate through all four types of stages. The controls are pretty similar in all the stages though.
The obstacle course might still be done. I'm actually starting to think a bit more about it again, as some suggestions I've gotten have given me ideas on how I could improve it from my original idea.
Thanks for the input.
Zephyrnereus wrote:im gonna say either a platformer or a side-scrolling/vertical shooter. those are my ideas...
Certainly good ideas. At first, I was actually considering making the Lucario stages into platformer stages (still using the maze idea), but I couldn't find a script to make the characters move by pixelss instead of on the built-in grid, which I think would be much more appropriate for a platformer. If you don't understand what I'm trying to say, pretty much it would make it so that every time you tap the arrow to move, you would only move one pixel instead of by one whole body length or so.
Thanks for your input.
*EDIT*
Karlas wrote:touhou eh ^^
i think you shouldn´t set a character to one typ pf playing. for example, as lucario you would run through 8 stages and you have only a few minutes to get through the mazes mkes the play-time very short and more or less boring, same if you would beat hundreds of pokemon, with the charizard, to come further.
i think you should only the first stage of everyone with its own " special " to learn how the srenghts and weakens of the pokemon are wich you play.
sooner or later all pokemon should have to do what the other did in the first stage.
mix it a bit, like in Terranigma
so, i hope my english didn´t failed again ^^;
While it's certainly possible, it's not very likely. There are problems with how I'm doing the stages at certain points, as well as the story itself, that would interfere with that. One problem would be anybody other than Charizard doing the battle stages, since according to the storyline, he's likely the only one strong enough to battle these pokemon head on. If nothing else, the guardians would have been choosing the particular pokemon based on what they're capable of, and would be sending them to specific locations based on those abilities. Thanks for the idea, but I really don't see myself changing the entire idea for the game at this point. I don't know if this will be any sort of consolation, but some later points in the game will involve having to use the characters together to accomplish a certain goal once the characters have all been gathered together. An example might be Umbreon having to press a series of buttons so that a path will open up for Lucario, so that he may flip a switch that will give Charizard access to an enemy that needs defeating.

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

foxyumbreon- Lucario's Appetizer
- Number of posts: 240
Age: 24
Species: Umbreon
Level:



Registration date: 2009-06-16
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Are you still looking for spriters, Foxyumbreon? I'm here to help if you need it!
If you still need help, then you can pm me in order to tell me what needs to be done, and I'll see what I can do. (I'm a perfectionist, so it might take a little time until I feel the sprites are correct and send them to you. I'd also need your e-mail adress so I can give them to you directly once they are done.)

"I know I haven't got a choice, but I'll choose anyways!"-Chance
"The one reason I let pokemon do this to me is because I like it. It's fun to slide down their throats!"-Chance

Chance- Skitty's Morsel
- Number of posts: 29
Species: Vulpix
Level:



Registration date: 2009-10-11
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Chance wrote:Are you still looking for spriters, Foxyumbreon? I'm here to help if you need it!If you still need help, then you can pm me in order to tell me what needs to be done, and I'll see what I can do. (I'm a perfectionist, so it might take a little time until I feel the sprites are correct and send them to you. I'd also need your e-mail adress so I can give them to you directly once they are done.)
Thanks for the offer, but at this time I can't think of anything I would need the help for.

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

foxyumbreon- Lucario's Appetizer
- Number of posts: 240
Age: 24
Species: Umbreon
Level:



Registration date: 2009-06-16
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Even so, if something comes up, don't hesitate to PM me. I'm always ready!

"I know I haven't got a choice, but I'll choose anyways!"-Chance
"The one reason I let pokemon do this to me is because I like it. It's fun to slide down their throats!"-Chance

Chance- Skitty's Morsel
- Number of posts: 29
Species: Vulpix
Level:



Registration date: 2009-10-11
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Again, I'm sorry for the lack of updates. I just haven't been finding the appropriate motivation or time to work on the game. The toughest part for me though is always getting something started. Once I get finished with the "tutorial" stages and have everything figured out regarding the systems for the stages and whatnot, things should in theory pick up. Anyway, with all that said, here's some screenshots from the first Charizard stage.
http://www.furaffinity.net/view/2935524
http://www.furaffinity.net/view/2935524

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

foxyumbreon- Lucario's Appetizer
- Number of posts: 240
Age: 24
Species: Umbreon
Level:



Registration date: 2009-06-16
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Scyther as prey? Yummy! 


Guest- Guest
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
If I might ask, what kinds of enemy Pokemon is Charizard going to face off against? You don't have to be specific if it'll ruin the plot, I'm just wondering about the general variety. Scyther would seem to be a relatively easy opponent since it's weak to fire attacks.

Sundown Sparker- Raichu's Snack
- Number of posts: 64
Species: Raichu
Level:



Registration date: 2009-05-09
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Shade the Giratina wrote:Scyther as prey? Yummy!
Glad somebody thinks so, because I honestly don't ^^;
Sundown Sparker wrote:If I might ask, what kinds of enemy Pokemon is Charizard going to face off against? You don't have to be specific if it'll ruin the plot, I'm just wondering about the general variety. Scyther would seem to be a relatively easy opponent since it's weak to fire attacks.
In general, the pokemon will start to become more dominant over Charizard in terms of type later on in the game, while early on more enemies will be at a type disadvantage.

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

foxyumbreon- Lucario's Appetizer
- Number of posts: 240
Age: 24
Species: Umbreon
Level:



Registration date: 2009-06-16
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
I just want to thank everybody for their submitted ideas regarding the Dragonair stages. I have decided to stick with the obstacle course idea as the base for the stages, but that's because thanks to some of the suggestions I received, I've been able to come up with some ideas for it to make that stage idea much better than what I had originally come up with myself.

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

foxyumbreon- Lucario's Appetizer
- Number of posts: 240
Age: 24
Species: Umbreon
Level:



Registration date: 2009-06-16
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Awesome, any idea when the demo may come out?

Shade- Rattata's Munchie
- Number of posts: 1
Age: 23
Species: Giratina
Level:



Registration date: 2009-10-25
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Shade wrote:Awesome, any idea when the demo may come out?
Unfortunately, I have no idea when the next demo will release. I'm very far behind my originally intended schedule. I had wanted this demo finished about a month or two ago T_T

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

foxyumbreon- Lucario's Appetizer
- Number of posts: 240
Age: 24
Species: Umbreon
Level:



Registration date: 2009-06-16
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
how beat first level?
?
?
mewtwoscousin- Rattata's Munchie
- Number of posts: 3
Age: 20
Species: arcanine
Level:



Registration date: 2009-11-14
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
vorefan222 wrote:how beat first level??
Could you be a bit more specific?

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

foxyumbreon- Lucario's Appetizer
- Number of posts: 240
Age: 24
Species: Umbreon
Level:



Registration date: 2009-06-16
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
I'll try to keep this brief. I'm hoping somebody could put together an underwater backround for use in certain portions of the Dragonair stages. Here's the specifications for the type of file I'm needing copied directly from the RPG Maker VX help file.
Parallax Backgrounds (Graphics/Parallaxes)
These files contain graphics (distant landscapes) used in maps.
There's no real limit to their size. If you want to loop them, create them so that they connect at the top, bottom, right and left, like the background image of a web page.
I will need the image to connect from left to right so they'll loop for the scrolling of the stages. I also would like it so that the surface of the water does not show, and I believe I'll be needing the vertical length of the image to be no less than 416 pixels (this distance being based on the specifications of other resources, and am therefore uncertain if it's totally accurate for this resource type). I would prefer if the ground doesn't show either, but if it must, try to keep it from taking up too much of the screen please. I would also accept if somebody can simply link me to an already existing imagery I could use for this. Both .png and .jpeg format should be fine. Please no bitmap or .gif though. Bitmap files are just pointlessly large, and .gif files aren't compatible with RPG Maker VX.
I guess that's it. It was a bit longer than I had originally intended, but I wanted to make sure I got everything mentioned that I wanted to. If anybody has any questions, feel free to ask.
Parallax Backgrounds (Graphics/Parallaxes)
These files contain graphics (distant landscapes) used in maps.
There's no real limit to their size. If you want to loop them, create them so that they connect at the top, bottom, right and left, like the background image of a web page.
I will need the image to connect from left to right so they'll loop for the scrolling of the stages. I also would like it so that the surface of the water does not show, and I believe I'll be needing the vertical length of the image to be no less than 416 pixels (this distance being based on the specifications of other resources, and am therefore uncertain if it's totally accurate for this resource type). I would prefer if the ground doesn't show either, but if it must, try to keep it from taking up too much of the screen please. I would also accept if somebody can simply link me to an already existing imagery I could use for this. Both .png and .jpeg format should be fine. Please no bitmap or .gif though. Bitmap files are just pointlessly large, and .gif files aren't compatible with RPG Maker VX.
I guess that's it. It was a bit longer than I had originally intended, but I wanted to make sure I got everything mentioned that I wanted to. If anybody has any questions, feel free to ask.

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

foxyumbreon- Lucario's Appetizer
- Number of posts: 240
Age: 24
Species: Umbreon
Level:



Registration date: 2009-06-16
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Hey foxy! Sorry to make my first post on this thread so late. I've not had internet much lately, so I didn't know much about your game until I tried the demo today.
It looks pretty good! =3 You're using RPG Maker VX, right? You've got some coding experience, I can tell. ;3 I've used the RPG Maker series extensively myself, though I'm not too great of a coder compared to some. Nor have I really completed any projects, but I sure have done a lot of them...
I don't have much critique to give, as everyone else has addressed a great deal already. I do wonder though, do you plan on replacing the environments with something more original? If I'm not mistaken, the tilesets you're using are RPG Maker VX defaults. I've found it best to avoid using the default supplies that come with RPG Maker, if at all possible. More originality. ;3
Similarly, the music. I like RPG Maker's selection of tunes, but again, it's not very original. Maybe you should consider tossing in some tunes from the PMD series? I've been currently busy ripping the songs of Red Rescue Team direct from the game, as 44mhz files. They sound good, in other words. Currently they're MB-heavy wav, but I'm planning on converting them to MP3. Remind me...does RPG Maker accept .ogg music files? I could turn these tunes into ogg, and it would reduce the size of these files immensely without sacrificing quality. Let me know if you're interested.
I'm rather happy to see that your grammar is used well in the game; I don't know how much it's frustrated me to see people making games and yet not knowing how to spell. You can't tell a good story unless you tell it with some writing skill, after all. ;3 That said, a few scenes seem to hurt the story rather than help it. For example, the oven scene. Umbreon doesn't panic nearly enough, in my opinion, when Mew tells him he's being cooked. His conversation with Mew also still seems a bit too wordy considering...um...being that he's getting cooked, there's not a whole lot of time for chit-chat.
Also, the ovens dialogues. People have mentioned it before... I like a number of the dialogues, and I definitely think every oven should have a unique statement, but I also feel Umbreon should be a lot more grim about what he's seeing. Being a decent writer myself (I feel I am, anyways), here's my suggested changes.
---
The format is...
"Original text" >>> "My text" (Reason of change.)
"There's a Trapinch inside... It appears to be trapped." >>> "There's a Trapinch inside... It appears to be...trapped." (I can see this was meant to be humorous, but the extra ... makes it much more obvious and imo funnier. This is also 'neutral/ironic' humor, and doesn't detract nor add from the grim feeling of this room, so I'd say it's okay to keep it.)
"There's a Flaffy trapped inside... Why does seeing this make me want to sing endlessly?" >>> "There's a Flaffy trapped inside... Its delicate wool has been burnt and blackened."
(Use of a first-person description - using words like 'we', 'I', and 'me' - in a video game generally doesn't work, unless the game does it often and is built around the concept of the hero describing events in first person, whether in flashback form or a breakaway 'my thoughts' sort of moment. I'd avoid doing it in this game. The description also made no sense to me here...maybe I'm missing the joke, but I think my edit is more proper nonetheless.)
"There's a Bulbasaur trapped inside... Is this meat or a vegetable?" >>> "There's a Bulbasaur trapped inside... The plant on its back has shriveled up from the heat."
(The meat/vegetable quote is okay, but I like the mental image that mine provokes, that of a Bulbasaur with a dead bulb on its back.)
"There's a Grimer trapped inside... Doesn't look very appetizing." >>> "There's a Grimer trapped inside... Its sludgy body is boiling..."
(Another mental image I got. Also, why would Umbreon be sizing up the edibility of these Poke'mon when he wanted to save them just moments before? I think he'd be too sad about their sakes to think about how they'd taste or when they'd be ready to eat, even if he would eat them under different circumstances.)
"There's a Grovyle trapped inside... Is appears to have been overcooked, but still edible." >>> "There's a Grovyle trapped inside... The kitchen staff seemed to have let him overcook a bit..."
(Again, Umbreon shouldn't be commenting on their edibility.)
"There's a Sandshrew trapped inside... It looks a little dry." >>> "There's a Sandshrew trapped inside... It's curled into a ball and shivering with fear."
(Edibility comment from Umbreon again that I didn't like. ^^; )
"There's a Farfetch'd trapped inside... I hear these are supposed to be delicious." >>> "There's a Farfetch'd trapped inside... Ironically, it's being cooked with several leeks around it for extra flavor."
(Inappropriate edibility comment again. I really like the new dialogue I thought up here.)
"There's a Tailow trapped inside... Kind of small for a turkey dinner." >>> "There's a Tailow trapped inside... The little Pokemon must have succumbed quickly to the heat."
(Inappropriate edibility comment again.)
"There's a Roselia trapped inside... This would make a fine salad." >>> "There's a Roselia trapped inside... Guess they don't mind vegetarian meals here..."
(Inappropriate edibility comment yadda yadda.)
"There's a Corphish trapped inside... Meals with exoskeletons are always a hassle to eat." >>> "There's a Corphish trapped inside... Seafood is on the menu here too, it seems..."
(Inappropriate edibility comment yadda yadda.)
"There's a Milotic trapped inside... This is the most beautiful meal I've ever seen." >>> "There's a Milotic trapped inside... Even a Pokemon as peaceful as this is being reduced to food..."
(Inappropriate edibility comment yadda yadda.)
---
Moving on, I rather enjoyed the boss battle. =3 I do feel that bosses should have a health bar too, but you already turned that idea down I guess. Odd though...this battle reminded me about a boss in my game, "Omega in the Land of Minigamia". It was an RPG Maker game not focused on simple RPG aspects, but rather focused on multiple game types put together. Like yours, in a way! I was gonna have 12 levels, each with a different style of gameplay. I should get to working on it again...
Anyways, your Arcanine battle plays out kinda like my battle with Reconnaissance Leader Floria... Watch this from about 7:12 to see what I mean - http://www.youtube.com/watch?v=LMx8uyoSFg8 . You might want to consider this idea...hiding the switches in a boss area so that the player much search for them in the boss room while being attacked. Also, the idea of speeding up a boss's movement as it gets injured, too.
You might also wanna check at about 2:46 of this video: http://www.youtube.com/watch?v=SXSpt0Eijjk&feature=related . It's the other boss I made, Scientist Xail. He attacks you with a lotta cannons. =B It's basically an 'advance and dodge' type of battle, and it might be a good type of fight for you to use at some point too. (Such as a more cowardly boss that stays on the other side of the room, hurling lots of projectiles at you while you try to advance to where he is.)
I'm also wondering, what's the lore of this game? Setting, time period, geography of world. I imagine this somewhat follows the Mystery Dungeon; aka, no humans around? I'm curious as to where the towers are in relation to each other. Spread across the world? All in one area? Do we get to visit any other areas besides the towers, like a town or something? If you want any help writing up more of the plot and world, I might lend a paw. ;3
Oh, another random thought...is there gonna be a recurring boss/rival? In other words, a Poke'mon who you end up fighting more than once, because he manages to get away after each fight. Each of the 4 characters could battle him, for example. It would be interesting to see him/her being fought in each of the 4 different game types. Plus, it's fun to have enemies that have personality beyond "Rawr, I'm evil!" *whack* "Rawr! I'm dead now and will never appear again!"
Lastly, in response to your request, I don't think I can help much in getting a good parallax, sorry. =( I looked around a bit but nothing popped up...
Keep up the good work! ;3
It looks pretty good! =3 You're using RPG Maker VX, right? You've got some coding experience, I can tell. ;3 I've used the RPG Maker series extensively myself, though I'm not too great of a coder compared to some. Nor have I really completed any projects, but I sure have done a lot of them...
I don't have much critique to give, as everyone else has addressed a great deal already. I do wonder though, do you plan on replacing the environments with something more original? If I'm not mistaken, the tilesets you're using are RPG Maker VX defaults. I've found it best to avoid using the default supplies that come with RPG Maker, if at all possible. More originality. ;3
Similarly, the music. I like RPG Maker's selection of tunes, but again, it's not very original. Maybe you should consider tossing in some tunes from the PMD series? I've been currently busy ripping the songs of Red Rescue Team direct from the game, as 44mhz files. They sound good, in other words. Currently they're MB-heavy wav, but I'm planning on converting them to MP3. Remind me...does RPG Maker accept .ogg music files? I could turn these tunes into ogg, and it would reduce the size of these files immensely without sacrificing quality. Let me know if you're interested.
I'm rather happy to see that your grammar is used well in the game; I don't know how much it's frustrated me to see people making games and yet not knowing how to spell. You can't tell a good story unless you tell it with some writing skill, after all. ;3 That said, a few scenes seem to hurt the story rather than help it. For example, the oven scene. Umbreon doesn't panic nearly enough, in my opinion, when Mew tells him he's being cooked. His conversation with Mew also still seems a bit too wordy considering...um...being that he's getting cooked, there's not a whole lot of time for chit-chat.
Also, the ovens dialogues. People have mentioned it before... I like a number of the dialogues, and I definitely think every oven should have a unique statement, but I also feel Umbreon should be a lot more grim about what he's seeing. Being a decent writer myself (I feel I am, anyways), here's my suggested changes.
---
The format is...
"Original text" >>> "My text" (Reason of change.)
"There's a Trapinch inside... It appears to be trapped." >>> "There's a Trapinch inside... It appears to be...trapped." (I can see this was meant to be humorous, but the extra ... makes it much more obvious and imo funnier. This is also 'neutral/ironic' humor, and doesn't detract nor add from the grim feeling of this room, so I'd say it's okay to keep it.)
"There's a Flaffy trapped inside... Why does seeing this make me want to sing endlessly?" >>> "There's a Flaffy trapped inside... Its delicate wool has been burnt and blackened."
(Use of a first-person description - using words like 'we', 'I', and 'me' - in a video game generally doesn't work, unless the game does it often and is built around the concept of the hero describing events in first person, whether in flashback form or a breakaway 'my thoughts' sort of moment. I'd avoid doing it in this game. The description also made no sense to me here...maybe I'm missing the joke, but I think my edit is more proper nonetheless.)
"There's a Bulbasaur trapped inside... Is this meat or a vegetable?" >>> "There's a Bulbasaur trapped inside... The plant on its back has shriveled up from the heat."
(The meat/vegetable quote is okay, but I like the mental image that mine provokes, that of a Bulbasaur with a dead bulb on its back.)
"There's a Grimer trapped inside... Doesn't look very appetizing." >>> "There's a Grimer trapped inside... Its sludgy body is boiling..."
(Another mental image I got. Also, why would Umbreon be sizing up the edibility of these Poke'mon when he wanted to save them just moments before? I think he'd be too sad about their sakes to think about how they'd taste or when they'd be ready to eat, even if he would eat them under different circumstances.)
"There's a Grovyle trapped inside... Is appears to have been overcooked, but still edible." >>> "There's a Grovyle trapped inside... The kitchen staff seemed to have let him overcook a bit..."
(Again, Umbreon shouldn't be commenting on their edibility.)
"There's a Sandshrew trapped inside... It looks a little dry." >>> "There's a Sandshrew trapped inside... It's curled into a ball and shivering with fear."
(Edibility comment from Umbreon again that I didn't like. ^^; )
"There's a Farfetch'd trapped inside... I hear these are supposed to be delicious." >>> "There's a Farfetch'd trapped inside... Ironically, it's being cooked with several leeks around it for extra flavor."
(Inappropriate edibility comment again. I really like the new dialogue I thought up here.)
"There's a Tailow trapped inside... Kind of small for a turkey dinner." >>> "There's a Tailow trapped inside... The little Pokemon must have succumbed quickly to the heat."
(Inappropriate edibility comment again.)
"There's a Roselia trapped inside... This would make a fine salad." >>> "There's a Roselia trapped inside... Guess they don't mind vegetarian meals here..."
(Inappropriate edibility comment yadda yadda.)
"There's a Corphish trapped inside... Meals with exoskeletons are always a hassle to eat." >>> "There's a Corphish trapped inside... Seafood is on the menu here too, it seems..."
(Inappropriate edibility comment yadda yadda.)
"There's a Milotic trapped inside... This is the most beautiful meal I've ever seen." >>> "There's a Milotic trapped inside... Even a Pokemon as peaceful as this is being reduced to food..."
(Inappropriate edibility comment yadda yadda.)
---
Moving on, I rather enjoyed the boss battle. =3 I do feel that bosses should have a health bar too, but you already turned that idea down I guess. Odd though...this battle reminded me about a boss in my game, "Omega in the Land of Minigamia". It was an RPG Maker game not focused on simple RPG aspects, but rather focused on multiple game types put together. Like yours, in a way! I was gonna have 12 levels, each with a different style of gameplay. I should get to working on it again...
Anyways, your Arcanine battle plays out kinda like my battle with Reconnaissance Leader Floria... Watch this from about 7:12 to see what I mean - http://www.youtube.com/watch?v=LMx8uyoSFg8 . You might want to consider this idea...hiding the switches in a boss area so that the player much search for them in the boss room while being attacked. Also, the idea of speeding up a boss's movement as it gets injured, too.
You might also wanna check at about 2:46 of this video: http://www.youtube.com/watch?v=SXSpt0Eijjk&feature=related . It's the other boss I made, Scientist Xail. He attacks you with a lotta cannons. =B It's basically an 'advance and dodge' type of battle, and it might be a good type of fight for you to use at some point too. (Such as a more cowardly boss that stays on the other side of the room, hurling lots of projectiles at you while you try to advance to where he is.)
I'm also wondering, what's the lore of this game? Setting, time period, geography of world. I imagine this somewhat follows the Mystery Dungeon; aka, no humans around? I'm curious as to where the towers are in relation to each other. Spread across the world? All in one area? Do we get to visit any other areas besides the towers, like a town or something? If you want any help writing up more of the plot and world, I might lend a paw. ;3
Oh, another random thought...is there gonna be a recurring boss/rival? In other words, a Poke'mon who you end up fighting more than once, because he manages to get away after each fight. Each of the 4 characters could battle him, for example. It would be interesting to see him/her being fought in each of the 4 different game types. Plus, it's fun to have enemies that have personality beyond "Rawr, I'm evil!" *whack* "Rawr! I'm dead now and will never appear again!"
Lastly, in response to your request, I don't think I can help much in getting a good parallax, sorry. =( I looked around a bit but nothing popped up...
Keep up the good work! ;3

Charem- The Rump-Loving Firelizard!

- Number of posts: 460
Age: 21
Species: Charmeleon
Level:



Registration date: 2008-06-08

Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
Charem wrote:Hey foxy! Sorry to make my first post on this thread so late. I've not had internet much lately, so I didn't know much about your game until I tried the demo today...
Let's see... I'll start by saying that I am indeed using RPG Maker VX. As for using the default resources, I'll probably keep using the default stuff for the terrain, and somebody else might or might not be making me original music to use in the game. The offer has come up, but not much has come of it yet. Also, I apologize, but I pretty much just skipped over the oven suggestions. Magetorment already noted me a bunch of ideas, and I've used those along with some others of my own, as well as took Mage's suggestion to organize them more appropriately for the particular pokemon. For example, the comments involving edibility have been mostly moved to the Charizard stage since they fit its character more. As for your suggestion for the dialogue while Umbreon is being cooked, I might or might not change that. We'll have to wait and see.
About the boss having health. I sort of agree, but I sort of don't agree. While it's nice to see how close you are to defeating the boss, the boss not having a health meter I feel changes the mentallity of the player in a manner I prefer to go for in most cases, so the health meter for bosses will probably remain absent. The closest there will be to a health meter for enemies is an item Charizard will be able to use that will allow the player to view the max HP of the enemy. Also, I don't have any plans to change Arcanine's actions or the set up of the battle in any way. I do, however, plan on trying to make each boss fight noticably harder than the last in terms of the stage types. And thanks for the boss suggestion for a later boss. I've already thought out most of the future boss fights, and I do have plans to do such things with certain ones. And no, there will not be any recurring boss battle. Quite frankly, bosses that keep getting in your way again and again have always pissed me off, so I have no intent of adding such a character to the game. It can be nice to have recurring villain characters, but I've always found it annoying to have the enemy escape only to come back later and stronger after having fought the enemy.
As for the world, I hadn't really put much thought into the layout, since there isn't going to be a world map. There are indeed no humans in the world though. And while most of the game will take place in the towers, there will be other settings from time-to-time. For example, some portions of the Dragonair stages will be underwater, and I do have plans for a potential town stage (not sure yet if I'll be using it).
Well, that should be everything. If I missed anything you're interested in, or if you have any other questions or comments, feel free to let me know. And don't worry about the length of the post.
Last edited by Charem on Sun Nov 22, 2009 3:22 pm; edited 1 time in total (Reason for editing : Quoted text was massive; shortened it.)

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

foxyumbreon- Lucario's Appetizer
- Number of posts: 240
Age: 24
Species: Umbreon
Level:



Registration date: 2009-06-16
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
great all around great game i have only 1 complaint i think there should be less switches on arcanine

mewtwoscousin- Rattata's Munchie
- Number of posts: 3
Age: 20
Species: arcanine
Level:



Registration date: 2009-11-14
Re: Pokemon Vore Game (Demo Version 1.5 Released) (Another help request XP)
I shortened the quoted text in your post a bit, foxy. =P Next time please don't quote an entirety of post, if it's as long as mine was.
Oh, well that's good that Magetor assisted the over dialogue. Shame I spent so much time writing up my ideas. XD
I was playing around with making a Mystery Dungeonish-themed song myself, actually. I don't believe you mentioned; would you be okay with using .oggs or are you only sticking to midi? I may throw this tune by you once I have it completed.
Hope the project goes well for you!
Oh, well that's good that Magetor assisted the over dialogue. Shame I spent so much time writing up my ideas. XD
I was playing around with making a Mystery Dungeonish-themed song myself, actually. I don't believe you mentioned; would you be okay with using .oggs or are you only sticking to midi? I may throw this tune by you once I have it completed.
Hope the project goes well for you!

Charem- The Rump-Loving Firelizard!

- Number of posts: 460
Age: 21
Species: Charmeleon
Level:



Registration date: 2008-06-08

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