Posts

The Vioreaper

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Hey guys! It's time to introduce the first of the new enemies coming in V0.03: The Vioreaper!  The Vioreapers are hybridized biological weapons that, unfortunately for our heroines, have taken up residence in the locale you'll be exploring in V0.03.  I've posted its battle sprite animations on Tumblr , so be sure to check them out! - Eromancer

New Artwork

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Hey everyone! I've just added some new promotional artwork to Tumblr ( http://eromancergames.tumblr.com/image/124394060270 ), so head on over to check it out in high res! From the artwork you can probably guess that you should expect a new area and new enemies in V0.03, but I'll have more details in the next couple of weeks.  This last release went even more smoothly than the first one, so I've been able to work throughout the release period and am happy to say I've already gotten quite a bit of design work done.  I'll provide a more detailed update soon, as well as introduce you to our first new full time member of the team! In the meantime you can discuss what you think is going to be attached to that tentacle! - Eromancer

Need the Latest Release? Email me!

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Hey everyone! Malise and the Machine V0.02 was released on July 1! If you missed the June 29 pledge deadline but still want to get in on this release, then send me an email at eromancergames@gmail.com and I will send you details!

ChangeLog for Malise and the Machine V0.02!

Hey everyone! Malise and the Machine V0.02 will be released on July 1, 2015 via the Patreon campaign ( http://patreon.com/eromancer ).  The following are changes for this version update: NEW FEATURES IN V0.02: Added 'Advanced Lust Sickness' status effect and related character portraits. Improved upon a lot of character portraits for 'Minor Lust Sickness' status effect. Added the 'Assist' battle pose and artwork for when a character attacks or uses a skill on her ally's H-attacker. Doubled the frames in Stigmata's animated sprite set. Added system for special effects which include enhanced shadows/lighting and additional cosmetic objects to the maps. Added capability to make above system toggle-able with the 'S' key while on the map. Developed a low cost processing method for adding certain animated tiles. There's no longer a need to choose targets for skills/items affecting all enemies/allies or that have no option of who you c...

V0.02 Coming July 1! Changes to Patreon Reward Tiers!

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Hey everyone! It's time for a wall of text involving the next release, as well as info about changes to the Patreon reward tiers!  As I mentioned not long after the first release, the main focus of this coming release would be the continuation of adding game mechanics, nailing major bugs, improvement of the engine, and streamlining battle (primarily with the integration of a new battle interface dubbed the Tetra Interface). Well, I've decided to make a change and put off the debut of the Tetra Interface until V0.03.  My reasoning is that it's such a large overhaul of the default RPG Maker interface that I don't want to rush it and not have time to thoroughly test it.  To make up for that however, I'm going to be adding a new H skill branch to Vorepups that will allow me to demonstrate how the new armor damage system will play a role in changing enemy behavior.  It will also give me a chance to integrate and finalize my design for enemy AI relating to the arm...

NSFW Prints!

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Hey everyone!  I found out recently that the print service I am using for the print reward tier on Patreon will allow nudity (but not anything directly sexual). Still, it's a step in the right direction. So, I've made NSFW action shot companions to the print #1-4 designs from last release!  Expect more info about the next release in the next week or so, and be sure to check out my Patreon at http://patreon.com/eromancer if you haven't yet!

New Enhanced Shadows and Lighting

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Hey everyone, I just wanted to stop in briefly to show off some screens of the new shadows and lighting system I'm working on for V0.02! You can check them out on Tumblr here: http://eromancergames.tumblr.com/post/119380655785/dropping-in-to-show-off-the-enhanced-shadow-and A feature I wasn't planning on having that I spent yesterday on is dynamic sprite shading and sprite shadows, and the result is pretty awesome. The game basically samples the light/shadow at a character's feet every frame and colors/shades/lights the sprite accordingly and at the proper intensity, meaning there's a smooth and realistic transition as a character moves through a soft light or shadow. Characters' shadows will adjust as well, meaning when you're in the shade the shadow will soften to meet the brightness of the shade. The new system can be toggled on/off like weather for those that might have performance issues, though it's not as resource intensive as the weather effe...