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Messages - Vollerei

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Weight Gain Mods / Re: Starbound Mods?
« on: October 18, 2017, 10:12:59 PM »
Starbound seems like it could be a really good base for a game to add some fat mods. I could imagine heaps of potential, with their simplistic quest system and the ability to bring with you NPC's on ships and start colonies.

Though for a start I completely see the issue about needing to change every bit of clothing. A lot of us would be interested in seeing a variable amount of weight too, which further multiplies the amount of work one has to put into spriting. I think it's probably important to limit the scope of your vision to a manageable degree and then rather expand on the content you produce once it's at a satisfactory level.

How difficult would you say modding the game is(for a potential beginner)?

Weight Gain Mods / Re: Starbound Mods?
« on: October 18, 2017, 08:39:48 PM »

Is there somewhere we can follow your progress, and have some documentation for what's currently in, and what will be in the mod? I love what you're doing.

RPG Maker General Board / Re: RPG Maker, Resource Thread
« on: January 10, 2017, 08:01:12 AM »
Appreciate it! That face looks much better than anything I was able to make.

The last fat face I attempted ended up looking far too much like Glenn Quagmire, at which point I immediately threw in the towel.

RPG Maker General Board / Re: RPG Maker, Resource Thread
« on: January 09, 2017, 05:39:22 PM »
Here are the RPG Maker default face (Third option) and neck (only option). I personally like to combine them together when making edits, and not have any character use clothes for their avatar, since that's just more work for me overall.

RPG Maker General Board / Re: RPG Maker, Resource Thread
« on: January 05, 2017, 07:49:31 AM »
Still looking for a face that's just fat, without being heavily obese. But more contributions and thus options is always nice!

RPG Maker General Board / Re: RPG Maker, Resource Thread
« on: December 26, 2016, 03:39:18 PM »
If you ever found a way to have multiple faces in there, that'd be great. Also, after at least three/four failed attempts I realize I'm terrible at drawing decent faces. If anyone could share good fat faces, that'd be swell!

World of Corpulence / Re: World of Corpulence, Main Thread
« on: December 26, 2016, 02:45:04 PM »
For anyone who might still be anxiously waiting for me to update this, I'm sorry. I've just the overall problem that I lose interest or inspiration, and just leave the project for undetermined amounts of time. Before I return for a little while to have at it again, and so on. I won't promise that my work effort will improve either, this is a hobby project and I'm probably going to keep adding to it at complete whim.

Anyway, as a sort of progress report:
-I made and finishes some sprites. While the original game only had sprites for the main character in two weight stages, the next one will feature all four.
-I've made a short side quest with an unnecessary amount of choices and details which I'll probably leave out of future quests, it seemed like it wasn't worth the trouble.
-Combat with regular enemies will be featured, and while it's nothing impressive at all; I've gone through pains to ensure that my plugins work better in unison and that they better achieve my goals. It turned out that in the previous version of the game, being overfed would always lead to a game over screen, for example. This should all in all ensure that I've less work ahead of me when I want to implement new quests.

All that's missing for me to release a new update is for me to finish the bad end, and whatever happens when the quest is turned in. These things I'll also have to make some decisions about. Originally I was playing with the idea that if you suffered a bad end, your character would be done. She'd remain permanently immobile in the location you lost, and you'd continue playing the game through the perspective of another character not in an entirely dissimilar situation. In retrospect, that's not nearly worth the effort. So I'm having trouble deciding what should happen instead.

Give me some feedback on that. I'm not a math guy so at some point I'm going to have to do a full number adjustment on every spell and stat, but specifically what parts are hardest? I know physical moves don't hit hard enough because of some mistakes I made when doing numbers.

Just from the top of my mind I remember a few places where the difficulty spiked needlessly. For example I would get completely wiped out by the enemies just west of the starting town after you complete the very initial quest, so I had to stay around there and grind to be able to reliably get past. The mimic dungeon was to me at least, very tedious, because you encounter the same enemies for too long, with the dungeon being very similar all the way.

I can't speak for anyone else, but I definitely know that I'm mostly there for the dialogue, cutscenes, and everything else. I'm not sure how open you are to the idea, but I'd love if we could have the ability to cheat, either to get money for items, experience for level ups or anything else. Particularly anything that helps remove any need for a grind. :P

World of Corpulence / Re: World of Corpulence, Main Thread
« on: October 11, 2016, 12:41:24 PM »
I've really found myself unable to work on this project consistently in any way, and I'll be frank and say that I've put in very little work towards the next update compared to what I did ahead of the first release. It might be a long while, or I might get another period of time where I feel like putting in the hours to make it work again. We'll see. A clear pattern I'm seeing though is that I find a huge amount of inspiration and drive whenever I have a chance to play the games that other people on here create, and I think I've heard them make similar comments. Hopefully this will be an ongoing trend that will lead to many fun games. :P

There isn't really a third outcome to the first quest exactly. I don't remember my comments on this exactly, but the third option is essentially failing the 'quest' much earlier on either by getting discovered, dying, or declining the demon's offer which would lead to a loss before the 'tutorial' could be done. In this case Glaise explains her motivations and teaches the player about the gameplay mechanics in the cell instead of in her house.

It's indeed RPGMaker MV. I actually started out making the game in VX ace, but completely scrapped all my progress and started over with MV instead for a few reasons. Most importantly the sprites are larger in MV and much more adequately fit my own custom sprites, but there were also other key reasons. The screen is larger and more adjustable, it's the version with the larger current support and following afaik, and probably something else which I can't remember off the top of my head.
I'll try to check out, but generally I'm reluctant to put my game out there until it's a state in which I'm proud to present it. Right now it serves as a demo more than anything, and I'd like to add more content.

World of Corpulence / Re: World of Corpulence, Main Thread
« on: September 13, 2016, 03:28:42 PM »
For anyone having trouble downloading, that can all pretty much just be attributed to the size of the package. I realize that the filesize is a lot larger than it needs to be, but it's still something I consider a smaller issue until I release the next update. At that point I will make sure to remove unused files and trim it down to a more reasonable level.

As for the error, in not finding a file, that seems to just be a case of a corrupted download, delete the archive and download it again.

World of Corpulence / Re: World of Corpulence, Main Thread
« on: August 28, 2016, 05:48:51 AM »
To get down from the ledge it should be enough to go to the place you previously jumped up, and press enter. This should make the character jump back down, in pretty much exactly the same way. If that somehow isn't working I'll have to look into a fix.

World of Corpulence / Re: World of Corpulence, Main Thread
« on: August 25, 2016, 03:53:19 PM »
I beat that night (which was difficult but possible) nothing happens, are you planning to add something if you beat him? (I.e, an alternate ending where nothing happens, the boring ending lol)
I cranked his stats up a fair bit higher than the actual boss, so I didn't really expect that it was possible to beat him, but I didn't test it much. When you beat him I believe nothing happens, and he just stands there saying something along the lines of "This wasn't supposed to happen"? I don't really think I'll add anything else that'll happen there, or I might possibly just have it be something fairly tame, like him giving you an item/some gold for beating him. I doubt a large amount of players are going to go out of their way to try it.

I realized the download was close to 1 gig so I stopped it so as not to use all the bandwidth. Is there a reason for the large size? I imagine rpgmaker games wouldn't be that big unless you're throwing in video and music files, and even then they could be converted to lighter formats (mp3/mp4 -> ogg).
This is absolutely an issue I could have easily remedied, and I realize now that I should have. It's essentially just a case of RPG Maker not distinguishing which files are in use, and thus by default including a large cache of unnecessary files. For future updates I'll likely go through the files and weed out some of the big offenders, like unused music and the likes.

I've also been kind of wondering if you're gonna add any inflation related elements to it? if not that's totally fine
I'm completely open to inserting different kinks, or variations of weight gain in there. The issue with this, is mostly the overall issue with making these RPG Maker games, spriting for different stages of weight / inflation takes a long time. Or at least, I can't do it quickly! But I'm mostly able to enjoy a wide variety of these things myself, and I've had cursory thoughts about including stuff like vore, inflation, gay / male weight gain, and other things. So overall I can't promise anything, but I'll try to insert aspects of these kinks into there, but probably give them a weight gain flavor. So a character might be inflated with a liquid, that settles into weight later on, for example! For the time being though, just focusing on weight gain / fatness and developing the game to a bearable state will be my priority.

On a side note, I'll say something which I know at least RPGstufferguy has brought up before. As spriting is a very tedious process in some cases, we are going to be more than happy if someone wants to relieve some of our workload and donate sprites. I've personally uploaded weight gain sheets and my own sprite bases in the resource thread, and it really doesn't require any experience or skills to start redrawing clothes for fatter characters, drawing new poses / clothes sets / anything else. If someone happened to draw something like, inflation or other kink related sprites working off my template, I'd be happy to put that into my game.
Likewise I'd just like to put extra emphasis on the fact that every single sprite I've drawn is completely free to use. I wouldn't care in the slightest if you took all that I've drawn, to try making your own game. It's my truly fond desire that we can take inspiration from, share resources with, and use each other for the betterment of these games as a whole.

Bountiful Harvest / Re: Updates
« on: August 25, 2016, 03:21:23 PM »
Great to hear!

Bountiful Harvest / Re: Updates
« on: August 25, 2016, 03:04:48 PM »
Can I just say, I love the prospect of your game. I adore every bit of the idea, and I'm impressed by the enthusiasm and drive that's reflected in your activity on this site so far. I just felt I wanted to properly welcome you, and provide some well deserved encouragement.

-Added a hidden stat, Potential. When weight goes up, potential goes down. When it hits 0, your cow won't gain any more weight This is to encourage players to not stick with the same cow throughout the game.
That being said, can I be the first person to voice my concern in this particular change. I don't think this is the way to go, and IMO goes against immersion as well as fun. I would suggest looking into other ways to encourage players to get new cows throughout, like cows with better gain rates, milk yield, or otherwise. Surely keeping a dear cow around and continuing to fatten her up is huge appeal, and shouldn't be outright barred? If anything a lowered gain-rate past the potential might be a good compromise. :P

Very much looking forward to the screenshots!

RPG Maker General Board / Re: RPG Maker, Resource Thread
« on: August 24, 2016, 09:28:08 AM »
Decided I'd update here, and this time it's a slightly more universal resource that hopefully someone might find some use for. Namely, faces! Now as a quick note these two images are meant to be used with the RPG Maker face generator. The way that you use them is that you replace the files called "FG_Face_p0x_c1_m001" in the face generator files. The X will be either 1, 2 or 3, but you can change out whichever one you want. Make sure to save a backup!

You can easily go in and modify or switch out any files you want here, and the generator will be able to help you put it all together in a super simple, and easy manner. So go wild with it if you have ideas. It's also very possible to go in here and change things such as hair color, eye color, etc, but I have another method for that which I'll get to in a second.
Spoiler for Hidden:

And here's what the folder should look like after you've replaced the files, as well as the file path:
Here's how it'll look once through the creator. It's not perfect, and I'm certainly not good at drawing, but it works well enough for me and hopefully for someone else too!

If you want a subtle change to the characters like hair or eye color, and I'll happily concede that the RPG Maker program has a serious lack of color options, I suggest using photoshop or another image editing program. I can't tell you how to work with anything outside of photoshop, but perhaps you can do something similar:
1. Use the function "Color Range" found in "Select -> Color Range", make sure the proper layer is selected. If you want to make sure you select as few unwanted pixels as possible, quickly use the lasso tool to select around the eyes / hair too. This will make sure the program only looks for the specified colors in your area.
2. Set the fuzziness either extremely low, or to 0, and hold shift + click in a very different spots in the hair or eyes. This should let the program find any pixels with the same color as the ones you selected.
3. Hit okay. Now you'll hopefully have the colored bits of the eyes/hair selected roughly.
4. Hit blending options -> "Hue/Saturation". This is the little yin-yang symbol under your layers. Leave this alone for now.
5. Click the mask of the Hue/Saturation filter. This is the white and black part. Then go to "Filter" -> "Blur" -> "Gradient Blur" and input only a few pixels for the option. ~5 should be good.
6. Adjust the hue/saturation layer as necessary.
You should end up with something like this: (Keep in mind the example is slightly jarring, I gave it strong colors that contrasted the one I chose in the creator, so it would be obvious for the screenshot)

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