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bagoolworks

bagoolworks

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bagoolworks posts

2/17/18 and Menu Appearance Drafts

Hey again everypeople.

The image I posted above is a draft I did of what the menu system will look like. The different colors represent the section of the menu they'll be found in. It gets less detailed as you read down, but that's because once I had the main concepts in my head there wasn't a point in putting more detail down. I'm working on some of the artwork for the menus at the moment, but I know that the code that goes behind the menus will be the really challenging part. I'll have to wo...

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2/15/18 and Concepts

Hi everyone,

Just a blog-y post today, I felt like talking about some future concepts I'm planning for both of the games. First, for SQII I have spent a great amount of time, but I have finally secured a planned means of handling spanking scenes. The style will be very similar to before, with a few notable changes. The first of which is that the scenes will take place in "Real time". What I mean by this is that the scenes will no longer be a turn based affair while giving spankings, you can ta...

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2/14/18 and Trial 3 (Talking Animation Test)

Good evening everybody (or whatever time it is for you),

Somehow, I managed to get everything I wanted to complete for this next trial done by tonight. The whole set up of the game is the same as the last version with some significant changes. The animations are pretty choppy as they are, and I don't know if they'll be getting any better in that regard. I'll be making more adjustments with the placements of all of the features at a later time, but this should give you an idea of what the futur...

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2/13/18 and Bonus Game

Howdy everyone,

I have a post today that I think will excite a lot of you. I had a realization recently where I noticed that I have had a substantial lack of new content being put out over the last few months. Almost all of my work has been in revising past work or in setting up a game engine. Because everyone has been so patient, and because I need a outlet for me to flex my world-building chops, I've decided to once again return to RPGmaker with the goal of making a short game in the vein of...

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2/12/18 and Memory

Hi folks, 

Another blog about on the pitfalls in game design today. So the other night, I was working on adding the talking animations for the various expressions. Things were working fine and as expected after the first test, so I started to make similar animations for the rest of the expressions. A few step in, I got a message from Construct saying that the game's memory is getting excessively high. That surprised me, considering I had only added a few animations of about 15 or so frame...

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2/10/18 and Public Trial 2 (Expression Test)

Phew, I made it. Still technically 2/10 where I live.

Anyway, I have the next public release up now, which can be reached through the same link as before, or the one posted below. As usual, run the index file inside the .rar and "OK" the message that pops up in the browser you use. It took a while to get the presentation and object sensing right, but everything should work fine. I was able to get more practice structuring conversations with this latest release as well, as you'll soon see. I wa...

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2/9/18 and Teaser

I know I was meant to show off all of the expressions in their glory, but I only just finished making each of the separate files, and haven't properly sorted the parts into actual expressions, which will be done in Construct. So as a placeholder, you can see above about 70% of the white files were done today, and actually hold images for parts of the expressions. 

In exchange, I'll be trying my hardest tomorrow to get out a demo giving you the chance to try out the expressions and new tex...

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2/8/18 and Planning

 

Hi everyone, it's been a bit since my last post. Unfortunately, as much as I wanted to open with a picture of the completed expressions for the main character, that couldn't be done. I've been pretty busy with some other things, and in addition to this expanded scope of the expressions for the game, I had to figure out how to do what I wanted. 

To summarize things and to prepare you for the next post, I've broken down the expressions I want to make into a few components. For ...

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2/4/18 and Revision

Alright, I think I have the finalized version of the design right now. At least, I know I decided on the art style I'm using. I think i made a lot of improvement in the latest design. I think I managed to give the whole thing more definition, while also keeping a rustic appearance. Some things are still subject to change, but I will leave things as they are for now for the sake of progress. I'll try to get an update out in the middle of the week with the expressions the player will use in the ga...

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2/3/18 and 0 days since an accident in the workplace.

Hi everyone, thanks for being patient between content updates. Unfortunately, I have nothing of note to show off right now, since I was unable to be very productive recently due to a strain in my dominant hand. It seems to have focused on the joint on my middle finger closest to my hand, and it gets irritated after complex motions using all of my fingers, i.e. drawing. However, that isn't to say no work has been done in these last few days. Since I couldn't make artwork for the game, and had lit...

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1/31/18 Stream test

I'm going to be streaming some work on the game art for about an hour, nothing crazy.

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1/30/18 and Expected Schedule

Hi everyone, I wasn't able to get an update out yesterday. It was the first day of the new semester, so I needed to spend that day getting my bearings. I'm still at school as I post this, and I will for another 5 hours in fact, so you won't be able to expect another content update until tomorrow night at least. I'm going to be making some adjustments to the art I posted, and posting that update will be my next steps. Also, instead of working on the female version as I said before, I will probabl...

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1/28/18 and Main Outfit

Phew, my back hurts...

Okay, as I promised, this is the my first attempt at the male main character's starting outfit. It's quite different from the old style, isn't it? I originally used green for the jacket, but it didn't go right with the hair, so I used a dull pink which went well I feel. I tried to go for the more typical JRPG style of unnecessary details everywhere, but still have a cohesive design. I say this is my first attempt because I think there are improvements to be made in a lot...

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1/27/18 and Streaming?

Hello again folks.

So it turns out, designing the main character's outfit along with getting a finished version of it colored was too much of a goal for me. I'm pretty confident with myself that I'll be able to get it out tomorrow, since I finished the actual "designing" just now, and have a sketch done. 

Being able to make my own design for the game was intimidating, since I had potentially limitless ideas for how they should look. In the end, I'm keeping a few details from the gen...

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1/27/18 and Further Steps

Alright, "technically" it's the day after, but I have a cool thing to share. From what I last saw of the poll I put up, cell shading and soft shading were both pretty close. In the end, I chose a style that kind of combines the best of both, with a stronger contrast in hue with the shading, yet a gentle transition between the two. Obviously, you can see my first attempt at a face in this new style too. Now that I zoomed out and looked at it all, it's pretty youthful, but I've spent a total of li...

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1/25/18 and Examples

AHA! You thought I would go a day without a post, huh? Well you were wrong. Granted, it's almost midnight my time but as long as I type fast there won't be a problem. It took a while to get this post ready for a number of reasons: 

1. My inability to commit to a choice.

2. My pen tablet consistently being inconsistent with when it decides to work.

3. Final paper/other school stuff.

Either way, these are the main styles I experimented with, a basic cell shading on the lef...

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1/24/18 and Sketches

Yo everyone.

I was following the poll every 4 hours or so since I had it up, and even though art won in the end, character actions and gender were close behind, so I figured I'd start on both at the same time. Up above is a sketch/outline of the bodies of the two main characters. They're not the best right now, but with some polish they'll look better. Speaking of which, I'm also considering the coloring style I'll be doing from now on. Initially I felt I should do the smooth shading style fro...

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1/23/18 and Next Steps

 

Hey everyone, I wrote a reply on the last post clarifying some issues you all were talking about with the game, I don't think I need to repost it here.

Since the first version of the game largely seemed to work without any critical issues, I can safely say what I've finished in the game so far works. Since I have these essential components out of the way, I have a few directions I can now take in terms of development. I can work on the artwork of the game, like the character portr...

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1/22/18 and Public Trial 1

PLEASE READ THE ENTIRE POST BEFORE DOWNLOADING

Well I managed to get some semblance of a prototype out for you all to experience. It took till the end of today because I actually was remaking the movement, collision, and dialogue systems, basically everything I was working on until now was redone in a more simple way based on some tips I learned on forums and stuff.

There are only two "scenes" if you can even call them that, start them by talking to the only NPC. The main "bug" that I kn...

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1/21/18 and Progression

Hi everyone.

Unfortunately, I don't have anything to show off this time. I literally spent the last 3 hours trying to figure out how to make a simple spanking sequence. It's really tough making randomized things in this engine. For rpgmaker, this process was simple. I could just make a loop that cycles through a certain amount of times, making a certain amount of slap sounds, and then moving to the next sequence. In Construct however, there is no natural block that stops another function from ...

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1/20/18 and Trial 4

Hey everyone. 

This next post shows some progress I made with scripted movement and functions. Also shown is the feature of the npc turning to face the player when talked to. Ignore the screen tint and floating "0", they're remnants of testing. The clone of Eliza that is sideways was also used for testing. It allowed me to confirm that the functions I created targeted one object only, and not the other. Honestly, I wanted to show more of what I've been working on in this post, but I'm stu...

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1/19/18 and Functions

Hey everyone. 

Not a huge progress report today, because I spent a LOT of time trying to fix this issue I was having in Construct, to have the solution in the end be quite simple, and makes me feel like an idiot. 

In lighter news, what I spent so long on was some experimentation with functions in the new engine. For those unaware, functions are a pretty common thing in most programming languages. They work just like common events from rpgmaker. You shorten a bunch of code into ...

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1/18/18 and New Dialogue Format

Yo mah peeps.

No development update today, I had a full day of school and not much time to program along with my other adult obligations. However, I did have time to experiment and brainstorm a bit with how I will be doing my conversations in the future. 

What you see above is a rough template on how things will look. Since I'm now in construct, there isn't a dedicated space for facial expressions or portraits. Because of this, I figured why not move onto something I wanted to do in...

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1/17/18 and Trial 3

As you can see in the video, I managed to make a crude prototype of a dialogue and choice system. It works a little like a CYOA book, where there is a "page" for each text box that is read by the game after you hit enter or Z or whatever. There is a group of events dedicated to movement, and another dedicated to controlling the list of options, one is disabled when the other is enabled so you can't move around when a selection is open. I also had to set up a separate sensor to detect NPC's. In t...

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1/17/18 and Tileset Revision

Technically this is 1/17, although it's 12:35 at night.

I realized that in order to make the tilesets work with construct, I have to do a bit of rejiggering with the actual image. See, rpgmaker uses these small blocks of tiles (near the right) and does some technical trick to automatically make the tiles that go in between, where normally they would just be copy and pasted like in any other software. But in order to get the same effect in Construct, I need to accomplish the tedious task of exp...

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1/15/18 and Trial 2 + Bonuses

Yo, Bagool reporting in for Trial 2 plus a bonus announcement. 

This next recording shows the work I've put in since last time. I added an actual sprite and animations for the movement, turning without moving on a direction button press, running, and I did the little perspective trick where the player is slightly above the tile that is behind them. I'm glad these fundamental steps were so quick in development. 

My next steps will be to start working on NPC's, Text boxes, and di...

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1/14/18 and First Trial

The first steps towards the next version of the game have been taken. I spent a lot of the afternoon doing something I took for granted in RPGmaker, grid based movement and collision. I set up a little example of a 48x48 sprite moving around on rpgmaker tiles I imported from the game. I also set up a basic collision and sensing event with the player which will stop their movement if they try to walk into a wall. I could also resize the "wall" object to the rails of the stairs, so movement only w...

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1/13/18 and NO, it's NOT a feature creep.

It's NOT!

This is just from a brainstorming sessions I did after looking at some of the functions Construct 2 offers. It's quite expansive, and will allow me to do things I would have never been able to do in rpgmaker, or it would have been just too time consuming or difficult at that point. Whether or not anything in this picture actually is used is a different matter, but you get my point. One thing I'm excited for is the resolution and menu changes. Instead of working with RPGmaker's blatan...

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1/13/18 and Final RPGMaker version.

Hey peeps. This will be the last version of the game I'll be uploading that uses RPGMaker. It was good run, but I can't really deal with that mess anymore. As for what is new in this demo, I'll give you all of the details you'll need so you aren't likely to get a broken game. First, the main quest can be completed and the rubble cleared, but leaving the map won't bring you outside the town, however finishing the quest will open every other NPC in the game right now to interact with them. I've on...

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1/12/18 and Response

From the looks of things now, it seems like finishing the update somewhat is what most of you want. Even though I said a week, it will probably end up much less than that, I have the whole day off. Hell, I went over some this morning (it's about 8:30 where I am) and I was able to finalize one of my quests. Now a lot of time will be taken up by testing, I changed a good amount of things around and want to make them work. Also the text that comes up during some scenes won't be as varied as before,...

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