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May Update

Evening patrons!

In this month's Demon Tale update, a few bugs were addressed including some mentioned, and one in particular that caused the main character stats to not save properly after a certain point.

On the other hand, we've got an animation for the Wisp versus a downed opponent now. She will approach vulnerable enemies to take advantage. In addition, dryad's and all other humanoid characters that do not have specific grab animations for downed opponents will now lick the opponent out.

Next, there is a new enemy in the forest stage. She has a unique grab animation, and another technique for the player to acquire. I won't spoil how to get to her, but all I will say is, look around for something suspicious and then have a bit of patience. However, for patrons with the EX build, all you need to do to spawn her is push the Y key in the hub area, and you can see her right away if you don't feel like investigating. Pushing the U key now will summon a Wisp as well.

Lastly, here is a preview of another enemy that will be implemented in the blue area, as I start developing it for the next update.

Files have just been sent out. If you missed them this month, you can catch them again next month.

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April Update

Afternoon patrons!

This month, I'll be putting out a PvB build in addition to the latest Demon Tale build.

First, the Demon Tale changes.

The Wisp can now be recruited, and you can create their spawner in your base. There is also now a very specific way to get them to come down from the sky. I won't spoil it though. I feel like figuring it out is part of the fun. The game gives you clues in the dialog as well.

I've also introduced passive ally abilities, as well status effects specifically associated with each element.

Going through the ones associated with elements currently in the game:

Fire = Damage over time

Nature = MP damage over time

Wind = Stalled stamina recovery

Light = Inability to target enemies (In the players case, the screen is obscured briefly)

Dark = Will cause accidental targeting of allies

The clone summoned from Gemini Trap will also deal dark type damage with standard attacks now as well, which can possibly cause status effects.

I've been focusing a lot on the mechanics for Demon Tale, but I feel I've gotten to the point now where I can put more focus into the content and move things along. So come next month, I'll be looking into developing the other stages more, as well as some new enemies, animations, and the like.

For PvB, there is of course the dynamic camera option, and FOV options now. The controls have changed a bit, there is the backdrop grab, and you can initiate a pin on an opponent that you've floor tackled by pressing the pin button while you're still on top of them. Aside from that, I've been attempting to optimize the game somewhat, and will be doing so more. If you feel the performance could be better on your build, please let me know.

Files have just been sent out. If you missed them this month, you can catch them again next month.

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Patreon aside, here is some of the Other Stuff...

I recently spoke of things I've been working on outside of Patreon via commission, or otherwise. I believed that they were pretty easy to come by, but recent comments as well as some DM's are making me think that this might not be the case...at least for some people.

Obviously, I'm not sharing private commissions here. Also, these things have no bearing on the patreon in any way, I'm just letting people know where they can find more content that I'm working on if they are interested.

First is possibly the most obvious one, the itcn.io page: https://bomb-a-head.itch.io/ 

Bunch of things that you can check out there, including the Demon Tale demo that you've probably already seen if you've been here.

Secondly, been doing a bunch of animating stuff for my colleague. The latest of which can be seen here: https://rumble.com/v6rf7mi-fem-combat-clip-4-newcomers-get-the-business.html

Lastly, you can check out some small things I post from time to time on both my pixiv page, as well as my deviant art.

pixiv page: https://www.pixiv.net/en/users/102993700

dev art: https://www.deviantart.com/bomb-a-head

So for those wondering, now you know =).

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March Update

Afternoon patrons!

In this month's Demon Tale update, the save feature has been updated to include scenario progress as well. So now, whatever you've accomplished will be saved up to Titania. Resetting the game for now, will allow you to fight Titania again.

I've also implemented some of the aforementioned mechanics for how I want the recruitment system to work. You can recruit your allies just the same, but go back to the castle and you'll now find that all your allies have left! You need to accommodate them in order for them to stay on board. Once you do get what you need to keep your recruits happy, you'll find that you can now manage who you have with you and when, and can even get rid of them at your leisure. The patrol area function is not implemented yet. There will be more nuance to that than what it might seem like right now.

One last note on that; allies will no longer heal immediately when they're back in the castle. You will need to leave them in their dwelling for a time, and their health will gradually increase. There will be ways to make this happen faster in the future. You will be upgrading your base for this, among other things.

On another topic... I know some of you have been waiting for Bedlam and PVB updates. You all know the deal with Bedlam, but PvB should be on the way. The main reason for the delay is simply that I've been putting more energy into getting commissions done for certain people. Some of them are completely private, however there are more obvious things floating around that I've worked on that anybody can check out, so that's a bright side.

Files have just been sent out. If you missed them this month, you can catch them again next month.

    

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February Update

Evening patrons!

In this month's Demon Tale, I've finally begun putting together the save feature. No more hard resets when you die. It instead, kicks you back to the opening where you can choose to either load your game or start a new one. Right now, game saves whenever you go through the menu and choose "Exit Area". Also, when starting the game, you can both skip past the opening movie and start the game with either the space bar or the A button on a joystick. If you choose load game, you can skip past the opening where they're walking into the castle, even if you've got no save data.

The save mechanic is not complete just yet, but will probably be by next update. Certain event states, as well as the state of your allies are not saved currently.

The cave area is implemented and torches should have a use now.

In response to some concerns I've heard over the difficulty, I believe I've figured out something integral. In prior builds, enemies and especially chompers were able to land hits on you if their attack box connected with your own, which I'm sure was the cause of much frustration for some of you. With this now rectified, the game should become much easier. Also, to temper the difficulty, I made stamina loss more forgiving, and increased the players attack range by a bit.

I've also added another spell to the game. Can you find it? It's pretty easy to get. =)

Files have been sent out. If you missed them this month, you can catch them again next month.

 

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January Update

Happy New Year all!

In this month's Demon Tale, I've expanded even more on the core of the game, among other things.

The creation system is implemented! You can now talk to Kanna to get a look at what the item creation will be like. I've added some tool tips in the castle that will give players a quick tutorial on how to play the game, and I've also given Kanna and Maeda more dialog.

Furthermore, there is a new enemy and spell added to the game, although for the time being they are not meant to be easily accessible. I've also adjusted a few more things to make the game play a bit smoother. With next month's update, I think I'll have things to the point where I can properly implement loading and saving.

A few more notes. Just want to say that this year, I will make a considerable attempt to complete this game. Ideally, I will have it done before the years end. I also want to let you know that PvB updates are coming. I've been a bit busier as of late, but I'm definitely planning on getting stuff going, so don't worry.

Files have just been sent out. If you missed them this month, you can catch them again next month.

Edit: New files out. There was a slight bug, where all humanoid enemies would walk towards you no matter what. Should be fixed now.

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Merry Xmas All!

Season greetings, happy holidays, and happy new year to all! I wish you and your families the best as we wrap up the year. Go easy on the nog, enjoy time with your relatives/friends, and have a great one!

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December Update

Evening patrons!

In this month's Demon Tale, I've further expanded on the core mechanics of the game.

The item and ability menu systems have been configured. You can see the items in action if a Chomper happens to drop a healing item and you use it to regain health by selecting it in your inventory. Abilities that you achieve by cuddling enemies will also now show up in the ability menu. You can equip these to three available slots, and switch between them on the fly using the bumpers on a joystick, or the F and G keys on a keyboard. The buttons to use abilities are now the V key and right trigger, on a keyboard and joystick respectively. You can also now get the abilities from the Fire and Water Jellys, as well as Titania.

The ally menu is partially implemented. It currently shows a list of all your recruited characters and their stats. I will build on this more by next release.  

A significant difference in this build is that you can only recruit Dryads. Obviously you will be able to recruit other characters in due time, but I'm in the process of configuring the nuance for this system.

Furthermore, I've made it even easier to land hits on enemies, and I've also made fighting Titania a bit harder.

As a reminder, access to the Fire Jelly and Water Jelly enemies is only available in the patreon version.

Files have just been sent out. If you missed them this month, you can catch them again next month.

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Happy Thanksgiving!

If you celebrate, I hope you're having a good one.

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November Update

Good night patrons!

In this month's Demon Tale, I focused a little more on stabilization. It's not as hefty as last month's update, but necessary all the same.

The camera moves much more reliably now, and I've added the option to change the field of view in the menu. The menu itself should not bug out in the ways it did previously. I've rectified several bugs relating to Titania where her grabs would sometimes freeze her or the character she's grabbing, and fixed her force spawning for the ex build. I've made the keyboard movement somewhat more consistent. I've also made attacking feel a little better when you're trying to land your hits.

Files have just been sent out. If you missed them this month, you can catch them again next month.

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Peach vs. Bowsette Interface Options

Just some of the things you can expect in the next PvB update. Some interface stuff, including camera settings as well as being able to select characters. I'll also be touching up the outfits/models more beforehand.

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October Update

Evening patrons!

Well as I said, today marks the day that the public version of Demon Tale becomes available. Hopefully, it'll give people on the fence a better idea of what the game is. The current difference between the public version and the patreon version, is that the public version lacks access to the areas with the extra enemies.

For the build itself, I've gone and implemented what can be called a "1st stage" for the most part. I've got a few cutscenes, more dialog, and an event system in place now that will make things happen in game. The first boss is implemented, and I've added the basis for the integral "recruitment" mechanic that was in the flash game. Grab enemies and smooch them with the grab button. The lower their health, the higher the chance of them joining you. I don't believe there is a cap on this currently, so you can probably even recruit the boss. XD

I want to say I've done a lot with the game these past few days. Unfortunately, I still didn't get to everything I wanted to, and there's still a lot of refinement to do on what's there. I'm also keeping in mind past suggestions and bug reports that I may not have gotten to just yet, so don't worry.

On a final note, if EX members want to see the boss right away, there is a command to spawn her right in the front yard.

Files have just been sent out. If you missed them this month, you can catch them again next month.

Edit: Just a few notes. I realized that there is currently a glitch where if you try to spawn Titania by the castle after a certain point, she may glitch out or not appear at all. This, along with many other things will be fixed in the next update.

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September Update

Afternoon patrons!

In this month's update for Demon Tale, my main focus was asset creation for the first level which is the forest, in order to push it towards completion. The way things look might have changed slightly as well, in order for me to get a certain look and feel to some of the environment. Like many things, this is a work in progress and I'm playing with configurations as I go forward.

Next month, I'm looking to have many of the core mechanics that were seen in the prologue game implemented, as well as a full first stage complete with boss, objectives, etc. This upcoming build will also be what comprises the first public build of the game, though the public build will of course, have less available than the main build.

I also want to say that this month's build will be the last build where the model swapping that you've been able to do will be available. The reason for this is that, I ultimately want model swapping to be a gameplay mechanic that you unlock as you go through the game. This bonus feature will be replaced with something else exclusive to the Ex builds.

Files have just been sent out. If you missed them this month, you can catch them again next month. 

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August Update

Afternoon patrons!

This month's update will include both Demon Tale, and PvB.

Demon Tale:

For Demon Tale, I've added the special attacks for the two previous enemy characters added to the game. Fire jelly blows her floating fire ball, and water jelly will summon the slime that captures you, and lets her have her way with you. Similar to what they were in the prologue game.

I've also changed the combat logic for the enemies, and improved some net combat mechanics. Now, instead of simply walking up to you and swinging, they behave differently depending on the enemy. Dryad's will avoid direct combat with you, while poking at you where they can. Fire jellys, will get in your face while having you dance around their fireballs, and water jellys do something in between all that =). It's also easier to land follow up combo attacks, where as before they would possibly seem to have no effect.

I've also further improved the castle's aesthetic.

PvB:

I've expanded the mechanics a little, and added a new grab - the powerbomb!

Opponents can be lifted, and there is now a stunned state that can lead into being grabbed.

On a side note, I've seen some of your concerns about the camera in both of these games, and rest assured there will be options at some point to adjust different aspects of the camera to your liking.  

Files have just been sent out. If you missed them this month, you can catch them again next month.

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Demon Tale July Update

Happy 4th of July any fellow Americans, and anybody celebrating independence! XD

In this month's update, I've added the base functionality for area navigation, added the two previously mentioned enemy characters to the game, and changed the background aesthetic a bit, with more changes to come.

Enemies no longer spawn in the courtyard. Now, you travel straight ahead to get to the dryad, to the right to get to the water jelly, and to the left to get to the fire jelly. Obviously, I'll be refining those areas, as well as the transitioning between them with time.

The new enemies themselves have their initial set of unique motions. They can also mount the player in the same way you've been able to do to enemies so far.   

Today, I've also started implementing the bonus content for higher tier subscribers. So to start, higher tiers get bonus controls, which include being able to switch the player character between the available girl models in the game, as well as control when chompers spawn among other things.

I've also made it so that the mouse locks when the keyboard scheme is selected. Thanks for the heads up Orthrus.

Edit: Forgot to mention, you can go back to the hub area by going to the options menu and selecting "Exit Area". Furthermore, an oversight; the mouse may not lock to the screen right away. You will need to select the keyboard option in the menu before it will do so.

Files have just gone out. If you missed them this month, you can catch them again next month.

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Introducing Peach vs Bowsette!

So basically, I'm at the point where I feel like I want to introduce this small project into the fold. To preemptively answer some questions:

Isn't this the same as bedlam or whatever else?

No.  Because Bedlam will feature many more characters and things you can do during a match, as well as differing set pieces, dialog, interacting with objects in the environment, and scripted scenarios. Even the model style is different. Anything else, you can figure out by just looking at the two games and using common sense.

Will you consider adding more characters to this in the future? 

It's not off the table, but seeing as this game is meant to be relatively simple, it's unlikely. I may/may not include more outfits for either character though.

I don't have a joystick, so how can I play the game?

Keyboard controls are in there, if you don't have a joystick.

In this first build, the controls are extremely simple:

  • A button/Left Click on a controller attacks/grabs 

  • Left bumper/F Key to Pin

Right now the CPU is a pushover, but later this will be configurable. The initial road map for this, involves creating a game similar to any of the previous 1v1 wrestling games that I've made, where the two wrestlers do a bunch of different things to each other, and things such as health, speed, stamina, outfits perhaps, are configurable by the player before the match begins.

I'm also planning on letting players assign the moves that they want to see to either character before a match, as well as being able to choose a character, or let the CPU battle it out like with those other games.

The first build of this game, build 0, goes out to all patrons today. Subsequent builds will be released at the same time as the featured game, again, at my leisure. As stated, $10 patrons may get access to these releases much earlier, or even special versions of a release.

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Some Changes and Additions

Afternoon!

So going into next month, I want to implement some changes that I think will improve things as a whole.

First, I'm implementing what I'd like to call a discrete game, which is basically a game that I will only put out updates for, sometimes. Not unlike the line goal game, this is mainly to let me control the pace I work at, but instead of releases being based off of a goal, it will be available much easier. The overall depth of the game will also likely remain very simple throughout it's development.

As for the game in question, I'll be posting a video of it shortly after this, and explaining more about it.

Secondly, tier rewards are changing to give a little more to people who donate at higher tiers, Specifically, the $5 tier and above will get extra controls and features in their Demon Tale releases. The $10 tier may get early access to some discrete game releases.

More on the discrete game in the post following this one. 

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Demon Tale June Update

Morning!

In this month's update:

Grab attacks.

I've added the ability to grab the dryad. You can grab her while she's standing, or while she's on the ground. Of course, this means that she will attack you now. The dryad can also grab you while you're standing. Either of your grabs can be interrupted in the same way the chomper grabs could be interrupted in previous versions. Defeat a dryad by giving her some "tail" and you'll get access to her special ability. A small placeholder graphic should play to show when you've gotten it. I'm working out the balancing for grabbing as well as other things. I'll also be slightly refining the grab animations going forward.

Keyboard controls.

If you don't have a joystick plugged in, the control scheme should automatically switch to using the keyboard. Otherwise, if you want to switch manually, you can do so by bringing up the pause menu, going to the options, and toggling the option there.

Lastly, I've included a control list for the game in this month's files.

Next update, I want to try adding some initial navigation, mess with the backgrounds, and perhaps implement another enemy type.

Files have just been sent out. If you missed them this month, you can catch them again next month.

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A Compromise

Okay...so I've been going over this in my head. I want support for Bedlam to help drive the patreon upwards, but right now, 300 might be a bit much...

Keep in mind that when I first put that goal down, we were much closer to that mark, but somehow support just diminished to point we're at now. The build itself was also at a much earlier developmental stage at that time. With that said, I've reasoned that it actually may be a little unfair to have patrons hold out to that point, for a much earlier build than what they've seen in previews.

So I've lowered the requirement for build 0 to 250 instead.

To the 236 current supporters, and the 600+ followers of this patreon...I still want to see that this game can push support in a positive direction. Some how, some way, can we get 14 more people to support, if you really want to see this game happen? After that, build 1 can be the 300 mark.

As mentioned, having some semblance of what build 1 will look like might be a motivator for some. I haven't gotten it to the desired point yet, but build 1 will have:

  • Better background/set pieces

  • Some environmental interaction(hitting walls/ using beds)

  • 7 different playable characters

  • A second scripted scenario

  • Keyboard controls

Along with any updates you've seen thus far of course. Any thoughts or concerns, let me know.

 

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Going forward, what would you like to see?

In regards to the current flow of content, how are you feeling about it? Please note I've thought about making Bedlam the main game, but I really don't believe that doing so will improve anything.

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"Water Jelly" and "Fire Jelly" Initial Models

Just giving a look at the initial models I have for the other two enemies that appear in the Demon Tale prologue. More enemy models on the way of course.

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Demon Tale May Update and Important Notices

Morning!

In this month's update, the pause function and a pause menu have been added. None of the selections work just yet, but you can scroll through them. This happens if you press what equates to the pause button on the joystick that you should definitely have by now =D.

Implemented a targeting reticle to help identify which enemy you're targeting after using the target button. It works mostly, but still working out the kinks with targeting in general. Also, made attacks feel a little less slippery. Please let me know if you think attack range needs to increase or otherwise.

Fixed some of the collision, so you should no longer be getting stuck on top of enemies heads. There's still a bit of wonky collision with the jumping against some structures that will be ironed out.

Lastly, gave the dryad her ranged attack that is like the one seen in the prologue game. In the next update, will add the ability to steal this power from her, among other things. ;-)

So first important notice.

You can find me at https://bomb-a.fanbox.cc/ as well, if you didn't already know. Please note that this is not for patreon supporters to double up their support, or any such reason.

The page is there for:

  •  A. You have trouble using patreon due to payment processing issues or other problems, and need another way to support me.

  • B. Either my patreon or the site as a whole go belly up for some reason. You have an alternative place to find me.

Second important notice.

It occurs to me in light of some recent comments and dm's, that some of you might be completely ignoring the pinned post at the top AND the "about" page information. Just want to make sure that it's clear:

Bedlam first build goes out when we hit 300 supporters.

As of me writing this, we're at 222.

Files have just been sent out. If you missed them this month, you can catch them again next month.

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Bedlam Update - More Moves and Better Pace

Just a quick Bedlam update. Added some more moves to the repertoire, and increased the pace a little. I'll probably increase it a bit more by changing the speed of some things, since I do think this quicker pace is a bit better. I still want to be careful not to make it move too fast, as that will go against the nature of the game as I imagine it.

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Demon Tale April Update

Morning!

In this month's update, I've added to the targeting to allow switching targets between multiple opponents (there are 3 chompers now), and I've added the Dryad npc as well. For the time being you can target her, but you can't really hurt her or anything. She will fight chompers alongside you and spawn at a specific location whenever defeated.

To switch targets, press the target button in the direction of the enemy you want to target. To cease targeting, press the target button while standing still.

Files have just been sent out. If you missed them this month, you can catch them again next month.

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Demon Tale March Update

Afternoon!

In this month's update I've added a few more mechanics to the combat, as well as a rudimentary health and stamina bar that will be replaced with something better looking at a later time.

-Chomper has their initial grab now. They should grab you occasionally, especially if you stand near them without doing anything. There are three stages to their grab, affected by stamina.

-Concerning the UI, running out of health will send you back into the castle. You are disallowed from getting up from a knockdown if your stamina bar is not full. Attacks drain stamina, as well as getting hit. Spamming the attack button drains stamina really fast, and stamina now affects the rate at which you're knocked down.

-Chomper can now chomp you while you're down. Watch that stamina, or you'll end up giving your opponent free hits.  

I implemented the basic spawning mechanic. I was planning to have the faction and targeting system running, but I didn't quite get it in yet. However, Dryad is primed and ready as you can see in the pictures. She'll be in there by next update.


Files have just been sent out. If you missed files this month, you can catch them again next month.


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Bedlam - Big Girls and Back Breakers

So I've been configuring the game to have slightly bigger character models as well, for the sake of making the size difference between certain characters a little more apparent. In this video, you'll see a WIP of one of said characters, as well as one of the new moves implemented.

I'm trying to get some more stuff done this month, so hopefully I'll have another preview soon.

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Demon Tale February Update

Afternoon!

In this month's update as I've said, I've added some initial assets and configuration for said assets into the game. I've also added some sound effects for the combat so far.

Next month, I'm aiming to get the initial NPC faction system I want for the game working, along with adding the first humanoid enemy, and at least one grab for the Chomper.

Edit: Chomper is just in the front of the castle. If you need help finding him, just use the targeting.

Files have just been sent out. If you missed them this month, you can catch them again next month.

Also, there are more Bedlam updates on the way. I've just been a little busy which is why I haven't gotten to them yet, but stay tuned.

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Demon Tale January Update

Happy New Year all! Hope it's going well for everybody! I've just sent what would be Demon Tale's next update which includes an introductory to the combat.

In game, jump down to the makeshift arena below(or take the stairs to be on the safe side) and you'll see the monster enemy known as Chomper. You can both knock each other around for a bit. =)

  •  Press X(XBox Controller) repeatedly to do a 4 hit combo
  • Press Y(XBox Controller) to lock on
  • When knocked down, press A(XBox Controller) repeatedly to get up

As with many things, this serves as a template for the game to be refined with time. Next update I hope to perhaps add a bit of sound, and look into procuring and/or making some assets for the game's settings.

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Happy Holidays!

Merry Christmas if you celebrate, and happy holidays to all! I hope everybody's holiday is going great! To you and all your loved ones, be merry and have a great night!

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Demon Tale December Update

Morning folks! So I've just sent out the 2nd update for Demon Tale. In this update, I've added some more of the basics and mended some other things:

  • The camera starts off in a more acceptable position, so those of you who still don't have a joystick for some reason can at least see the model.
  • Chako has some more dynamic movement, in that she will walk when tilting the joystick and sprint when pushing it fully in one direction.
  • Added some other basic functions, being dialog and jumping! Press what would be A on an Xbox controller to jump. Press B to check out what the dialog will look like when near a character.

There is some wonky collision when jumping into things, but of course I'll iron that out going forward. Next update, I hope to start getting into some combat stuff.

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