Fenrir-Lunaris wrote: ↑Thu Apr 28, 2022 9:02 amI was actually half tempted to have a prompt to just "skip" the
vore level outright. There've been games that let players skip cutscenes and even whole bosses before - but an entire level? Haven't done that before. Plus it'd be funny.
For what it's worth, I have actually seen porn games that have opt-out options for scenes that involve some really out-there fetishes. The first time an encounter involving one of those fetishes would happen, the game asks you a question that essentially boils down to "does this appeal to you?", and if you answer "yes", then those encounters continue appearing, but if you answer "no", they don't. I don't think this forum is a good place to talk about those particular games in any more detail, but if there are people who don't want to play Bob vs. the OHR at all because of the vore sequence, I feel like giving an option to skip it would be a viable solution.
(Although I imagine letting players opt out of certain scenes must cause a lot of headaches from a design perspective, because you have to make sure those scenes aren't the only sources of any resource, so that opting out doesn't lock you out of parts of the game that don't have anything to do with the controversial fetish. I don't think you even want those scenes to give the player better rewards than any other scenes in the game, because then the player would be handicapping themself by opting out. But then, it becomes hard to design those scenes in such a way that, for the people who have opted into them, there's a point to doing them outside of the fetish.)
Myself, while vore material doesn't do anything for me, I don't object to it. If I'm honest, what offends me is the latter-day attitude that vore fetishists are the only group of people that can be freely kicked around, to which anyone can say any disgusting, hateful calumny they can think of, and nobody is allowed to disagree; nobody is allowed to think it's anything less than the funniest joke they've heard since the one where there was a number, and it was over 9000! (In stark contrast to most numbers, which instead are *under* 9000!) Any disagreement means you're #TakingTheInternetSeriously, and so you're wrong. (So basically, it's exactly like how the majority of people on the internet would treat furries about 10 or 15 years ago. Mark my words, whenever you hear anyone shrieking "cringe" or "ratio", those are the words of someone whose entire motivation in life comes from righteous fury against the intolerable injustice of not being able to just say "that's so gay" anymore.)
And now that 95% of the internet today consists of feigned shock and outrage about something completely stupid (a tourist in Japan took a picture of herself wearing a kimono, and what's even worse, actual Japanese people were happy about others taking an interest in their culture! It's our solemn duty to educate other cultures about how #Problematic they are, because we're staunchly against colonialism that way!,) I honestly have no idea what kind of sexual content most people genuinely feel is offensive anymore.
TMC wrote: ↑Thu Apr 28, 2022 5:12 pmpolkakitty wrote: ↑Wed Apr 27, 2022 2:43 pmthose scripts seem to make extensive use of features like expanded slice extra variables
So he went back and rewrote his scripts instead of meeting the deadline?? (So that his scripts would be even better examples??)
My bad, I didn't know that feature wasn't added to the nightlies until after the deadline, and I overestimated how much it was used. One of the first things I looked at, in the scripts for Mystery Dungeon Friends 2, was the script in wave_dudes.hss that sets all the stats for newly created enemies, and one of the first things that script does is to call "resize slice extra" to expand the number of extra variables in the container that holds the sprite for the enemy to 4. However, it turns out that's the only place "resize slice extra" is actually used, and the extra variable in slot 3 (the fourth slot) is only used in the one battle where you only have Kef, so that must have been a late addition to the script. For all the other stats each enemy has, the game is using the old approach of creating child slices to hold more variables, 3 at a time (which I'm glad isn't necessary to do anymore.)
So, to anyone who might be just making their first steps into HamsterSpeak now, and who's decided to use Mystery Dungeon Friends 2 as a model: in order to get more extra variables in a slice, you should do what the "resize slice extra" part does, not the part where it creates some child slices that don't have any purpose but to hold more extra variables. You might have needed to do that in the very recent past (like, a couple of weeks ago,) but you don't anymore.
kylekrack wrote: ↑Fri Apr 29, 2022 5:33 amSignificant updates to CHA are incoming, but I want to release it all at once to feel more substantial. Ultimately, it should be easier (for a number of reasons), but will include new challenges. I'm also taking the time to add stuff to explore the world for that I didn't have time to add initially.
I actually have something I need to say to you about that. Please, stop using the slimy version of geometry.hss that I hastily hacked together because we needed it for Digital Soul Data, when I didn't know basic HamsterSpeak concepts like how (and why) to make something just a regular script instead of a plotscript, and use
this updated version instead, which I'm using in my current projects. It fixes a glaring design flaw in the original, which was that GetXSubpixels() and GetYSubpixels() could handle angles outside of the range of 0 to 359 but LookUpSine() and LookUpCosine() couldn't. I changed it so that the check to correct input values outside of that range is done in LookUpSine() and LookUpCosine(), which means that correction also works for GetXSubpixels() and GetYSubpixels(), because they feed their input angles directly into LookUpSine() and LookUpCosine(). (I also made the function names CamelCase instead of snake_case because that's what I usually use in my own projects, but you can just change them back if you want, it doesn't make any difference.)
In all seriousness, though, I'm glad you're planning to do more with the game, because I think there's a lot of potential in the mechanics that are there, but in the version that was released for the competition, I felt disappointed that there was so little I got to do with them. And when it comes to the difficulty of the battles, I think they would be more fun and less frustrating if they just didn't take so long. I don't object to difficult battles in general (I mean, I'm a big fan of Hollow Knight,) it's just that the bosses' attack patterns are simple enough that you can learn them fairly quickly, but they have so much HP, and so you have to dodge and counter the same attacks so many times, that they start to feel like tests of endurance more than skill. I think the boss battles would be more fun to do if the bosses had the same attack patterns, but about 1/3 to 1/2 as much HP.
kylekrack wrote: ↑Fri Apr 29, 2022 5:33 amTime to bust out the list of charbile puns.
I've been coming up with some suggestions there, which I was going to post when I wrote up my in-depth thoughts about each game (i. e. not just numbers,) but I'll let you have them now:
Chartbile: A cartographer who can show you the way to faraway lands, like Charbali and the American Chardillera.
Arrrbile: A salty sea-dog^H^H^Hfox and captain of the HMS Charbubble.
Charboil: A pasta chef, known for his signature dish, Spaghetti alla Charbonara.
Sparbile: A master of the ancient art of Wing Char, who wields the fearsome Charbalisong.
Chubbile: A Charbile who's, like, fat. (They can't all be gems.)
Clearbile: A completely transparent Charbile. What do you mean, there's no such thing? He's standing right over there, probably.
Charabile: A Charbile who was really you all along, and you mercilessly slaughtered all the inhabitants of this innocent fantasy world just to see your stats go up. You heartless monster.
Heck, why not have a Charbile design contest, like they used to do for the Mega Man series, where fans would send in designs for new Robot Masters? (Apparently,
Dust Man and Crystal Man were both designed by Yuusuke Murata, who would eventually go on to create One Punch Man, the world's most famous manga series with a name that sounds suspiciously like a Robot Master itself.)