Monday, 8 July 2019

When they kick at your front door // How you gonna come?

I'm all mixed up, I could swear it was 2 weeks since the last post, not 3.
Report card time. Let's see what I've been doing.

>fixed some tools I use for event hiding
>created wind-up frames for all weapons
Now for ranged or strong melee attacks there's an extra frame while picking a target.
This way I can add in anticipation or aiming without sacrificing responsiveness. Attacks are still instant, but they have the start of the swing they were missing til now.

>Added temp weapon system
pick up bottles, plates and stuff and smash them over heads


>Added throwing weapon system
I was rofl the first time I thot-patrolled a goblin with a beer bottle from the other side of the room
>Little quality of life changes for me and the end user
    > UI Icon shown for a weapon is now governed by a stat on that weapon, so every gun doesn't need a unique icon. Originally wanted it to have that level of attention to detail, but not everything has to be infinitely special, and it took me too long to learn that. Based retard oko caring too much about soul.

    >Instantly pick up a weapon if you're unarmed. As a general rule, any weapon will be better than your fists, and if you just want to stand by a wine rack and hurl bottles at every mothafucka in an 8 square radius, it's a bit annoying when picking up another to have to confirm YES, I WANNA HOLD THE BOTTLE RATHER THAN BE UNARMED.

    >Controller-oriented quality of life changes you'd expect; back out of choices with Circle / Triangle, close messages with Cross or Square, that sort of thing.

    >Made myself some new tools to better control flow, more forgiving string checks that player has item needed to continue,

>fixes to enemy targeting to accommodate new thrown weapon system.
Rather than target ranges be split by player weapon type (handheld or ranged) it's now split by adjacent or distant. A subtle change, granted.
>fixed early encounter to be more streamlined and fun, it was convoluted for its own sake.
>nearly finished 2 of the 3 remaining narrative sections
>Added new big butt H-scene

Good patreon bois go first, everybody else pls wait for your turn.

As usual, there's likely a bunch more I've either forgotten or thought I included it in the previous post.
Just gonna keep on keepin' on.

Maybe it's working on this, right? Maybe it's the summer and the 5am calisthenics, maybe it's disconnecting from fake news and zoning out the culture war.
Whatever it is, big picture; I'm literally the happiest I've been my whole life these past months.
I want to say thank you for any part (You) played in that.
Please always feel like you can write to me. I'm on this planet to make friends.

I'm hoping you're doing great. I'm really looking forward to putting this out.

Tuesday, 18 June 2019


Hey good to see you!

I've been real busy creating rooms, scripting cutscenes and fights, tweaking controls and UI and working on some sound design and music.
All while trying not to burn to death in the summer heat.

This time:

>Overhauled enemy sight / hearing to be more performant and include mutual ally/enemy detection
For a long time, the enemy sight-triggered battles were hard coded to search for the player, and not any player-aligned target (or player-opposed target, for your allies' own searching)
>Changed start-battle rules to be less lenient
>Split up large level into 3 smaller ones, much nicer now.
>Fixed bug where certain dead npcs wouldn't be defined as such
>Added whole new area, with new tileset and enemies

A Titty Temple in a thick, hot jungle. Crawling with tribal Lizard Men who've taken a hot girl hostage for reasons.

>Condensed filter choices down to 3 good ones
No more shitty chromatic abberation and fake scanlines. They were a neat idea, but they made the viewer dizzy and recorded video look bogus

>Overhauled UI to be interchangeable and set automatically by detecting your controller
I added Controller support previously, and I was happy enough to leave it at that, but it bothered me that I couldn't find a good way to show controls, and believe me, I had a bunch of ideas.

A few designs I tried out one afternoon. My favourite was the one in the first 2 rows,
but it was clumsy, either obscuring your vision or the icons.

None of them felt right, they intruded on the play field too much, and even though they could be toggled on and off, it was a poor solution.
I was about ready to give up when I read a thread on /v/ one morning.
OP lost his dominant arm in a hydraulic press accident at work and fucking hell.
I dunno, man. Maybe it was a larp by some journos or reset tourists to get their Sekiro easy mode, but it really got to me. OP lies or not, it's true of some anon out there and I can't imagine how much it must suck balls.

I'd had an idea to make the UI much more adaptable and figured while I was at it, I could throw in some options to allow playing the entire game with one hand, right or left, for guys like my man anon.

I added in options for Xbox, PS4 and Generic (Nintendo) controllers, as the html5 gamepad API told me those 3 cover the vast, vast majority of controllers.

Top to bottom:
Original PC Keyboard UI
Playstation Controller UI
Generic / Nintendo UI
Xbox UI with "Right" Accessibility mode ON
Playstation UI with "Left" Accessibility mode ON

Which leads me to:
>Accessibility Modes
With Left mode on, the face buttons are mapped to the DPAD, so you can play the whole thing with just the left hand.
With Right mode on, the movement is done with the Right analogue stick, so you can play the whole thing with just the right hand.
If god forbid I ever lose a sense, I hope there are games out there for me.
Ah, who am I kidding, I'll probably never go back to playing vidya

>Fixed spotting objects
>Added 8 new areas with stuff to find, people to talk to, things to fight

Added some fun fights and funny dialogue. Next up is an optional sexy scene with a hot space chick.

Thanks very much for reading, I didn't expand as much on each point like I normally do and I've probably forgotten a ton of stuff, since I didn't keep the best notes this time.

We're gettin' there, bros! I can feel it, we're close to finishing this episode up, and I cannot fucken wait!

Since you were good and read this far, please find attached some thick, work-in-progress goblin butt.
Please donate your energy below if you have any to spare, I'm pulling all-nighters lately and could use it!

Monday, 3 June 2019


Morning bro!

Come back next week to see, or join me on Patreon today!

Bottom text

It's JUNE!
It's Summer!
Time to crank up the air con and close all the blinds, because vitamin D is a social construct and you're not getting me this time government nice try 8===================D

The last couple weeks have been really satisfying, particularly the last few days I've just felt on fire.
Here's some of the stuff I've been up to.

>Wrote new music
Some character theme work, a new backing track for part of the level and about 90% completed the score for the final battle. Also spent some time configuring new instrument patches, discovering how to properly create gated snare drum reverb effects and tidying up the production to make tracks sound tighter, less suffocated, overall.

>Added a bunch of new rooms
One of the sections, what I'm working on primarily right now is, a sort of hub corridor with lots of rooms to explore, characters to meet and stuff. This has been really fun. I don't want to spoil particulars but there are some parts I super love and I'm looking forward to reactions.

>Added interaction animations
I added a section with a dark room and thought it might be fun to be able to turn the lights on and off, so I added an unarmed punch animation to the switch for when you interact with it, and... it felt really good! So, I went and changed how sprites are chosen, so that now while adventuring you'll have a general player sprite where he interacts with his hands, gestures to people to talk, bends over to pick up stuff, then you switch to the weapon-determined sprite in battle. Mechanically it took literally 10 minutes, which was neat.

>Added USB Controller support
At work this week I happened to find some docs online for html5 game controller API, got home and found it's already sort of implemented in RPGMaker, but hard coded to handle only default RPGM buttons (basically X,Z, Escape and Enter), so reconfigured to work with my game and tested with all the controllers I have. The game now supports 360, Xbone, PS4 (wired and wireless via meme sony bluetooth dongle I wish I'd never bought).
I even set it up so that you run automatically if you walk using analogue sticks and move them far enough, that was neat.
It feels really good, and natural, and I set it up to still play H-mode one handed, both right and left.
Look how fucking inclusive we are on this blog, stick that up your bollocks, journos.
I honestly think I'll be doing the majority of my day to day testing with wireless controller from now on, it feels that instantly right.

>Changed controls
For a while it was 1,2,3,4 and 5. Now it's 1,2,3,4 and Space.
        [4] = Skip turn
        [5] = Pick up/ activate / open (contextual smart button)
        [4] = contextual smart button
        [space] = skip turn
        [F5] = refresh web page
        [U] = types the letter 'u'
        [Pause/break] = literally nobody knows

Makes more sense to me this way, also stops you accidentally hitting skip turn while trying to loot or punch while playtesting in the dark of 3am because you haven't slept properly in weeks

>Created a new H-Scene

This one, shown above, came together really quite quickly, it's been nice to work on.

>Created way to add wandering monsters
This was fun, and means occasionally in designated rooms enemies will spawn. Can use this to make big areas feel more alive or make going back through old rooms more exciting.

Smaller fixes / tweaks
>Fixed issue where 1,2,3 and 4 wouldn't close windows if only the choices were onscreen without text.
>Fixed collision rules
there were two slightly different standards and it resulted in enemies sitting on tiles which have collision but are also marked as shoot-over-able(?) would be shot-over and not take damage. Basically if an enemy was on a couch, you'd never hit him, now you will.

>Fixed weapon pickups being repeatable if you were hammering keys fast enough.
>Enemy line of sight only calculates while an enemy is onscreen, now.

There's a bunch of stuff I haven't mentioned or don't want to spoil, but overall, I'm really stoked how this week has gone. There's been so much less code, more content and it feels fantastic to do.

Thanks for reading, I hope you're having a great week.
Click the little button below if you like thick goblin buns, I guess!

Oh also, check this shit out, I'm on a camp old sci fi kick at the moment.
Literally how can Star Wars ever compete?

oko x

Monday, 20 May 2019



This time on gamedev;
>Added new area
Made the most progress in a while in terms of just getting through chunks of story / level.
Really near to the end of mapping for this level, now. Rolled the tileset over to a fourth page.
A couple more side rooms and one big theater room, and I'll be set.
>Enemies are darkened on death
Piles of bodies resulting from bigger fights were getting visually a little exhausting, so now they fade to look more like background set dressing, so there's no ambiguity about who's in and not in battle.
>Make enemies blind
Added an argument that precludes enemies from sight-based battle starting. Sometimes a guy is too busy doing what he's doing to be aware of his surroundings, god knows I know that.
>Fixed animation limitation for sprites
I had a pretty basic block in place to make sure corpses didn't animate anymore, but it also affected non-combat npcs. Now the blocks only apply to battle animations on dead combatants, and everything else is back to working.
>Made sure shooter and target are both onscreen to prevent cleaned-up bullets.
On their turn, enemies wait until they are onscreen before moving. Very rarely, on big maps, that enemy's target would still be offscreen and projectile objects are erased when they aren't visible anymore.
So buddy fires at his target, who is safely offscreen and thus at no risk. Based 4th wall.
>Retimed the battle animation curve
In battles, animations have 3 frames before returning to a set base sprite. The previous tuning was like [120,70,70,120] so the first frame would hang a bit longer, and there'd be a delay of 1.5+ seconds before that animation, and as such that move was considered 'done'.
After some experimentation, it's now [70,70,78,85], which makes actions feel punchier, more staccato, and there's less of an inherent delay between actions, which prevented it feeling responsive.
Now if the player wants to buttonmash through combat, they totally can, and it looks and feels fuckin' great imho.
>Changed ork and goblin sprites
Just a minor change, I wanted them to look more distinctive, more 1980s Games Workshop, less fisher price.
>Fixed item spawning on units
I had some trouble getting a certain enemy to spawn with a different gun than they have by default, so I put in some debug logging and accidentally discovered that every time I was adding an item to an enemy, it was generating an entire list of items, choosing the one it wanted, then discarding the rest.
So, so wasteful, and in honesty the way I was doing it was shitty anyway, so I switched the way I generate items and lists of items to be less expensive and easier to read.
>Came up with way to synch actions to music, regardless of computer specs (not tied to fps).
This way I can choreograph scenes like the intro and boss fights, to have events happening exactly when they're meant to. Before I was timing this by waiting frames, because on my computer 60 frames is roughly a second, go figure.
But on lower spec, if you can only manage 45fps, like my netbook, the synchronization will fall outta line really quickly, so the experience is lesser and everybody goes home feeling bad about themselves, exhausted from socially overstretching at the party and hoping everybody else didn't just find me obnoxious.
>Completely rebalanced all sound levels to be more consistent
This has been a long time coming, every time I make a video for youtube or something I realise how out of whack my sound levels are, and how low the whole mix is compared to everything else on my computer. So what I did was:
Rebalanced all my sound files to be roughly equal level across the board
Turned down every sound in the whole game at a software level
Set the music level higher than before, since it feels like the base,
Set the UI sound levels,
Balanced fight sounds, one section at a time, first attacks, then defends and shouts,
Brought up footsteps, reload sounds, ricochets, speech,
Turned off music,
Tweaked a few levels
And now I'm very happy with it. I can set a volume and just play the game for a while, and it all sits well.
>Fixed enemies not turning to face the direction they're firing.
It'd been like this a while and I figured out why and mitigated it.
>Fixed two subplots tracking with the same variables, whoops
Got done of one section, on to the next and arrived to find the girl pre-fucked.
That's definitely not supposed to happen, this isn't Subverse.
Instead of trying to reuse tracking variables and hope that I blank them later, I'll give girls their own. It's the least I could do.
>Much better, reusable weapon pickups
Before, in the demo, it was heavily scripted. Now it's one line and all I need to set are the sprite and object. I could automate it further, but the returns would be less. It's cool though, now it's so streamlined and re-usable I feel free to leave an axe lying around etc.
>Changed collision behaviour
This is a pt.2 to the changes I made last time. I took a look at how collision works by default in the engine and changed it.
By default, if you are standing on collision or the tile you want to go to has collision, you can't move. I think this is silly, so I edited to only consider where you're moving to, allowing characters to move OUT of tile collision, as long as there's a valid tile next to them.
This is useful for when I want to have enemies lying on a couch or sitting on tables spring into action for battle, or to have guys spawn in the black of a doorway and come running in without toggling individual collision each time and stuff.
>Fixed music change from battle to map
Before I had a simple wait, meaning you could finish a battle, leave the room, immediately get into another battle, then have the wait end and kick in with map music in the 2nd battle.
Now I use recursion to check during the wait and abort on map change or battle restarting.
>Added new unit for a bit of variety
Nice to have some more shooters.

To do notes:
Put in more final-sounding dialogue for scene.
Expand a little on bonus side girl
Finish the current floor with wandering monsters, items and the 2 or 3 characters I have planned
Add in a 3rd-act branching point, possibly locking player into one or the other.

I'll just be keeping on, really happy with how everything is going, feel really blessed.
But I could always use a little more energy, so pls gib below, or i report u <3

Monday, 6 May 2019


How's it going, bros?

These last two weeks have been FUCKING busy, let's jump into it.
So I ended up adding some more mechanical touches. Yeah, I know, I know.
But it is just to support the story, so I can live with it
One thing required another, which sort-of required another, but the long and short of it is; I got a fucking ton of stuff done and I'm very happy.

I still haven't got my notepad file back up and running, so this will be collated in no particular order from what I remembered last night and from my cryptic, unhelpful-as-fuck commit messages.
This is probably about 75% of what I got done:

>Finished one of the big sexy encounters
>Added big scene with its own art, music and fun
Easily my favourite part so far, it's so much better than it was on paper.
>Fixed a RPGMaker MV """feature""" to do with collisions
Whereby a decal on a wall makes the wall have no collision, and so I had enemies in another room shooting me through a blood stain? 
Bananas. This is actually a common complaint with the engine/editor, and I've fixed it, locally. If you're making a game and know what I mean, reach out, I'll tell you what I did or send you the script.
>Added idle poses for enemies not in battle>Updated robots to be shiny, because they were a bit shit.
>Wrote score for the level intro cutscene
>Started writing score for final battle
Powerful. I cri evrytiem.
>Added health pickups to the game
Figured it was about time I had some map-based health kits for scrubs
>Scripted out another potential sex scene where before there was just a chat
>Changed about half of the fight SFX from very old placeholders

Now using very cool sounds, which combined with the next part make fights a total treat
>Made the whole fight system snappy and responsive
I had this fear that once you get a gun, there's really very little reason to go back to melee or even just fists. I didn't want to solve this by making guns worse, so I revisited the timings and delays one last time to make things much quicker, snappier, like burst fire.
It's still a """tactical""" system, in that you're still running around turn-based on a grid but I wanted punching cunts in the face to feel more visceral, so now it plays out as rapidly as you want to push the buttons, and combined with the new sounds, it honestly feels great, almost like a beat em up.
>Added ammunition system
Started out as a way to balance very fun but imba weapons, made it global because having two systems felt silly and raking around in peoples pockets for bullets feels pretty good.
>Automatically take all the ammo from weapons as you pick them up
With a neat little score-totaling sound for each bullet.

>On-hit bullet effects
Lets me expand the arms race in future, and immediately allows me to add something cool for a boss fight.
>Fixed bullet-trajectory
A while back I changed how the firing worked, maybe I mentioned it? Problem is I only updated the start point for the projectile to align with sprite gun barrels, but this meant in certain setups you would miss enemies you should be hitting. Now the trajectory takes this new start into consideration and that doesn't happen anymore.
>Added money system
I had a funny idea for a merchant this level and it'd be shit if you couldn't buy from him.
I want shops next level, so might as well add it now, since it uses the same logic as the new ammo system.
>Animated decals where bullets hit
Better sense of impacting the world, innit.
>Added tools for myself to quickly restat characters from NPCs into combatants instantly
>Added very quick way for me to plant essential items on characters via meta tag like they are a walking, breathing cupboard 
Probably sounds more involved than it was, I just moved some of the meta tag checks higher in event composition, so it applies to combatants and npcs as well as just objects, now.

For realsies now, there shouldn't be any more mechanics to add this side of release.
I say it like it's a bad thing, but I know how it looks; better devs than me have fallen prey to a feature creep they thought they had a handle on. 

I'm out, working on a little puzzle now until bed time. Thanks for reading.

Tuesday, 23 April 2019


For the first time in my life I've suffered corrupted files by power cut.

Thankfully it was just my notepad of game changes for the blogposts and nothing of value was really lost. I can tell it was corrupted because my list of progress now reads: NULNULNULNUL and I definitely wasn't working on NUL.

I spent a few days animating hentai scenes; some new, some you've seen before but now more sticky- and getting them into game. I also added an effect layer system and the content for that.
I talked about this before a while back, but now it's done and in.
Now there's an over-time layer for some scenes, so that blowjobs get wetter, girls sweat and their fat titties get shiny, that kind of thing. I've got ideas for other layers, but they'll come in later levels.
I also fixed some bugs and created a little PIXI text system to show "Ooh, harder anon" dialogue during H-scenes with sweet fade effects.

Yeah, yeah. When is it coming out, oko, you bilious bag of barnacle bait?

It IS taking a while, and I'm really sorry about it.
I keep underestimating the time it takes to accomplish everything on my own and it's such a bummer to keep apologising so these days I'm not naming dates; It breaks my heart when I can't make them and I'm sure it doesn't feel great for you, either.

I really want to get this out and get onto the next episode already; so I can draw some new stuff, add some of the story or scene ideas I've had in mind a while.
I just need to make sure this level is good and that it feels complete, first.

There won't be any more mechanics added this side of release, the last two weeks have all been content and writing, and that's how it's going to be from here until release.
Now I'm just scripting the rest of the level, animating the remaining H-scenes and adding the busts, backgrounds and misc art.

That's it for today, talk to you soon.

If you haven't already, check out Fire and Ice and Heavy Metal, sometime.
Fantasy and Sci-Fi were SOUL before low-T bugmen took over.

Tuesday, 9 April 2019


How's it going, another pretty busy week!


>Passive enemy discovery of player
Until this week, battles were started via story script or certain key enemies with AI looking out. Enemies now ALL have that AI by default, behind the scenes, so if the player enters their sight or hearing range, there's a chance they'll discover him, starting a battle.
I thought I'd discover more about myself and the world back in college, but all I really learned was that Xbox, breakfast candy and 480p Japanese porn were fucking kino.
>Streamlined finding objects and enemies
Removed some lingering checks from the old version, won't be perceptibly faster but nice to know.
>Added ability for player to initiate battle when he sees enemies
You can get the drop on those fools and gain a nice little bonus to your first turn move limit.
>Added patrol stops
Little scripted areas where patrolling enemies will pause to look around. A neat little 20 minute addition.
>At the start of a battle, only enemies who can see the player move
Makes sense that the whole force on a larger map won't mobilize on turn 0

>Created puzzle section in the story with multiple ends
Finally I get back to talking about story. It feels really good to be writing dialogue again after a few weeks of straight mechanics.

Fixed bugs:

>Some objects like doors statted incorrectly if left in a particular state and the room is reloaded
>Fixed proximity-based volume, was going below zero and getting louder again.
>Fixed AOE damage behavior, no longer check against target's strongest overall defense

That's all for now, I've been doing story and side-story stuff and that's what I'm gonna work on for the next couple of weeks, just CONTENT.
I've freed up a little more time in the week now that I'm nearly outta the training phase at my corporate gig, and I want to pour it all back into the game, because I've been having such a blast this whole month.
I really love it, I think you'll love it, I don't want to sleep, I don't care to eat, I just want to work all day and night.

If you ever feel like making your own game, please do it, and do it for LOVE.

Stay safe, count your blessings and call your folks now and then, if you have the time.
While you're at it, you know what? Love yourself a bit more than you want to, man, because one day we're all going to be dust in a box, someplace, but until then you're all you've got.

Click below if you like puffy torpedo titties or something,
your boy for life,

Monday, 1 April 2019

VERY hilarious and believable April Fools

Announcing Lateshifter: Coming Out Edition!!

I've long wanted to release a more tasteful remake of my original game, with a few changes in line with the times. Some of the themes of the original were, quite honestly extremely problematic, and needed to just be better.

Despite the unforgivably gross nature of the original game, there IS a kernel of good in there, which is what I think allowed people to look past the girl-fetishist boobie pictures and pretty yikes intercourse between the game characters and still be able to connect with charismatic everypeople like Kren.

get used to it

Now with the Coming Out Edition, we're going to see the city of TEM as it was always meant to be portrayed, as an incredibly inclusive multicultural utopia with a plethora of respectful nods toward the progressive struggles of our time, because I've come to realize that staying neutral politically and minding my own busness is no longer okay.

It'll likely be no surprise to anybody who's been as awake as I am since the Voldemort election, but Estella was always meant to be a young man. That's honestly how I saw him all this time, I just didn't feel empowered to speak up.

But if he can be brave and speak out, then so can I.

When he meets the player, Estella has been struggling to find himself, wrestling with this really brave sexuality that nobody has strong feelings about, in a world run by a conspiratorial power structure who always yells at me to get off discord and have dinner with him and my mom.

>Estella is now packing quite a whopper UwU
>Mola's hilarious anti-presidential rant has been restored
>Main character Anon replaced with Kren
>Bathrooms are now pointedly unisex
>Added skip gameplay button

>Professor Snape is a single mother
>JAV-lite replaced with SOY-lite
>Elevator is more inclusive, no more locked off floors between 2 and 33
>Replaced customization questions with a multiple-choice about political affliation.
>Replaced computer minigame because the player shouldn't have to Learn To Code
>Jedd and Stace are now poly, removing all the gross tension and excitement
>Removed soundtrack, as it harkened back to a really racist and sexist time

>Removed Cybil, she was just there to appeal to like the male fantasy
>Added a badass sidekick who pulls no punches with a hot take on every subject, try it out!

>Censored all remaining nudity using the Sony method

So in this super necessary update, all these issues will be rectified. I think it'll actually be quite obvious that this was always the way it was meant to be. It just feels right, and if I do my job correctly, it won't offend anybody.

Download NOW

Like and RT if you're also not a bigot.


Tuesday, 26 March 2019


>it's a manic episode
OOOOOOOoooooh it's been two fucking weeks and I'm pumped bros.
I've been working on the last of the systems I need to make this a proper game, so that's been nice.
Theoretically I can finally get back on maining my twin waifus of story and art.

this meme is STILL relevant god damn it

Changes I've made in the last 2 weeks in the vague order I remember:
>Created new Cutaway system
To let me save the current scene, move to a new location to play out a cutscene or minigame or whatever, then move back and pick up where I left off
>New font
Yeah, yeah, big whoop, right? I made one online aping the text from early 90s games that I always thought were nice. The AmigaOS one I'd been using, although nice, was too mixelly to wanna stick to.
Discovered afterward somebody else used the same tool to make the same font and is about 90% the same, but my Rs and Qs are much nicer, in a clear and moral victory for the working class.
>Refactored a LOT of the codebase
There was such a fucking mess running each time a room loaded, it's now neat and comfy.
Also shortened some expressions and removed redundancies here and there, tidying up nooblet code from a year ago with quicker alternatives.
>Changed player firing rules
Now more lenient, allowing you to fire diagonally and not just hit the wall next to you because muh collision
>Gave enemies friendly fire
Funny as fuck watching an ork in a machine gun nest accidentally mow down his boys trying to hit me. It was actually pretty neat implementing this, I'd apparently started to do it 8 months ago and never finished it, so half the work was already done. I inverted the enemy's accuracy for times they're rolling against friendly targets, so crack marksmen will have a hard time fucking up and hitting their own, as for orks accidentally hitting their own? Probably 20% of the time they hit every time.
>Player gets damaged by AOE
Hadn't implemented this yet, now I have. Pretty fun blowing myself up and seeing how many I can take with me.
>Better battle music
Overhauled my production to be less bassy, the levels were all over the place, man. Also have a new technique for making perfectly looping audio, so redid 8 battle tracks, sounds GREAT.

>Enemy spawners
Makes battles a bit more hectic if occasionally they'll keep coming until you perform some task that puts a stop to that.

and the biggest change

>Replaced the entire stat-giving system for everything in the whole fucking game
This took about 9 hours in one sitting, but I replaced the whole damn thing to now use stat blocks actually in the codebase itself.
Until now I'd been abusing event pages and self switches for each unit to make every unit initialize itself and award itself certain stats, then go to the next page where its available actions would be. Then when they died they'd goto a third page to get their dead stats, then to a 4th where they were a dead body.
This was necessary because when you switch rooms, rpgmaker gets rid of all stats on an event and only reinitializes the built-in ones when you return, so every enemy, person, point of interest, door, pickup, explosive barrel etc had to give itself stats; dead or alive, every time you entered their room.

Old system: messy, out of date, small penis, comments meant for an even older system

It worked well enough with a few shortcomings; it allowed for granular setting of individual stats. I could make one goblin have WAAAY more health or arm strength than the rest or whatever, they could all be unique as I wanted, but it made things take way too long, both in terms of development time lost to tweaking values and they would have to initialize themselves asynchronously, which would set things after I would like to be able to control them via script.

Example: I'd want to set it so an event would be on a particular animation frame when the player came into the room, but the stats would kick in after my command and they'd revert to the default sprite defined by their page.
I mean I could hardcode it or anticipate the time and set the command later, but the point is that some things I wanted to be ready wouldn't be ready all the time whenever I wanted them to be, guaranteed, so I needed to change it, there's no more room for bugs just waiting to happen on slower computers, as much as toaster-posters may deserve it.

New system: simple, quick, could bang your girlfriend's mouth while you're in the shower and realistically what are you going to even be able to do about that without getting arrested she's not worth the prison time man you've known this since last summer, i fucking told you but you gave me that whole line like "dude I don't OWN her" well I'm here to tell you right now, yes you fucking do, sort it out
So now I have just two pages for each enemy etc; one for when they're alive, one for when dead.
For standard never-gonna-get-into-combat NPCs, it's just a single page.

They get stats the millisecond you enter the room thanks to a system I set up that gives units stats based on keywords I place in their meta info, along with arguments.
So whereas before I would have stage-setting pages for each object and setting a flag for if I want it to be open by default, now i just have a tag that says "object:door, open", and I take care of the rest behind the scenes.
This is how it was always meant to be, I just didn't have the knowledge to do it before. I'm really glad I got this done.

So there's my labor for now, I don't know if the strict all-dev-no-nipple posts are worthwhile for you, I hope you find them entertaining enough at least.
I have no excuse not to be cranking out sex scenes now, though.

Have a good one, smash like for your boy below,

Sunday, 10 March 2019

Cannot read property 'length' of undefined :DDDDD


All business tonight. This week I've:

>Fixed the bugbear targeting system I mentioned last week.
Very happy.
>Fixed camera to stay with the target, rather than follow cursor.
Just a legacy issue from the old targeting system
>Reverted to basic audio 
No fun modular battle music for now, sadly. Due to some synch bugs I can't get my head around in terms of reproduction, I'm commenting this out and wrote a replacement simpler version that doesn't require synch. It's not a massive deal, but I don't like to walk back cool stuff.
>Fixed single-combatant bug
There was a battle value wouldn't be updated properly if your first fight this session is against one guy
>Fixed bug from back in the demo where UI would be missing on game load
>Made battle snappier, with less idle time between turns
>Added an engine optimization plugin that seems pretty good.
>Returned animations to text boxes

>Replaced retarded one-year-old codelet method of finding the object to which a given eventId is bound
>Correctly block save during battle and hentai, not just relying on a manually-set flag
>Added Enemy Name and Health display, shown when targeting them in battle
>Made enemies a little smarter.

Now they won't slam doors on their own face.
>Added Area of Effect damage calc
>Added battle objects - regular game world obstacles which can be targeted like an enemy
>Combined these two things to create exploding barrels
>Got sidetracked for 20 minutes creating domino runs of barrels spaced apart so that I could set off a chain explosion reaction.
Fucking great times, bois.

Dicking around in the debug room, smashing gobbos like they deserve.

>Continued story progress, scripting a scene I wrote during the week
>Added sprite art for new characters and effects needed

Have a good one, friends, gimmie a quick click below if you like tits or something lmaoooo

Sunday, 3 March 2019


Hey, just a little one this week.

Temporarily turned off Patreon billing last week so that you lads weren't charged on March 1st.
With the first weeks at my new job I've had to do a lot of training and getting to grips with programming shit. I've been stumbling home at fuck o'clock in the evening, eyes swinging like an executive toy, and the last thing I wanted to do was consort with MORE computer screens.

I'm getting over that now, though, I can already feel my energy returning, no doubt thanks to you lads clicking that button at post's end.
It honestly makes my week, there's no better / less sappy way to say it.

This weekend I made 2 of the remaining 3 battle system changes I want to have done before the next version. Along with last weeks' removal of my stupid and greedy old cursor system, I've:

>Tidied up the cursor system further
Made some changes, now there's a prettier way to enforce the idea you're in movement mode with passive communication how many moves you have left (the cursor is more opaque the more moves you have)
>Changed the way I was holding the player in place
I've been interrupting the player's ability to input moves for cutscenes and battles, now I'm allowing the player to turn on the spot, giving you the ability to face any direction at the end of a movement in battle, y'know, like a proper, real TRPG would have been doing all along.
>Changed enemy targeting, now based on where they think you are, if they can't directly see you
This has been written on my whiteboard wish list for so long that it was legitimately difficult to rub off.
Yes, now enemies don't know where you are 100% of the time- they start out knowing but if they lose track of you, they will continue looking where you used to be, and when they work out you're not there, they'll look for you.
It's not urgent, but I'd ideally like to do some more changes to this in future when I have time.
It might be cool to have a little mechanic to nominate where enemies gravitate toward if they can't see you / your allies, like toward the sound of fighting or the location of the last blaster fire they heard.
The remaining change I want to make is to the targeting system which has been a bit janky lately since I changea bunch of systems it relies upon, I'm going to take some time to deconstruct and rebuild it to be more simple and sturdy.
A little too often you'll try to target somebody right in front of you and the cursor will hover over them for a split second, then move to another mob behind it and to the right it somehow thinks might be closer. So that's next on the list, because it was good enough when all the surrounding systems were also typical eurojank shitter-tier, but now that the other systems are actually pretty good, this deserves some attention.

The crowd turns violent as the final man refuses to wear a dress. [AGDQ 2021 (colorized)]

Can't remember if I mentioned last week, but I changed the default gfx filter to be the clean, saturated scanline one, pic related.
The fuzzy, soft, washed-out 1970s tv look is still fun, but it probably should be an option and not the first thing you see. I figure the vast majority of people won't rummage through options to check out different filters and borders etc, so I want to put my best foot forward.

That's it for now, check back next week, yeah?  I can't wait!

Sunday, 24 February 2019


Sup, you beautiful bastards, hope you're having a disingenuous Sunday, my name's Chocko Ox and let's just jump into it.

For the first week since this time last year, I broke the chain, feels bad man, press F in the chat.

New job schedule and homework is kicking my ass, leaving very little time during the week for game development but I'm learning a ton about programming so I'm still feeling pretty accomplished at the end of the day.
Naturally what I really want to be doing is the game, so I get in what time I can. It's not forever, just another few weeks I think, then I should be through my training and I get my evenings back.

Either that, or until I learn how to write a program to round up fractions of a penny off the innotek account, then the embezzlement arc can begin.

If one more person points a fucking gun at me today I'm gonna go nuclear

Today I spent 5 straight hours refactoring the player side of the battle system, handling the menu states and transitioning between them, totally replaced the movement mechanic and reliance on creating new objects for targeting and move path drawing.
It was probably the oldest code I still had in place and it was a FUCKING MESS, it was the most embarrassing thing and I've been putting off rewriting it for way too long.
Really makes me feel like I've come along in the last year.

Anyway, there were a handful of issues that reared occasionally and rare as they were, they were all pretty bad and included:
>tiles being left behind in rare circumstances
>tiles not showing up in rare circumstances
>events (tiles) can't be deleted outright, only hidden away and marked for deletion next room change
>long, long battles could potentially create thousands of tiles, which is why you might not be able to save after the big fight in the demo, it gets straight-up rejected by the save system saying "nibba I ain't saving all that to JSON, you can fuck off"
>sometimes, very rarely when running heavy debug output, the player move wouldn't complete fully, so you'd spend 5 points to go 4 spaces or 1-space moves wouldn't occur at all

There are likely a bunch of other little knock-on effects, but this was the biggest thorn in my side for the last few months, and I'd put a lot of small fixes and fail-safes in place to minimize its impact, and for what, exactly? It was just dumb.
NOW, post-refactor, there is ONE tile. That's it, there's just one for the whole damn system, and it fucking flies, man.

I set up a little check on map load if this is the first time this room has been accessed before, and on the first entry, a battle tile is made and stored, invisible, off-screen in that room.
That's it, then, it just works happily after that and initializes itself like other objects, tells the battle system its ID, so if battle breaks out in that room, he's your guy.
A billion problems, checks and workarounds resolved in 5 hours. Now back to animating; shooting a torrent of jizz into this young lady or working on a scene I've had written for a week.
I don't quite know yet, but it'll be a nice evening, whatever.

This gif is for good boys who click below to donate energy. You no click, you no look!

Thanks for reading, bros, I hope you're doing well.

Sunday, 10 February 2019


Hey, how's it going?

I've spent this week settling back into working life, learning all about the high-octane world of... payroll software.
There's a kind of fun that comes with everybody there knowing that it's boring, though. It's really not so bad. On the downside, I've been too wiped out from the radical schedule change to do more than some code housekeeping and art this week, so this will be a short one, sorry!

For the last couple days I worked more on the scene I started last week, came up with a couple of cool tricks to make the speed variants better, more varied, and I'm following up a couple of ideas I've had this week for modular additions to scenes.
I don't want to go into too much detail in case it doesn't work out, but essentially I'd like to add some further layers to the animation scripting, to have little immersive details like eyes blinking every so often, slight variations between loops and blowjobs getting more wet the longer they go.

See the full version here! 

Sorry if the above pic doesn't show; one of blogger's image servers is out this week or something.
Imagine running a blogging service and fucking up something as basic as this.
I've been filling in alternate links manually for the main images, but hopefully they'll get the server back soon.
I've almost finished work on her scene, now, and I'm pretty happy with how it's turned out.

As an aside, everybody everywhere is saying Patreon is going to die soon. They've had creators by the throat for the longest time with their weird censorship boner so it's hard to feel too bad for them. F I guess.

I'm open to jumping ship, but not proactively signing up for alternatives just yet.
As long as Patreon or the usual joyless activists can get Mastercard / Paypal to shut down rival services, the landscape is too unstable. I don't want to go around begging people to move elsewhere just to help with my hobby only to have the next place die, too.
I'll sit tight for a little longer.

I'll let the usual big creators blaze that trail and in a couple of months we'll see which new crowdfunding site is the hot new thing for vidya devs.

I've still got a load of work to do, hopefully I'll have more for you soon.


Please donate any spare energy you have left over from the weekend. 1 click = 1 prayer!!!

Tuesday, 5 February 2019


This week:
>Working on new scenes!
Got through half of The Princess of Mars Edgar by Rice Burroughs on Saturday while making the lefthand scene. Not sure I'm happy with the flat bangs in motion, so still WIP.
As with the Orkie scene, I've walked back the blurry, 3D gradient look of the demo because a lot of people preferred the cleaner pixel look of Lateshifter, and I totally see what they mean. The extra processing it takes added overhead, so I was okay to drop it, though still reserve the right to fuck around with scenes for sidegames, I have a few more ideas.
>More battle music for the pool
Also made it more robust, fixing some edge-case issues where it'd act weird if battle finished too quickly and stuff.
>Changed scene near the beginning to be more open ended
Wanted to give the player more choice on how to proceed / how the scene unfolds, previously something would be in the midst of happening when the player showed up, so added in the possibility of intervening to stop it.
>Added stationary gunner AI + expanded a fight early on
>Changed door behavior for player and NPCs alike
checking for obstructions when trying to close
>Moved the story along pretty well
>A few tweaks not listed

Thanks for reading, please gib energy below.

Sunday, 27 January 2019


Anybody who can name where an old version of this battle track plays 
wins a blowjob coupon from the anime girl of their choice.

This week:

>Added modular battle Music system like Monkey Island's iMuse
See above! Battle music now fades in at the beginning of fights and out again at the end, pretty seamlessly resuming the previous track.
While it's the player's turn, extra instruments are played over the top to highlight the player agency. On the enemy/npc turn, these instruments are turned way down. The effect is pretty cool, and I've wanted to make a system like this for a long time.
>Added cowardly AI
>For enemies and player, log last thing they did this turn / last thing to happen to them
This should make AI actions chain more naturally and allow context-specific battle cutscenes.
Also hoping to eliminate enemies moving back away from the player, then immediately moving toward the player again, so they dance until their move limit is up. It looks silly and there's no need for it.
>Made enemies autonomous with patrol and lookout behaviors that trigger events when player is spotted
Not sure why I haven't done this before, it makes the entire thing much more like.. you know, an actual videogame. Now enemies look for the player, when they see the player a fight starts and afterward it's over, without any story scripting necessary.
>Added system to give objects and enemies several possible locations, set once per game
Just adds a little bit of unpredictability without any real risk.
>Added employment IRL
No more sob story updates, I know I've been a drag lately and I'm sorry about that. Thanks for all the support and well wishes x
>Added system to set and get particular flags for individual units:
This helps make scripting more contained, trying to eliminate the old lateshifter-style story timeline processes as far as possible to leave control in the player's hands more often, less of a cutscene-fest
>Added 'passive' equipment category for useful battle items like forcefields or armour
This allows for an equippable slot to boost defenses, for example.
>Removed 'key item' status for weapons and equipment, so player can now drop them at will. Sometimes no weapon is better than a damaged weapon.
>Wrote lots of new music, further developing the best so far
I'll post a few clips to Patreon soon and later to youtube

This coming week:

"Learn to code" is genuinely neat advice.

Wednesday, 16 January 2019


Right now I'm working on the main fighty part of the mission, so I thought it'd be cool to show you some footage of the new bad guys and how their AI looks/behaves.
Less progress than usual this week, I've had to dedicate a lot more time to applications and doing night courses on skills I can't get work without.

This week:
>Added Charger AI and troop;
enemy lines up with player and charges from a distance, sprinting.
The more ground covered on the sprint, the more damage dealt to target when hit.

>Added Sniper AI and troop:
First time creating a state-machine-based AI!
long range, high accuracy.
Needs to be positioned after moving in order to fire.
Needs to reload between shots, which takes a full turn

>Changed shooting criteria, enemies will now sometimes take pot shots, firing even if they can't get a direct shot at the player.
>Added weapon use cost, rather than a blanket 2 move.
>Removed jQuery dependency, replaced the last jQuery function I used with an iterative deep cloning, which should be fine for my needs. Tested, objects are 1:1 as before, persist through saves.
>Added visual and audio cue to start of player turn, reworked some sounds.

It's real scary that for years I had no need to do any of this stuff, no on-job training toward it, but suddenly it's absolutely mandatory and I'm up against 40 other guys with a wealth of experience.
Doing night classes and tutorials. That luddite feel when robots took my job while I slept.
Two of the companies are based in a bad neighbourhood notorious for drugs and crime, so I'm kinda hoping that means a little less competition. I'd take literally anything right now.

oko x

Tuesday, 8 January 2019

Mapping and Story


A day late this week, sorry.
My sleeping pattern is crazy, man. Can't seem to lie in a dark room for longer than 3 hours at a time, so for the last week I've just been having two naps instead of a full night.
It's actually not so bad, it helps me have two mini days, one for job applications and interviews, one for gamedev.

This week I've been mainly occupied with Mapping, new map art and story revisions.
It occurred to me that the narrative was pretty convoluted despite being fairly short and that situations more complicated than they need to be aren't automatically more interesting, so I've simplified a lot of the flow.
Nothing I've worked on already needs to be changed, it's all to do with how it comes to a head and wraps up, which has been drafted but not scripted in yet. I'm feeling a lot more confident charging ahead now. Sometimes I get caught up on pretty trivial details, and what should matter first and foremost is that you can play through it, fight some dudes, laugh a little and get lewd with space princesses.

So far I think I've been approaching writing wrong, it's easily my weakest area, and I've been tempted by offers from others for help there, but if I outsource it I'll never get better, and this whole thing is supposed to be a multi-faceted solitary hobby. That's what a man needs.
So I figure it might be better to have a tight, basic little story and then weave subplot and choices into it, rather than start with a bunch of multiple-choice situations I want to happen and try to string them together.
Because sometimes they don't string together well and I get stuck in a bit of a loop wondering which one should move to close the gap, which one should be changed, should I add in another story beat to bridge between them?
I thought I was really onto something with these little nodes, but it's a really unnatural way to work and a weird way to tell a story.
This is a pretty convoluted way to explain a simplification in approach.
tl;dr Story was complex in the wrong places, revised the middle and end sections, so now I can push ahead and get it done.

I've been working with a vague mental map of how all the areas will look, but it wasn't until the last few days that I sat down, made new art for the areas and actually got it mapped out, matched up all the doors and joined sections together. I'm really close to being done with mapping for this level, with 24 areas drawn out and connected up and maybe another 3 rooms still to go.

This week:
Story scripting, for sure. I haven't written a line of js in days, I just want to get moving now that I have these nice areas, want to populate them with fun monsters to see and kill.
Monster design, I need two more enemy types, I know how I want their AI to work, but it's gonna take a little experimentation to get it working. I'll probably tackle that right after posting and if that goes good I'm just gonna nose down and call it a night.

Job/life stuff:
20 applications sent out this week, though I'm pretty sure 2 of them are for the same position, one of them being a vague recruiter ad that obfuscate the exact nature of the company.
I'm noticing a weird trend where the ads are written like they're looking for a general team member, but in the first call they're all like:
>"haha, yeah, so listen, we've never had somebody do this job for us before, so we'd need you to set up the whole department and be a manager for team member wages, cool?".
I mean, I can do it, it definitely sounds like a great opportunity to define my own workflows early on with my own choice of tools would be pretty cool. I'm in no position to be turning anything down, it's just kinda misleading. I'm pretty sure I wouldn't be allowed to misrepresent myself to quite the same extent.
One place from over a month ago I'd already written off actually got back in touch to say I'm still in the running, but I need to put it out of my mind because there are no more stages so it's all up to them at this point. I need to just keep on applying and talking with other companies.
I just wanted to make game.