Saturday, December 7, 2013

Super early pre-alpha Glory Hole RPG 2

Here's a little look at what I've done for Glory Hole RPG 2.  Pretty much what you're looking at is the hair physics and the mouth movement.  The hair is an obvious improvement from the first RPG, which had static hair.  The side-tail (fuck if I know what you'd call it) uses new physics, and I think it looks pretty darn keen, the rest uses the same sort of physics as I've been using for a while.

The mouse control is pretty much the same for the end-user, but on the programming side it's a lot more efficient.  I've made slight improvements throughout my flashes in this regard, but I've kinda locked it down now.

You can't tell too well (since there's only one dick here) but the mouth movement is dynamic, so the lips move over any size or shape of dick.  Science!

Obviously there's a lot of work to do still, but I figured some might be interested in the two new features so far.

Sunday, December 1, 2013

What's the haps

So I haven't been updating much, mostly because I've been being a lazy fuck.  Inspiration has been in short supply here of late, so I haven't really been making my next game like I should have been.

However, rather than making another full-length game like Nagai Yamiji, I've started working in Flash a bit.  If you're not familiar with my previous work with Flash, you can check out my stuff on my Newgrounds page:

I plan to release some more mini-games like I've done before, as well as make a sequel to my most popular work: Glory Hole Hentai RPG.

I made that game relatively early in my Flash career, so the sequel will have many improvements - improved controls and coding in general, non-static hair, ect.  I plan to sell it for $2.40 via gumroad and $5.30 via DLSite (their fees are kinda ridiculous.)

This picture shows the current character design, let me know what you think thus far

Before that comes out, I'm releasing another MLP parody; this time featuring Pinkie Pie.  It'll be freeware available on newgrounds, so watch for that in the coming week.

Adorable, if I do say so myself

In personal news, I've moved out of my parent's house and been living with a roommate for almost two months now.  My 21st birthday is coming up in a couple months.  I don't really go out much at the time being, so being able to go to bars will give me something social to do, maybe meet some people.

Thursday, September 19, 2013

Columbus Ohio Comic Con

  I'll be there this weekend, all three days.  I'll be in an MLP t-shirt (at least on Friday) and probably hangin' out near some douchebag in a fedora.  It'd be cool if someone said "sup".  If you see me and are like "hey are you that dude who what makes them there h-games?" then I'll be like *high five* and then be socially awkward.  It'll be fun times.

  Chances are I won't run into anyone, since my analytics indicate there are like 5 people from Ohio who bought the game, but fuck it, some face time with a fan (or whatever you'd call yourself) would be killer.

Pic related, that's my mug.

UPDATE: The Comic Con was pretty awesome.  I got like 200 pictures of all the cosplayers.  Didn't run into anyone :P

Wednesday, September 18, 2013


So I finally got around to it: I've made an uncensored version of Nagai Yamiji.  Other than the uncensoring, there aren't any real changes.  The saves and config files will still work from the past versions.

If you buy the game from DLSite, it'll still be censored, but you should also get an "NYlicense.txt" file which can be used with the demo downloaded from my blog.

I can also confirm that I can receiving people's emails once again.  Sorry for any inconvenience from before.

In personal news, holy shit I'm about to move out of my parent's house.  Exciting stuff.  I want to thank everyone again for all your support!  I wouldn't be able to do this if nobody had bought the game.

On the next game, progress has been rather slow.  With the help from cheshireCat (check out his blog, cough) I figured out how to make a functional pause menu in the new version of GMStudio, so I plan on sticking to it.  While some of the problems with Studio are annoying, it has some really nice features that are hard to do without.

The next game, working title Project2 (it's getting changes for sure, heh), I've been a lazy ass about working on.  I do have some basic animations for the player done, and some of the general platforming and whatnot coded.  I've simply not been very motivated to work on it I guess, but I feel some inspiration building.  Once I hit my stride I hope to really hammer it out.  I'm excited about it!

Friday, September 13, 2013

Support email: Whoops

So if you had been sending email to either or I have not been getting those emails.  I am now, so if you still want to contact me or need help with something, please try again!

The problem was that those emails are forwarded to my primary email account, and they were being sent to an old email by mistake.  Sorry to anyone who's been having trouble!  I wasn't ignoring you, I promise!

Tuesday, August 27, 2013


  A month ago (give or take a day) I released Nagai Yamiji!  So let's tally up those sales and see if I made that 1k goal... Well as of the time of writing, I've made 826 sales across PayPal (before they shut me down), Gumroad, and DLSite.  83% of the goal?  Well that's a B where I come from!

  In other news I'm going back to Gamemaker 8 for the next game, since the latest version of Studio completely removed any way to create a pause screen and it was already fuckin' hard enough.  So going back to 8 gives me my good ol' pal screen_redraw() which is just so freakin' useful it's not funny that there's no alternative to it in Studio (at least that I can figure out).

  It's also been part of the hold up on getting an uncensored version of NY out, since I've been trying to get the latest version of Studio to work for like a week (and I've been crazy procrastinating...)  So now I'll need to find some older version of Studio and just use that for NY :\

Monday, August 19, 2013

How things are going

Well it's nearly the end of the first month of sales!  Time sure has flown for me, it seems like it's hardly been a week!  Looks like I'm probably not going to quite make it to the 1k sales goal by the end of the month.  Currently I've sold a little over 700 copies of the game, pretty good, but a little short.

If you've already bought the game, you can help by telling your friends or posting on websites you frequent about the game!  If you're feeling very generous and want to donate, unfortunately you can no longer do that via PayPal, so instead you can buy multiple copies of the license (share with your friends or something :P)

Anyway, I've bought a fancy new PC which should last me for the foreseeable future.  It won't affect the speed at which I produce games too much (although it will help a little bit).  The most tangible effect on the games is that the CGs will be of higher quality.

Here's an example of what sort of CG quality you might expect for the next game:
This was a picture from a small set I was commissioned to make.  The watermark was added per request of the commissioner.

I also bought a car, how exciting is that?  It's a '98 88Olds, and I got it for a pretty good deal.  It seems to run nicely and the AC works most of the time!  Gonna need to take it in to get the fuel filter changed, as it has rusted on completely and not even my father can remove it.  Still even if the fuel line needs replaced, the entire thing will have run me less than two grand.

Kinda thinking about trying to move out of my parent's house soon, too.  Gonna need to wait for PayPal to give me my money, but after that I think I should be able to survive for long enough for my next game to be released (shootin' for the end of this year).

Speaking of the next game, I've got the lighting engine for it done up.  The main addition is that it has shadows, which Nagai Yamiji did not have.  There will be an option to disable the dynamic shadows so for older machines, or those who prefer it, you can still have the old lighting. Here's a cap of a little test I did with it, let me know if you like how it's lookin'!

Thursday, August 8, 2013

I'm back baby!

Well that was an uncomfortable night 0.o

I'm now selling the game license through!  Seems to be quiet a viable alternative, and the fees are pretty darn low.  I've got the license for sale once again through my blog.

Also, I should have an uncensored version of the game available from my blog soon enough.  If you buy the game now, you'll get the uncensored version later for free (it'll use the same license).

Wednesday, August 7, 2013

Well fuck

The jig is up, y'all.  Unfortunately I guess PayPal didn't like that I was selling the license to the game with their services.  So as of now the only way to purchase the game will be through DLSite.  Sorry for any of the inconvenience this causes y'all.

So now I've got to find some other way to sell the game.  DLSite is nice and works fine, but the commission rate is just far too high.  If anyone has any sort of ideas on sites with low fees and no monthly charges or anything, I'd be very grateful.

Moving Forward

Nagai Yamiji is available on the English version of DLSite!  Not much to say about that :P

I'm starting plans for a next game.  I haven't really gotten started on the design for it yet, just got some ideas milling around in the ol' noggin.

The idea is for a Sci-fi themed game, the female protagonist will use firearms, as well as hand-to-hand combat.  I also want to include a grappling hook mechanic, which should be plenty of fun.  I also want to make the game more Metroidvania, so more exploration and back-tracking to find hidden areas.  The game will focus more on combat than platforming, which the opposite of what I did for Nagai Yamiji.

While at work I make a sprite for what the main character might look like.  Not sure if this will be what she looks like for sure, but I'll let y'all make comments.  You'll notice the res is slightly higher than before.  I think I'm going to go for a higher res, so that the melee combat will be easier to see and understand what's happening.  The gun is a placeholder, I haven't designed any of the guns at all.

Saturday, August 3, 2013

Nagai Yamiji, now on DLSite

So it took a week, but the game is now on DLSite!  I had a little hiccup getting on there, as they said the censoring wasn't sufficient when I first sent in the game.  So now DLSite has a version with slightly heavier censorship than on my blog.

Since I had to make two versions with different levels of censorship (something that I wanted to avoid), I suppose I'll go ahead and release a complete uncensored version on my blog.  I'll have that up and ready in a couple days (currently at a mate's house partying it up 'n' all).

The game does cost about twice as much on DLSite (since they take about half of the profit), so if you can, obviously, buy the game through my blog and tell others to do the same.

Thanks to everyone who's bought the game so far!  I'm really grateful for all your support!  I made enough money that I'm buying a new computer (which has been on my wishlist for about a year or three now).  I'll finally be able to play Skyrim (and on some nice graphics settings, whoop whoop).  Next on the list is a car, which, because of my awesome pizza making skillz, I'm actually fairly close to being able to afford!  Assuming sales continue and I reach the 1k goal for this month, then I should have a car soon :D

After getting a computer and a car, the only thing left is having enough money to pay off student loans.  I don't know if y'all know, but I dropped out of college in order to work on this game (and because of depression and junk).  College definitely wasn't the place for me, but I've still got about six grand in debt because of it.  Awesome, right?

After those have been paid off, well, I'll move out of my parent's place and start being an adult I suppose.  Hopefully I'll be making enough sales that I can afford to simply make more games as a full time venture!  It's still a little early to tell if that'll be possible, but I'm hopeful!

Monday, July 29, 2013

Save Editing Tutorial

So here's a quick little tutorial on how to edit your save file!  Note that obviously you can't load content that's past the demo levels if you haven't bought the game, so you can't get spells past the second, or load past the 6th save shrine.

In the AppData folder for the game (C:\Users\*name*\AppData\Local\Nagai_Yamiji\ the same place you put the license) is the file "NYsave.txt" which is the save file for the game.  You should also notice NYcg and NYconfig, but don't worry about those, there's nothing in NYconfig that you can't change on the Options menu, and NYcg can only be edited if you know the passcodes you need (so just unlock the CGs yourself :P).

Anyway, when you open up the NYsave, you'll be treated to something like this:
10 10 10 10 -These numbers are you stats (INT, DEX, CON, LUK)
1 0 -Your current level and exp
10 0 -Exp needed for next level, and number of stat points not allocated
100 0 0 0 0 0 -First number is hp, next five are your mps
0 0 0 -Change these to "1" to activate Sprint, Roll, or Walljump
0 -What spell you have equipped
0 -What spell you have unlocked (Between 0 and 5)

0 -All these numbers are for the hidden stat bonus runes
0 -There's no real reason to want to change these
   -Change these to "1" to give yourself the wyrmstones and rifttotems
0 Top wyrmstone 0 Bottom wyrmstone 0 Left rifttotem 0 Right rifttotem 0 -Whether you beat the Wyrm boss 0 -Whether you're carrying Jimmy the Skeleton 0 -Whether you beat the King Spider boss 1 -Current save shrine

Here are a few useful save shrine numbers:
6 - Shrine right before the Wyrm boss
11 - Shrine right before the King Spider boss
17 - Last shrine, right before the Rift boss

The shrine numbers are just sequential, nothing complicated.  So if you are ever like "fuck this" you can increase that number by 1 to get to the next shrine.  Notice, however, that might move you past a spell rune that you need.

You ought to make a back up of your save (if you're attached to it at all) so if you bugger something up you can restore it.  If you mess something up and the game starts freaking out, simply delete the save and the game will make a clean one (resetting your progress, obviously).

Hope this little guide helps out!  Have fun!

Sunday, July 28, 2013

More small updates

I've been quickly and quietly fixing problems as they prop up.  A few new versions have been released, so if you're still running V1.0 you might want to download a more recent version.

So far I've made over 100 sales!  It's still a fair shake away from the 1000 sales goal for the first month, but it's getting there :)  Thanks to everyone who has already purchased the game!

Saturday, July 27, 2013

Teeny Update

Well thinks seem to be going rather smoothly!  I've already made a handful of sales :3

One small update, there was a problem with the platforms in the Tower section, where the carousel platforms all rotated in the same direction, making some parts downright impossible.  Also fixed a small glitch with the landing sound repeating when carrying the offering.

If you've already got the game, please redownload it and these problems will be fixed!

Friday, July 26, 2013

Nagai Yamiji Now For Sale

Nagai Yamiji

    Journey though a Lovecraftian nightmare world, filled with evil creatures and cultists worshiping dark ancient powers, and battle giant bosses using mystical runic powers.  The game includes over 10 original compositions, 7 sets of CGs totaling 24 pictures, 20 enemies with H-animations, 3 bosses, and 7 unique areas.

    The demo allows you to play up to the first boss, and includes a handful of enemies and CGs.  However, the full game has much more to offer!

Purchase the Full Game!

Download the game from one of the links above, then purchase the license for the full game here.  You will be given a download for the license file that will unlock the rest of the game.

Thursday, July 25, 2013

Dawn of the Final Day

So currently less than 24 hours remain before I plan to put Nagai Yamiji up for sale.  Boy I sure would love for the game to be 100% done already...  It's pretty much done as of now, but not quite.  Call it like 99.9%

Basically I've just got to add the gallery mode, which is just a little thing that lets you cycle through the CGs you've unlocked and fight the different enemies of the game.  Shouldn't take much time to code up really quick, and I've got all day to do it.  Also, having a strict deadline is pretty damn good motivation.

Anyway, the game will be available early Saturday, some time in the A.M. like 2 or something.  Don't worry about the exact hour, that's crazy, just get it Saturday morning when you wake up.  This is me pretending there are actually people hyped enough to care the exact time I'm releasing the game, har-de-har-har.

One last note before I shuffle off to bed to prepare for the coming day, not sure if I've talked about my goal for the game on here or not.  So my goal for this game is to have it sell at least 1k copies in the first month, and 3k copies over the course of 6 months.

If in the first month I reach 1k copies, then I'll probably quit my day job, move out of my parent's basement, and start making eroge full time!  Fuckin' killer, right?  That's my dream, anyway, I hope y'all can make it happen!

Well, catch y'all tomorrow!

Tuesday, July 23, 2013

CGs are finished!

Well I just finished the last of the CGs!  There are 7 sets, totaling 24 different pictures.  Three of the sets are for the bosses, each having two pics.  There are two other sets with two pics each, and the last two sets have seven pics each, showing different amounts of skin/clothing in each.

Tomorrow I might be hanging out with a bro, so I might not get a ton of work done.  If we don't end up hangin', then I'll be working on the intro/outro cutscenes.  If we do then I'll be working on those at work on Thursday.

So I'm setting the date as Saturday the 27th!  I'll make the license available for purchase then, and release V1.0 for download.  Over the weekend I'll be monitoring as much as possible for any bug reports so I can fix any ASAP.  I'll then be releasing the game on DLSite as well.

Then, I'll probably take a small vacation and make pilgrimage to a shrine of Slaanesh to pray for success.  I really hope enough people buy the game and support my work so I can do this full time and make another game right away!

Wednesday, July 17, 2013

Little update

I haven't made a post for a little while so I thought I'd check in.

Things are going smoothly, albeit a touch slowly (damn that Steam sale!).  I am happy to say that I'm closing in on V1.0 release!  I've got 3 more CGs to make (two more for the bosses, and an oral sex one) which will make for a total of 20 CGs.  I made one CG today, and hopefully I'll finish another before tonight.

I've also got a few small things to finish up.  Still need to tack on a quick little intro and ending cutscene and add a gallery mode.

The next few days I work, but it's the morning shift which is nice and slow, so I should have plenty of time to work on those last things.

So hopefully in about a week I'll be putting out a V1.0 and letting people start purchasing a license for it!  I'll be selling the game both through DLSite and a few other places (so people have different options and so that if the game is removed from anywhere there will still be alternatives).

Friday, July 5, 2013

CGs, here's one of them

So here's a CG for y'all to take a gander at.  It's essentially the blandest, as she's fully clothed and not getting sexed, but don't you worry!  There will be plenty more of these to come :)  Hope y'all think it looks good so far though

I'm still working on finishing up the rest of the CGs and the final touches on the game before releasing it.  It will, for sure, be out this month!

V0.4.3: It's Fuckin' Fixed Finally! Edition

Guess what bitches?  Thanks to a forum-bro who got drunk and did some extensive testing, I've finally fixed the bug that everyone has been having.  You can now wall jump without problems :D

So if you were having problems before, they should be fine now, woop woop.  How cool is that?  I'm excited!

Anyway, still working on the CGs.  Been busy with work (getting plenty of hours, which is nice).  I had mentioned releasing a taste of the CGs, which I will probably do tomorrow (I'd do it tonight if it weren't for the fact I really need to get to sleep and it's taking all I've got to continue to type this and remain coherent, but fuck I'm probably failing at that).

Anyway, downloads, that's what y'all are here for.  Well here you go baby birds:

Installer: YourFileHost Download
Mirror: Mega Download
Stand-alone: Mega Download

Wednesday, June 26, 2013


So I had the goal of releasing the game this month.  Shit ain't happenin'

About three things prevented that from happening.  Biggest problem has been the with controls not working for everyone.  I've had to spend a ton of time trying to get it to work for everyone, and it's still not working yet.  I've filed a bug report with YoyoGames, so I'll see how that goes.

Second problem has been a blessing and a curse.  I've been getting a lot more hours at my steady job.  It's nice because that's an assured stream of income and I've only been asking for more hours for like half a year (rabble rabble), so that's good.  Unfortunately it does detract from time I can work on the game.  While I can program and such some while at work, doing the CGs is a little trickier, considering the subject matter, heheh.

Third has been a touch of procrastination, I won't lie.  I am rather satisfied with the amount of time I've been putting into the game, but I have pushed back working on the CGs more than I should have.  Oh well, I've gotten started on them, so I'm building up steam there!

I'll probably release some CG teasers soon!

I'd really like to not release the game until these problems with the controls are resolved, since that's a huge hindrance.  Not only does it prevent a segment of people from playing the game properly, it also means that people leaving reviews will be mentioning these problems, which will likely stand out from any praises.

However, regardless of how things are working out I'll definitely release some time next month.  If at that point the problem isn't solved, then I'll just direct people to test the demo before purchasing the game, so they don't pay for a game they can't properly play.  Not the best solution, but I think that's what I'll have to do.  Hopefully it doesn't come to that.

I also hate bodily functions, did you know that?  Sleeping, eating, exercising, showering... it all takes too much time out of my day!  I'd have like an extra 10 hours at least if not for those things!

Saturday, June 22, 2013


People have still been having problems with the controls.  I can't reproduce these problems, so it's impossible for me to correct these problems without just releasing an update with some changes and hope that it works.

This version also has fixed the missing surface error a few people have had, and the handful of graphical hiccups GMStudio caused.

I hope that helps the controls for people, because otherwise I've got about no clue what to do.  I've searched high and low via google for other people having this problem, but to no avail.

Installer: YourFileHost Download
Mirror: Mega Download
Stand-alone: YourFileHost Download

Wednesday, June 19, 2013

Nagai Yamiji V0.4

So I upgraded to GMStudio!  That's pretty cool, eh?  While the upgrade took some doing, it wasn't as bad as I was thinking it might have been.

The best thing about this upgrade is that I should be able to export Nagai Yamiji for Android, meaning it should run on the Ouya.  That's pretty sweet if you ask me.  I've contacted Ouya about releasing an adult game for the console, and I'm still waiting for them to get back to me.  My hope is that they'll at least allow me to release a non-H version for their marketplace, then distribute unlock keys (to uncensor that tasty hentai) via my own channels.

If not, oh well, GMStudio does have some other nice features.  It is, however, slow as balls.  GMStudios itself, I mean, Nagai Yamiji is much faster.  GMStudios, though, likes to have a massive lag spike about every 8 seconds or so.  This happens regardless of what I'm doing, whether it's editing a sprite, editing code, or doing nothing at all.  Oh well, at least I'm pretty much done with the development of the game.

So!  Features of this version:
-An installer
-Improved wall-jumping + sliding down walls
-Dust particles
-Greater compatibility
-Performance boost
-Size reduction (from 40.6Mb to 34.1Mb)
-Probably some things I'm forgetting, but fuck it

One drawback is that you can no longer have the game zoomed out while in fullscreen mode.  Currently nothing I can do about it, it's a GM bug and I can't seem to get a more up-to-date version without it.

Oh, and the save and config files are now located in C:\User\AppData\Local\Nagai_Yamiji\ if you wanted to edit those

Anyway, without further blathering that almost no one will read (high-five if you did, you're a special guy), here are the download links:

Installer: YourFileHost Download
Mirror: Mega Download
Stand-alone: YourFileHost Download

Monday, June 17, 2013

Nagai Yamiji V0.3

It's the final stretch on development for Nagai Yamiji!  Here's an exhaustive list of things I'm going to do before releasing V1:

-Ending sequence/credits
-CGs and Gallery

To my knowledge everything else is done and working properly.  Of course that's what these beta releases are for, to prove me wrong.

Please enjoy this latest release, and let me know if there are any problems, bugs, or anything that seems missing!

Download: YourFileHost Download
Mirror: Mega Download

EDIT: Updated with a few small changes/additions.  Walljumping should be easier now, and fixed a couple things.

Thursday, June 13, 2013

Animations are done

Took another day than I wanted it to.  I got called into work which took some steam outta me, also a little more procrastination than needed, haha.  Did you guys know that Game Dev Tycoon is really fun?  Fairly popular at the moment it seems.

Anyway, I also added a duck and lowkick move, so that'll be in the next release.  Tomorrow I'll be working with my bro on playing some Last Of Us.  We'll have a Let's Play of it up to watch sometime tomorrow!

Beep Boop Plays
Watch Last Of Us here first!  Please subscribe if you like what you see.  If this channel gets decently popular that'll be another stream of income that'll keep me out of fast food and in game development!

Anyway, I'll be back to work over this weekend, and I should have another release soon.

Closing in on the release date!  I've just got the game CGs to make and some finishing touches and Nagai Yamiji will be up for sale!

Monday, June 10, 2013


Today I hunkered down and did a few H-animations.  I completed the animations for 3 enemies: Nematodes, Fire Imps, and Giant Spiders.

Still to do:
Large Jelly

I plan on doing another 3 animations tomorrow, and then the remaining 3 the day after.

Thought for the day

If you don't get a boner while you work, can you really say you love your job?

Anyway, made some improvements to the game, tweaked platforming a bit to make it easier, game defaults to zoomed out if your monitor is too small to display it zoomed in.

Changed the voices for the menu selections to be a cultist's voice, since the dark voice fits the mood better.

Planning on adding a duck/low kick move, to make combat with small jellies a touch easier, and just give a couple new options for combat in general.  Probably implementing that today.

Also just cranking out the last of the H-animations.  Got over half of them done now, and I'm trying to hunker down and actually get the rest done :P

So expect another release here soon with those updates.

Thursday, June 6, 2013

Nagai Yamiji V0.2.3

In this version: More bug fixes, changed the music DLL I was using.  Hopefully this one will work for more people and cause less problems.  Other than that nothing much changed.


Version 0.2.2

Here's another little update for y'all.  I wasn't planning on putting out another release for a little bit, but this one has a few improvements that should be nice.

It has the missing DLL if you need it, and has a lot more sound to it.  The config files won't be compatible, so you'll need to scrap your old one, but I believe the save files should still work.


Here are a few screenshots of the game in action!

Progress Report

Not a whole lot to report on I suppose.  The past couple days I've been working on sound, recording a bunch of Foley and voice clips.  I have over 200 sounds added in now, so I'm close to being done, haha.  Each monster has a handful of sounds, so that's where most of them come from.

I guess I also added display options, so you can set it to be in fullscreen or not, as well as if it's zoomed in.  Also added a couple easter eggs :P  What's a game without a few easter eggs, eh?

Monday, June 3, 2013

Nagai Yamiji V0.2

As promised here is the next release of Nagai Yamiji!  This version has some bug fixes, a few small changes, and the biggest change: music and sound!  There's still a bunch of sound that needs to be added, but all the music is there.

I you had a save from the previous versions they won't work for V0.2 unfortunately.  I changed the save files a little to fix a few bugs.  Once I have the final version released, I'll publish a guide on editing your save files so you can jump around to whatever place you want or super power yo ass up.

Anyway, today I didn't get a whole lot done.  I was exhausted from hanging out with my bro.  The whole night things kept going wrong, we were both really pissed and stressed, but at the end of the night we got everything sorted and we got drunk and played Minecraft.  Good times.

What I did do is change the music to .ogg so that it takes up like no space (compared to when I had to have them as .wav's, I mean balzak!).  I used an extension called Caster, provided by MoaCube, to use the .ogg's.

Nagai Yamiji V0.2:
If you get an error about a missing "Openal32.dll" install it here:
EDIT: Haha, set the music to only play once and not loop.  Sumbitch, not ever goes right the first time does it?  Anyway that's fixed now.

Sunday, June 2, 2013

A break!

Yay, today I actually didn't get called into work!  I'm totally doing nothing productive!  I'm hanging with a bro, I masturbated (before bro got here...), and we're gonna drink while playing Minecraft later tonight!  Allow me to plug my let's play channel, Beep Boop Plays!  New video every day!  Also, there's going to be a drunken Minecraft special!  If you like let's plays, check it out!

Earlier I played an adventure game called "Resonance" on steam.  Quite fun so far.  I like it because the problem solving is really intuitive, but still rather challenging.  No "adventure game bullshit" where you have to know to use an umbrella on a door because you pull a wire out of it to use to pick a lock or anything.  Great example is there's a part where you need to turn a valve, but the handles broken off.  Maintenance closet is looked, so you have to go ask the janitor for a key.  No wrench in there.  However, a while before the janitor told you that he had used the wrench to break a window (during a long-winded speech where details might have been missed), so it turns out he's got it on him.  It's not hidden up a duck's ass or anything, it's a very reasonable solution to the puzzle, while still not blatantly obvious.  Story seems interesting so far, but without playing all the way through I can't give a real review of that yet.

Me and previously mentioned bro played Rage co-op a minute ago.  Quite a fun game, I had never played.  Heard it got mixed reviews.  I heard it was a bit "samey" as a FPS, and I can definitely see that, but it's certainly fun and the co-op is challenging.  Unlike in a lot of games, we're having to actually be a little tactical and work together, rather than be able to just run in guns blazing.  Also, it has local co-op, which is a disappointingly rare feature in most games.  What the fuck is the point of a console if not to play local co-op?  I swear...

Anyway, tomorrow I'll start working on the game again, it was weird not doing anything for it today.  Woke up and was like "Finally a day off! ...what the hell do I do?".

Saturday, June 1, 2013

Today's Progress

Well today I started and more or less finished the final boss fight while I was at work.  Also got some more voice clips from my VA, which sound awesome.  Super thrilled I got a voice actor!

Assuming I don't get called into work tomorrow I'll be making tomorrow my "break day" (finally, haha).  Vidya games, maybe some drinks, and masturbation.  A day fit for royalty.  If I do get called in then I'll probably find time to work on Nagai Yamiji while I'm there.

Either way I think I'll be releasing the next release, V0.2, on Monday.  It'll have music, some sound (including voice acting), and some bug fixes.

Not sure if I'm going to post on this blog every day.  I'll probably just make some short posts with what I accomplished that day or something.  I might post some other things that might interest people who stop by, like maybe game reviews for other H-games, or "Making of" posts for my games...  If'n there's anyone who really cares, feel free to comment to say what you'd like to see here on this blog.

Friday, May 31, 2013

So much for a break

Well today I was called into work, and pulled a nearly 12 hours shift.  And tomorrow is another 12 hour shift!  I'm not actually complaining, I like the extra hours and it's easy work, but it did kinda make my break day non-existent.

Anyway today I got a little work on the game done (I work on it at work if we're not busy).  Fixed a couple bugs, changed some things, and finished the second boss.

Tomorrow I'll hopefully have time to work on it some more.  I want to finish up those H-animations and that last boss.  I'll probably release another version of the demo in the next couple days as well.

Currently planning Sunday to by a day off... but I'll say that and then get called into work again, so I'll play it by ear :P

Thursday, May 30, 2013

Not really

So much for a day off today, haha.  I ended up putting in several hours for the game... tomorrow though... tomorrow I'm going to be lazy as fuck.

But hey, I got plenty of H-animation work done today, so that's good.

Wednesday, May 29, 2013

What's coming

I believe that I've got all the bugs worked out of the current demo, so I've been working on finishing up the game; adding in all the things there's still left to add.

Music is in and works fine, and I'm starting to add some sound effects, so that'll be in the next demo.  I'll start putting in some of the voice clips that my lovely voice actor has provided me with, so that'll increase the overall feel of the game significantly.

I've also been working on more of the H-animations, so some more of those should be in the next demo as well.

They aren't in the demo, but the second and third boss still need to be finished.  The second boss is mostly done, it's just the fine tuning that needs to be worked on really.  The third boss I haven't started yet, but he's all planned out and shouldn't be super hard once I actually sit down and do it.

Haven't gotten started on the CGs yet.  I'm thinking that I'll leave those for last.  I don't have an exact number pinned down for those yet.  It'll be determined by how inspired I am to make them and what ideas for them I can come up with.  I'm thinking at a very minimum there'll be 8, but I'm sure I'll make more than that.

I think tomorrow I'll take a day off.  I've been feeling a little sluggish and I've got work tomorrow morning (I currently work part-time at a pizza joint... fun fun).  I pretty much worked on the game all day today, but I still feel like I didn't get nearly enough done, so a small break should help light my fire again.  Still on schedule for a June release, so that's good.

Tuesday, May 28, 2013

Nagai Yamiji Demo V0.1.3

This is the first publicly available version of Nagai Yamiji.  It's still missing a lot to it, but the core gameplay is still there.

Feel free to submit bug reports or make suggestions, but remember that this is a beta so the final product will have plenty changes.  I haven't tested the game on any different PCs, so different resolutions might cause problems, I'm not sure.

Still to be added:
-CG images on deaths
-Most of the H-animations (at the moment most default to the zombie's, that's not a bug)
-Sound and music

Let me know how the difficulty is.  You can select different difficulty levels, but I'm not sure how well things are balanced at the moment.

Oh and the game does work with at least Xbox 360 controllers, just plug it into a USB port and you should be good to go.

NOTE: The game's an .exe, so anti-virus software will probably hate it.  You'll need to make an exception for the game if you're getting errors or other unexpected behavior.

EDIT: Wow, problems already.  I kinda forgot to test things without the Xbox controller after adding its functionality.  Without one plugged in it lags like a mother!  Also there was an error if you tried to load a game if one didn't exist. Oh well, it's fixed now.  Sorry if anyone already downloaded it :\

EDIT2: Jesus, of course as soon as I release the first demo it's riddled with unforeseen bugs!  Most of it was me being stupid, or assuming things would work because they're too simple to get wrong (big mistake for a programmer, haha).  Anyway things should be fine now... (haha fat chance)