What's new

PM21

Grim Reaper
Joined
Oct 29, 2011
Messages
421
Reputation score
98
Re: Aylia's Story - English H-Game Goodness!

The mushrooms are in the first area before you even encounter an enemy, and it takes two fights to level up once, whereupon you start to deal a lot more damage with each hit. Not to mention you can use Bogwort's offensive spell. It's not supposed to seem easy at first, which is enforced by the dialogue about how her muscles ache and that she sinks clumsily into a fighting stance. I needed a mushroom in the second fight, but beyond that it was much simpler.

I don't think the mushrooms had that pulsating effect to catch the player's eye, but I don't think the battle system should be tweaked at all. If a player doesn't explore the area and makes it harder or maybe just simply does not understand the mechanics of RPG Maker, I believe the game should still not be brought down to a beginner level. Chances are a player found out about it from one of these forums where there are plenty of people to ask. And if the player is just being lazy and not reading tutorials and mashing through battles, well then there is certainly no reason to reinforce that behavior and make the game suffer.

The hit to miss ratio on bats might be a little too much in favor of misses, but I understand it's because they are flying enemies, and Aylia was only level 2. And Bogwort's Fizzlepoof has a high chance to critical on the bats for a 1HKO. Once I was outside and fighting snakes, I didn't have any issue whatsoever.

Besides, mushrooms heal to full health anyway.
 

AExMachina

Tentacle Monster
Joined
May 18, 2012
Messages
350
Reputation score
32
Re: Aylia's Story - English H-Game Goodness!

The problem in making the early game fights difficult is that there's nowhere to retreat to, no gear upgrades to find/buy (well, there's one or two but they hardly make a huge difference) and no other source of healing than the easy-to-miss mushrooms. Making the mushrooms blink like the flowers do or giving them the glowing spark marker would probably go a long way of alienating new players through having problems with combat, though.
 
OP
YummyTiger

YummyTiger

Tentacle God
Joined
Feb 7, 2014
Messages
831
Reputation score
296
Re: Aylia's Story - English H-Game Goodness!

The problem in making the early game fights difficult is that there's nowhere to retreat to, no gear upgrades to find/buy (well, there's one or two but they hardly make a huge difference) and no other source of healing than the easy-to-miss mushrooms. Making the mushrooms blink like the flowers do or giving them the glowing spark marker would probably go a long way of alienating new players through having problems with combat, though.
Yea, I'm going to switch the mushrooms to blinking like the other plants. That was an oversight. You are right on the nowhere to go or retreat, but you have to really get unlucky or battle foolishly to die before level 2. And with the mushrooms, it is really hard to not make it to Zalran.

Eventually, I plan on taking death out of the game altogether, meaning that losing a battle will not result in a game over. I just have not had time to set that up, and I don't know exactly how I'm going to do it yet. I think this is especially necessary due to what I wrote above, that certain areas will be too tough at the onset, but you won't really know which areas until you explore. I don't want it to be annoying when you hit a tougher area and die.
 

DwDuck

Jungle Girl
Joined
May 23, 2011
Messages
46
Reputation score
2
Re: Aylia's Story - English H-Game Goodness!

Yea, I'm going to switch the mushrooms to blinking like the other plants. That was an oversight. You are right on the nowhere to go or retreat, but you have to really get unlucky or battle foolishly to die before level 2. And with the mushrooms, it is really hard to not make it to Zalran.

Eventually, I plan on taking death out of the game altogether, meaning that losing a battle will not result in a game over. I just have not had time to set that up, and I don't know exactly how I'm going to do it yet. I think this is especially necessary due to what I wrote above, that certain areas will be too tough at the onset, but you won't really know which areas until you explore. I don't want it to be annoying when you hit a tougher area and die.
Once I found out about the mushrooms everything was fine. As for the "losing a battle resulting in game over" I personally like to have the option to chose if it's "Game Over" -> Main Menu or just "Load" the latest savegame.
Simply reviving at the edge of the screen tends to make games very easy in my p.o.v.
 

Perfeccia Ars

Demon Girl
Joined
Apr 19, 2015
Messages
83
Reputation score
15
Re: Aylia's Story - English H-Game Goodness!

Eventually, I plan on taking death out of the game altogether, meaning that losing a battle will not result in a game over. I just have not had time to set that up, and I don't know exactly how I'm going to do it yet.
You mean how to eliminate the game over after battle?

The way I do it is going into "Battle processing", select the branch "if party loses" and make the events there.

For example: "If party loses"-"teleport (to where you start in the game or an inn)"-"display text(for something like the MC being mocked for losing)" and then "full recovery"

Sorry if that isn't what you mean, just thought it might help.
 
OP
YummyTiger

YummyTiger

Tentacle God
Joined
Feb 7, 2014
Messages
831
Reputation score
296
Re: Aylia's Story - English H-Game Goodness!

You mean how to eliminate the game over after battle?

The way I do it is going into "Battle processing", select the branch "if party loses" and make the events there.

For example: "If party loses"-"teleport (to where you start in the game or an inn)"-"display text(for something like the MC being mocked for losing)" and then "full recovery"

Sorry if that isn't what you mean, just thought it might help.
Thanks, it does help. I'd not gotten around to trying to implement it either. I was referring to figuring out the game mechanic behind losing, but this helps as well.

@DwDuck: It would not be simply restart at the map edge. It would be something like "Death has consequences," if you played that mod in Skyrim. Could be Aylia is captured, could be Bogwort teleports her away but they lost a fraction of their gold in the process, etc. Most people will probably just reload, but for those Ironman players :)
 

lazycat

Lurker
Joined
Feb 27, 2009
Messages
4,165
Reputation score
641
Re: Aylia's Story - English H-Game Goodness!

Thanks, it does help. I'd not gotten around to trying to implement it either. I was referring to figuring out the game mechanic behind losing, but this helps as well.

@DwDuck: It would not be simply restart at the map edge. It would be something like "Death has consequences," if you played that mod in Skyrim. Could be Aylia is captured, could be Bogwort teleports her away but they lost a fraction of their gold in the process, etc. Most people will probably just reload, but for those Ironman players :)
Well, if you make it so Aylia is captured, I don't think everyone will reload *wink wink*

Alternatively have certain event require losing/failing.

For example if a quest want you to pick up a 'rare flower' which actually contains ingredient for a potent aphrodisiac.
If Aylia succeeds, she'll be horny and have options on getting it out of her system. (masturbate, find a partner)
If she fails, the rival will be the one in heat...and if Aylia runs into her she might assault Aylia...
 

kR1pt0n1t3

Tentacle God
Joined
Dec 14, 2011
Messages
1,298
Reputation score
572
Re: Aylia's Story - English H-Game Goodness!

You mean how to eliminate the game over after battle?

The way I do it is going into "Battle processing", select the branch "if party loses" and make the events there.

For example: "If party loses"-"teleport (to where you start in the game or an inn)"-"display text(for something like the MC being mocked for losing)" and then "full recovery"

Sorry if that isn't what you mean, just thought it might help.
Is this the default? What happens if you set up in script and set up if lose in event? Which one will take priority?
 

Perfeccia Ars

Demon Girl
Joined
Apr 19, 2015
Messages
83
Reputation score
15
Re: Aylia's Story - English H-Game Goodness!

Is this the default? What happens if you set up in script and set up if lose in event? Which one will take priority?
Is the best way, that's what events are for, scripts are for more complicated things that are not possible for events.

The script takes priority and it activates always after losing. In this case after the script finishes the event starts, so if you do the same thing in script and event, it just happens twice.
 
OP
YummyTiger

YummyTiger

Tentacle God
Joined
Feb 7, 2014
Messages
831
Reputation score
296
Re: Aylia's Story - English H-Game Goodness!

Hello everyone. Updated the first post with the final prologue. It is essentially the SAME prologue you've already played, but with the finished battle system in place, message bust improvements, and better dialogue editing. It is probably not worth another playthrough if you've already played it, but I figured for any newcomers, I might as well upload the much more complete version. If you want to see the battle system, you can also give it a whirl. There is NO battle H in the prologue, but there will be in chapter 1.

I'll let everyone know and update the thread title when chapter 1 is released. Thanks for your patience and all the wonderful support!
 

Sergejim

Mystic Girl
Joined
Jun 2, 2011
Messages
200
Reputation score
13
Re: Aylia's Story - English H-Game Goodness!

There's a small display bug when reaching Game Over screen: it isn't scaled properly wihtin screen.
 
OP
YummyTiger

YummyTiger

Tentacle God
Joined
Feb 7, 2014
Messages
831
Reputation score
296
Re: Aylia's Story - English H-Game Goodness!

There's a small display bug when reaching Game Over screen: it isn't scaled properly wihtin screen.
That's because in the final game (and in the chapter 1 version) there will not be game overs. I just have not set that portion up yet.

Thanks for the report though! What killed you?
 

MaZeW

Jungle Girl
Joined
Sep 26, 2011
Messages
10
Reputation score
0
Re: Aylia's Story - English H-Game Goodness!

In the Status menu under biography Aylias Headline is just "Aylia the". Pretty sure it is not supposed to be that way
 

PM21

Grim Reaper
Joined
Oct 29, 2011
Messages
421
Reputation score
98
Re: Aylia's Story - English H-Game Goodness!

--------

Edit: Question: is there any way to increase the window?
In this one it's good ole Alt + Enter to fullscreen, unless you were looking for more variable window sizes then I don't think there is an option.
 
OP
YummyTiger

YummyTiger

Tentacle God
Joined
Feb 7, 2014
Messages
831
Reputation score
296
Re: Aylia's Story - English H-Game Goodness!

I could look at adding the variable window size script. I don't think it has a very large footprint, so could be super easy to add. I just was not sure how the art scaled in RPG Maker. The art is actually drawn larger and then I have to reduce it to 640x480 :-(
 

saga55555

Evard's Tentacles of Forced Intrusion
Joined
Apr 3, 2010
Messages
712
Reputation score
85
Re: Aylia's Story - English H-Game Goodness!

I'm happy that I don't see default rpg/maker rat in this game :p

I think it's would be good if Aylia change to hurt animation when she take damage and image shake effect ;)
 

Byzantine2014

Tentacle God
Joined
Oct 31, 2014
Messages
2,962
Reputation score
5,335
Re: Aylia's Story - English H-Game Goodness!

I'm happy that I don't see default rpg/maker rat in this game :p

I think it's would be good if Aylia change to hurt animation when she take damage and image shake effect ;)
Image shake.... How about one specific part shake :D

Really enjoyed the gameplay, the combat wasn't too difficult (perhaps even too easy if you use a good strategy with Bogwort) and the writing witty. Also there was one new h-scene, so it was completely worth playing it again, YT!

If anything, the only thing I'd suggest would be maybe having the battle menu start where the previous choice was made. Only really minor, though.
 

Ericridge

Tentacle God
Joined
Feb 5, 2012
Messages
2,325
Reputation score
164
Re: Aylia's Story - English H-Game Goodness!

Decided to participate in debugging.

And I found one rather quick I think.

When the introduction reaches the option Watch Introduction or Skip Introduction, I select watch Introduction and the game crashes.

I reload and attempt to watch it again, and it crashes again with same results.
 
OP
YummyTiger

YummyTiger

Tentacle God
Joined
Feb 7, 2014
Messages
831
Reputation score
296
Re: Aylia's Story - English H-Game Goodness!

Decided to participate in debugging.

And I found one rather quick I think.

When the introduction reaches the option Watch Introduction or Skip Introduction, I select watch Introduction and the game crashes.

I reload and attempt to watch it again, and it crashes again with same results.
Odd, works fine for me. Maybe a codec issue? I'll see if anyone else posts about it. Also, perhaps it is something screwy with the compressing and releasing the game. The video is an ogv file that does not get included in the encrypted file.

@saga55555 & Byzantine2014: Definitely would love to add dodge/hit graphics, or a nice little boobie shake (actually, that one is more likely), but that would fall low on priorities. It would add additional graphic requirements to each outfit. My main focus is on getting plenty of enemy H attacks and Aylia sex appeal skills. I do REALLY love ScaleGarden's use of a variety of images and breast bouncing in battles. Perhaps it'll be something I add in as a final feature or something I look more in-depth at for future games. I am practicing a little animation when I can, that's why Aylia's boobs bounce when she first appears naked. That's me practicing :)
 

saga55555

Evard's Tentacles of Forced Intrusion
Joined
Apr 3, 2010
Messages
712
Reputation score
85
Re: Aylia's Story - English H-Game Goodness!

@saga55555 & Byzantine2014: Definitely would love to add dodge/hit graphics, or a nice little boobie shake (actually, that one is more likely), but that would fall low on priorities. It would add additional graphic requirements to each outfit. My main focus is on getting plenty of enemy H attacks and Aylia sex appeal skills. I do REALLY love ScaleGarden's use of a variety of images and breast bouncing in battles. Perhaps it'll be something I add in as a final feature or something I look more in-depth at for future games. I am practicing a little animation when I can, that's why Aylia's boobs bounce when she first appears naked. That's me practicing :)
For me, at least hurt image. You only change her eyes closed, mouth opening, red blush. And you can use this face image to other outfits.
 
Top