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[Challenge] Make a short h-game in 72 hours!


MajinLuffy

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Re: [Challenge] Make a short h-game in 72 hours!

I agree with Kyrieru, the no-GOR rule doesn't make too much sense. It doesn't really change too much what you can do in terms of gameplay, because you are just basically saying "make sex a beneficial action for the character". The only creativity needed there is to think of an really original reason for why is that instead of the easier ones like the protagonist is the bad guy you would usually fight against in GoR games, or a heroine that has to do sex stuff for some reason or another to save the world/country/kingdom/sister/whatever.

I'm not saying I'm totally against that rule, but it does end limiting more than actually promoting creativity, I think the time limit is already more than enough incentive.

That being said, I would love to participate but I don't see me having 72 straight free hours in the near future, I'm currently in another country I plan to move in doing the necessary paperwork and also I got crappy wi-fi where I'm currently staying. Same reasons I haven't been posting anything here or working on my games, btw, in case someone is wondering about that. As soon as I get a place and I'm settled I'll check to see if this challenge is still on :D
 
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barreytor

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Re: [Challenge] Make a short h-game in 72 hours!

Not necessarily something just beneficial, it could also be added as something completely aside.
Anyway, that's now been talked a lot about.

Now for something different.
I realized that you can't really track the time from the post date, because it doesn't say more than "x days ago" after a day; so I guess that the people who participate should note down the time they posted so they don't run into the problem of not knowing when the time runs out.

It might also be a problem in checking if someone posts too late, but I guess that's not really going to be an issue.
 

Sithri

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Re: [Challenge] Make a short h-game in 72 hours!

well if you are adamant on making this challenge work, just keep at it till people find it interesting

personally i think anything that brings a community together are just great

i would totally try my hand at this challenge cept my art skills are crap and art is kind of a point in hentai

although over the years i see hentai games with crap art that i enjoy anyways so maybe i should stop letting art be a barrier to entry and just do it
 

LustFire

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Re: [Challenge] Make a short h-game in 72 hours!

i would totally try my hand at this challenge cept my art skills are crap and art is kind of a point in hentai

although over the years i see hentai games with crap art that i enjoy anyways so maybe i should stop letting art be a barrier to entry and just do it
The way your game is presented is equally as important. But don't think too hard about it, because that's a knowledge that should develop naturally.

As for art, we have to struggle between quality and presentation, which are influenced by the artist's direction (for the game). This also influences whether or not we produce enough content, and it's something I'm gonna test myself with (2 more days).
 

azurezero

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Re: [Challenge] Make a short h-game in 72 hours!

my game is done except for the actual hentai bit, but i had to go and get stomach trouble from the chinese curry i had this mor- now yesterday morning (is 2am now)

not sure i'll be able to get an hour interrupted to draw them...


DQ cause no porn but
 

datanony

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Re: [Challenge] Make a short h-game in 72 hours!

Perhaps instead of no hentai at all when playing badly, how about "less" hentai when playing badly but more as player progresses further?
 
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barreytor

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Re: [Challenge] Make a short h-game in 72 hours!

Perhaps instead of no hentai at all when playing badly, how about "less" hentai when playing badly but more as player progresses further?
I don't think I follow what you mean (though probably it's because I just woke up), but is that "less hentai on doing bad, and more than that on doing good"?

I mean, technically I could change the rule to that, but it might be unfair for the people who already started on their challenge participations. (Unless, of course, all of them say that they don't mind or that they want it changed. In which case I'd do it.)
 

Sithri

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Re: [Challenge] Make a short h-game in 72 hours!

personally i think i got a great idea for a game that just has game play hentai

its just a concept but its very basic and no one has done it yet, i just need to figure out how to make it work mechanically without over complicating it

always felt really annoyed about games that have good game play and hentai but had a dividing wall in it

and the ones that had hentai in game play were generally either slow or concentrated too much on one part of the game and ignored another part

the only ones that seemed to work well were either text based or rpgs, hopefully i can break it
 
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nonoplayer

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Re: [Challenge] Make a short h-game in 72 hours!

Just curious if any one knows what are the benefits or disadvantages of making HTML5 games vs say, Flash.
 

datanony

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Re: [Challenge] Make a short h-game in 72 hours!

I don't think I follow what you mean (though probably it's because I just woke up), but is that "less hentai on doing bad, and more than that on doing good"?

I mean, technically I could change the rule to that, but it might be unfair for the people who already started on their challenge participations. (Unless, of course, all of them say that they don't mind or that they want it changed. In which case I'd do it.)
Yeah that's what I meant. E.g. You get only (1) hentai animation at start and playing badly but you unlock more animations as you progress. But this also means play well once (to the end), unlock everything, then play badly.

But yeah, don't change the rules since many have started.
 

LustFire

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Re: [Challenge] Make a short h-game in 72 hours!

I planned a 1 day, 1 CG curriculum. So far it seems to work out well for the short challenge, considering I have a full school schedule. Once I'm done with the game, it might give me a good self-image for production.

WARNING: If you're patient and waiting for the game, DO NOT click the Spoilers Tab. Otherwise, if you wanna comment on it or tell me if this line of quality is justifiable for a total of 3 CGs, feel free (actually, barreytor's got his own H-scenes in development, too).

Actual resolution is 3000px Wide. Game resolution pending.


Ah, also.. I'm not too concerned about anatomy, so does anyone have coloring/shading advice? Would appreciate it.
 
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mayaktheunholy

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Re: [Challenge] Make a short h-game in 72 hours!

I don't think I follow what you mean (though probably it's because I just woke up), but is that "less hentai on doing bad, and more than that on doing good"?

I mean, technically I could change the rule to that, but it might be unfair for the people who already started on their challenge participations. (Unless, of course, all of them say that they don't mind or that they want it changed. In which case I'd do it.)
I for one don't mind, I wouldn't have done GOR anyway. Nothing against it really, just not my thing. :p
 

reddo

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Re: [Challenge] Make a short h-game in 72 hours!

Just curious if any one knows what are the benefits or disadvantages of making HTML5 games vs say, Flash.
HTML5 you'll have to either make everything yourself or use a framework that already had it made, and then you'd have to learn that framework. The nice thing is that it automatically becomes cross-platform, but then you also have to worry about browser compatibility. Although targetting Chrome is good, as Chrome's available on all platforms and works pretty much the same in all of them. I believe browsers lock each window to a single thread too, so HTML5 games would have to not require too many resources, as they'd just not be available most of the time. HTML5 is somewhat new and compatibility with it is kind of iffy, but it's only becoming more common and supported.

Flash already has a good environment for animations and such, but is lacking most things you'd need in a game, so again with the framework issue. I think Flash uses a bit of hardware optimization and has 3d support (I think that was being added to HTML5, but I don't remember if it did happen). Flash is also multi-platform, but a bit more restritctive than HTML5 in that regard. Flash is also dead and should be gone soon enough, with its' market share becoming lower and lower. Adobe actually gave up on it.



I'd say neither is really suitable for game-making, but both can be used for it. I'd say it's easier to develop some text-heavy game with buttons in HTML5, but I'd say it'd also be easier to develop something more action-y on Flash.

That is, of course, just using what comes with the things. Never played with frameworks for either.



I know you didn't ask about it, but Game Maker comes with a whole lot of things to assist in game making, though. Most things you'd use in a game are native and you just need to call them. Its' IDE is also very game-centric and helps a lot. I'm not sure I'd say it'd be good on big projects, though, might get disorganized. I also can't speak for 3d in Game Maker.
 
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Re: [Challenge] Make a short h-game in 72 hours!

To work on html5 you can use the Adobe Edge suite, which is being pimped by adobe as flash's succesor.

Also, flash is far from being dead, it certainly makes no sense to learn it at this point in time, but if you already know it, html5 still has a long way to catch up to flash.

And you can still use AIR to run flash apps as stand alone programs.
 

mayaktheunholy

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Re: [Challenge] Make a short h-game in 72 hours!

HTML5 you'll have to either make everything yourself or use a framework that already had it made, and then you'd have to learn that framework. The nice thing is that it automatically becomes cross-platform, but then you also have to worry about browser compatibility. Although targetting Chrome is good, as Chrome's available on all platforms and works pretty much the same in all of them. I believe browsers lock each window to a single thread too, so HTML5 games would have to not require too many resources, as they'd just not be available most of the time. HTML5 is somewhat new and compatibility with it is kind of iffy, but it's only becoming more common and supported.

Flash already has a good environment for animations and such, but is lacking most things you'd need in a game, so again with the framework issue. I think Flash uses a bit of hardware optimization and has 3d support (I think that was being added to HTML5, but I don't remember if it did happen). Flash is also multi-platform, but a bit more restritctive than HTML5 in that regard. Flash is also dead and should be gone soon enough, with its' market share becoming lower and lower. Adobe actually gave up on it.



I'd say neither is really suitable for game-making, but both can be used for it. I'd say it's easier to develop some text-heavy game with buttons in HTML5, but I'd say it'd also be easier to develop something more action-y on Flash.

That is, of course, just using what comes with the things. Never played with frameworks for either.



I know you didn't ask about it, but Game Maker comes with a whole lot of things to assist in game making, though. Most things you'd use in a game are native and you just need to call them. Its' IDE is also very game-centric and helps a lot. I'm not sure I'd say it'd be good on big projects, though, might get disorganized. I also can't speak for 3d in Game Maker.
Construct 2 makes HTML5 games, is just as robust as Game Maker, and requires no scripting knowledge. I prefer it to Game Maker, it is faster for me. (not saying it would be for everyone)
 
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TitanAnteus

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Re: [Challenge] Make a short h-game in 72 hours!

Just curious if any one knows what are the benefits or disadvantages of making HTML5 games vs say, Flash.
... hmmm...
HTML5 is less CPU heavy than flash in most cases since flash is primarily vector orientated. HTML5 also runs off of javascript which has a lot libraries so it's a lot easier to do a lot of different things. Flash has its own programming language so if you want any extra functionality you're going to have to ask adobe... however... this is adobe we're talking about. They've basically got you covered on most fronts.

The BIGGEST difference though is:
HTML5 works quite literally everywhere. Flash games work on modern PCs but you have to install the flash module. HTML5's dependency is on the browser so if you have chrome on your phone. You can view HTML5.
Construct 2 makes HTML5 games, is just as robust as Game Maker, and requires no scripting knowledge. I prefer it to Game Maker, it is faster for me. (not saying it would be for everyone)
Good luck on memory management. Making anything bigger than a 10 MB game will be a challenge through HTML5 especially since it's a browser specific and is therefore hardware independent. I mean sure you can get around that by using some OpenGL libraries but that's just for graphics. I'd recommend HTML5 when you're making a small game... 10MB or less most likely. Anything more and you should look at different avenues.
 
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imercenary

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Re: [Challenge] Make a short h-game in 72 hours!

These are remarkably limiting rules given the lack of forewarning and high demands set.
Seriously, don't set a "no-GOR" rule. It just make you look like an trolling asshat.

That said, this "competition" is pretty much only for people who have already started/have the fundamental base of a game established already (for various reasons). Most Ludum Dare (which I assume inspired this) participants have projects in the works before they join the competition. Its usually nothing more than a matter of modding their existing game to match the competition's theme and then submitting it. (Its common for repeat participants to flat-out admit that this is what they do)
 

azurezero

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Re: [Challenge] Make a short h-game in 72 hours!

That said, this "competition" is pretty much only for people who have already started/have the fundamental base of a game established already (for various reasons). Most Ludum Dare (which I assume inspired this) participants have projects in the works before they join the competition. Its usually nothing more than a matter of modding their existing game to match the competition's theme and then submitting it. (Its common for repeat participants to flat-out admit that this is what they do)
this is true, but i wouldnt want to waste my concepts on a competition that wouldnt make any money when i'm almost out of it...
 

mayaktheunholy

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Re: [Challenge] Make a short h-game in 72 hours!

... hmmm...
Good luck on memory management. Making anything bigger than a 10 MB game will be a challenge through HTML5 especially since it's a browser specific and is therefore hardware independent. I mean sure you can get around that by using some OpenGL libraries but that's just for graphics. I'd recommend HTML5 when you're making a small game... 10MB or less most likely. Anything more and you should look at different avenues.
My games are a lot more than 10MB. For this game just one h-animation is 13 MB. Not that memory management isn't an issue, just wanted to point out it depends on what makes up those MB's. It's just like any other engine, it has advantages and disadvantages, and optimization is something to think about.

That said, this "competition" is pretty much only for people who have already started/have the fundamental base of a game established already (for various reasons). Most Ludum Dare (which I assume inspired this) participants have projects in the works before they join the competition. Its usually nothing more than a matter of modding their existing game to match the competition's theme and then submitting it. (Its common for repeat participants to flat-out admit that this is what they do)
This is simply not true. I started completely from scratch and finished with time to spare (not much though). The only thing I didn't do is compose the music (which I've never attempted). Everything else, the animations, all the sprites, all the code I made in 72 hours. Even the idea for the game was spur of the moment.

That being said, I'm going to do a playthrough or two to make sure there's no glaring bugs, then I'll upload. Only four stages for now, a few things took longer than I thought they would. All 4 H-scenes are animated though.
 
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barreytor

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Re: [Challenge] Make a short h-game in 72 hours!

I have the feeling I won't have the full thing done when my time ends, but at least I'm going to give it a shot.
Nice to know someone's already done with theirs though.
 
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