https://www.dropbox.com/s/gcaf140sy.....le_recoded.zip
vore fable 0.0.10_1 is out. feel free to leave comments here to let me know of bugs and all.
NOTICE: still use the debug menu to play
press right on the story mode selection of the main menu to get to it.
changelog:
== 0.0.10
-using SGaudio because gms native audio tools are broken
-replaced mp3 format with ogg
-some more example npcs as interactions and stores can now be run externally!
-inventory drawing is now more efficent
-rewrote the add_item script, it's more better now allowing items to be properly stacked to 20 and fill into the next collumn
-proper graphics for vore tiers indicators
-status effect indicator(shows duration as well,cute lil 15x15 icons for status effects too!)
-added enemy variables
global.enemytype[4,10] //good status duration
global.enemytype[4,11] //bad status duration
-back attacks now properly invert the speed of the party and enemy, so the fastest character moves the slowest!
-gave siera a dragon breath attack in place of a normal attack, it does light damage with a chance of burning
-added a slight pause before battle to show the enemy name and if it's cornered
-removed old info files in the index folders, they were highly outdated
-made external scripts check if the files exists,instead of an error you will now get a message saying so
-began overworld test map and overworld stuff related to it
-halfed random encounters in caves/forests to prevent it from being a slog
-overworld map(test map done)
-more status effects
2-poison (takes away 1/40th hp)
3-burn (takes away 1/30th hp)
4-stun (5/40 chance to stun the affected person and prevent attack, also added framework for doing this)
32767 - heal (heals 5% hp)
32768 - recover (heals 20% hp)
32768 - regenerate (heals 40% hp)
-index_roomnpclist renamed to index_room as it does more than npcs now
-minimap added images for them are in index_room/room#/map.gif or .gmspr
-fixed bug: audio manager stops audio on options menu now
-fixed bug: pred vore still difficult to eat level tier enemies
-fixed bug: items past the 10th inventory slot not being reset to empty slots when item count is equil to zero
-fixed bug: status effects only lasting 1 round
-fixed bug: status effects being set wrong by attacks
-fixed bug: enemies are actually effected by status effects now
-fixed bug: magic selector being absolutely broken and incompatable with back attacks
-fixed bug: made npcs check if their variables exist to prevent crashes from pressing space upon entering a room.
-fixed bug: item menu in battle showing only the first slots item count in every slot that has an item
-fixed bug: team mate vore now does stuff(stat bonuses)
-fixed bug: team mate vore window being out of place
vore fable 0.0.10_1 is out. feel free to leave comments here to let me know of bugs and all.
NOTICE: still use the debug menu to play
press right on the story mode selection of the main menu to get to it.
changelog:
== 0.0.10
-using SGaudio because gms native audio tools are broken
-replaced mp3 format with ogg
-some more example npcs as interactions and stores can now be run externally!
-inventory drawing is now more efficent
-rewrote the add_item script, it's more better now allowing items to be properly stacked to 20 and fill into the next collumn
-proper graphics for vore tiers indicators
-status effect indicator(shows duration as well,cute lil 15x15 icons for status effects too!)
-added enemy variables
global.enemytype[4,10] //good status duration
global.enemytype[4,11] //bad status duration
-back attacks now properly invert the speed of the party and enemy, so the fastest character moves the slowest!
-gave siera a dragon breath attack in place of a normal attack, it does light damage with a chance of burning
-added a slight pause before battle to show the enemy name and if it's cornered
-removed old info files in the index folders, they were highly outdated
-made external scripts check if the files exists,instead of an error you will now get a message saying so
-began overworld test map and overworld stuff related to it
-halfed random encounters in caves/forests to prevent it from being a slog
-overworld map(test map done)
-more status effects
2-poison (takes away 1/40th hp)
3-burn (takes away 1/30th hp)
4-stun (5/40 chance to stun the affected person and prevent attack, also added framework for doing this)
32767 - heal (heals 5% hp)
32768 - recover (heals 20% hp)
32768 - regenerate (heals 40% hp)
-index_roomnpclist renamed to index_room as it does more than npcs now
-minimap added images for them are in index_room/room#/map.gif or .gmspr
-fixed bug: audio manager stops audio on options menu now
-fixed bug: pred vore still difficult to eat level tier enemies
-fixed bug: items past the 10th inventory slot not being reset to empty slots when item count is equil to zero
-fixed bug: status effects only lasting 1 round
-fixed bug: status effects being set wrong by attacks
-fixed bug: enemies are actually effected by status effects now
-fixed bug: magic selector being absolutely broken and incompatable with back attacks
-fixed bug: made npcs check if their variables exist to prevent crashes from pressing space upon entering a room.
-fixed bug: item menu in battle showing only the first slots item count in every slot that has an item
-fixed bug: team mate vore now does stuff(stat bonuses)
-fixed bug: team mate vore window being out of place
Category All / All
Species Unspecified / Any
Size 480 x 416px
File Size 184.9 kB
When I walk into the pond to enter the "sewer dungeon" area, and then climb back up the ladder I get this error:
ERROR in
action number 1
of Draw Event
for object obj_npcCUSTOM:
Trying to draw non-existing sprite.
Not sure why there's an error in that transition, as there didn't used to be. I know the going up the ladder doesn't take you back to the pond entrance even though that's how you got there, but I found the error odd, especially since it's one of thoe errors that forces you to close the program.
ERROR in
action number 1
of Draw Event
for object obj_npcCUSTOM:
Trying to draw non-existing sprite.
Not sure why there's an error in that transition, as there didn't used to be. I know the going up the ladder doesn't take you back to the pond entrance even though that's how you got there, but I found the error odd, especially since it's one of thoe errors that forces you to close the program.
fixed it, if you want to see it fixed before the bug fix go to : data/index/index_room/room7/npc0/data.txt
and change npcID.npcportrate = "path stuff here" to:
npcID.npcportrate="data\index\index_room\room7\npc0\sprite_text.GIF"
and npcID.var_speach[1,2] = "path stuff here" to:
npcID.var_speach[1,2]="data\index\index_room\room7\npc0\script_launchbattle.txt";//script to execute
and the bug will be fixed, already got it fixed on my end
and change npcID.npcportrate = "path stuff here" to:
npcID.npcportrate="data\index\index_room\room7\npc0\sprite_text.GIF"
and npcID.var_speach[1,2] = "path stuff here" to:
npcID.var_speach[1,2]="data\index\index_room\room7\npc0\script_launchbattle.txt";//script to execute
and the bug will be fixed, already got it fixed on my end
Fun game! I don't usually play RPG vorish games.
I've only run into one bug that won't allow Enemies to vore anything, including the rats you lay out, which would then hang the game.
Though I wasn't able to recreate that but I will keep trying to as I didn't put much time into doing so.
Other than that the game seems kinda fast. I don't get time to read any of what goes on during battles. I'm not sure if its due to computer performance as I run at 60fps.
Thanks and I look forward to seeing where this goes.
I've only run into one bug that won't allow Enemies to vore anything, including the rats you lay out, which would then hang the game.
Though I wasn't able to recreate that but I will keep trying to as I didn't put much time into doing so.
Other than that the game seems kinda fast. I don't get time to read any of what goes on during battles. I'm not sure if its due to computer performance as I run at 60fps.
Thanks and I look forward to seeing where this goes.
I like the current update to the game so far, but I have to admit I still miss the actual vore talks that were done in the older versions, especially the out of HP vore talks done by the storm dragon and thief in unbirth. I hope those will make a comeback, maybe tie into some alternate path story or something.
The freezing is caused when you don't make a new save at the stone. When I died like that it did it too. But when you have a save it works and never freezes. Also can I ask how I spend my level points on Vxp? I got enough to level but I seem to not be able to choose prey or pred.
Yeah I figured it out. Didn't know you needed to level the character normally so. Although I have managed to have some sort of bug I think. It's happened with different scenarios, but when the enemies try to eat you it says the type but they never do. Is that like a miss or something in the combat system?
It really, really bothers me how fast-paced everything is compared to the old version. The vore animations are too quick to really enjoy, and the damage being done and whos being hit flash by too fast to really make out easily, not helped by the fact that the grey numbers for the text don't really stand out.
HELP... I've been trying the new update but every time I try to play it, when i use debug on the main menu under "Play Story", I get some weird error that says "ID with no multidrops: 104121 is clearing on?:0" WHAT DO I DOOO??? Also, It has a screen with an empty inventory and i cant move anything. I dont even see the sprites... help me! And please tell me where to put the code... because im new with this. (Be sure to tell me the directions) Thank you!
ID with no multidrops is just a debug message, it means there is an item on that map that will not respawn when picked up, the message you received in your second post is what an error message looks like dear. the first is just a "message". now.... when it comes to the sprites if you appear to be in a corner of some map go back to the main menu by restarting the game and:
with storymode selected on the main menu -> press right while still on the main menu( you have not entered story modes menu just have it selected) -> a debug menu will come up, press space to enter it.
with storymode selected on the main menu -> press right while still on the main menu( you have not entered story modes menu just have it selected) -> a debug menu will come up, press space to enter it.
I also forgot to mention, when I try to use the save in the story mode "Test1", I get this weird error
"ERROR in
action number 28
of Step Event
for object obj_player:
Error in code at line 4:
if instance_nearest(x,y,obj_overworldpathing).x == x and instance_nearest(x,y,obj_overworldpathing).y == y and alarm[11] < 1
^
at position 56: Unknown variable x"
I really want to play this but I can't... be sure to tell me where and what to do.
"ERROR in
action number 28
of Step Event
for object obj_player:
Error in code at line 4:
if instance_nearest(x,y,obj_overworldpathing).x == x and instance_nearest(x,y,obj_overworldpathing).y == y and alarm[11] < 1
^
at position 56: Unknown variable x"
I really want to play this but I can't... be sure to tell me where and what to do.
It's not exactly possible >.> this is made in gamemaker 8, and any tries to port it to studio have failed namely because they've removed most ways to load files so all the modding stuff i worked to put in would need to be removed :/
sadly no, it just barely runs in wine for linux and mac, something i'm very disappointed in. maybe some day i'll remake it in c++ and it'll run better, but as a browser game: probably never.
sadly no, it just barely runs in wine for linux and mac, something i'm very disappointed in. maybe some day i'll remake it in c++ and it'll run better, but as a browser game: probably never.
it's a bit hard to explain but i believe i have some notes on the vore tier wip image a while back.
ah :3
here:
http://www.furaffinity.net/view/9406481/
and
http://www.furaffinity.net/view/9413235/
ah :3
here:
http://www.furaffinity.net/view/9406481/
and
http://www.furaffinity.net/view/9413235/
FA+

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