
Due to multiple harddrive failures, and only specific backups of older versions, I don't really have the files for these anymore. Terrorsaurzilla on eka's portal seems to have the latest versions of both versions, so I'll be providing the links here.
https://aryion.com/forum/viewtopic......fable#p2728356 Thread with original links.
http://www.mediafire.com/file/67yj3.....e+Fable+15.zip : version 14.7 pre reconstruction.
http://www.mediafire.com/file/yg8o9.....le+Recoded.zip : Newest version: 11.2
== Old info and links, none likely work anymore.
https://www.dropbox.com/s/l9og6u6ta.....011_2.zip?dl=0
bug fixes:
== 0.0.11_2
-rooms with save points automatically change your gameover return room to them ( namely so you cannot break the story too easily )
-changed first battle to be a 1 on 1 fight between the storm dragon and siera due to a gameover bug if siera dies but the hero is vored.
-FIXED BUG: "tree screen" bug when ending a battle in the forest after entering the save hut. the gameover respawn object was considered "persistent" and would leave the room with you causing it to respawn you during the battle as well as remove your X and Y position stores in memory thus putting you at x0 y0 in the room.
-FIXED BUG: you now go back to the start of the previous cut scene if you die during the tutorial fight, not all the way back to the title screen
== 0.0.11_1
-FIXED BUG: two sieras spawning when you exit the tram during the intro.
-FIXED BUG: out of bounds array when leveling up
description from version 0.0.11 :
consider this a pre-release for update 0.1.0 which will include the end of chapter 1, i wanted to get this out to get rid of any thoughts i had given up on vf or left it to stagnate forever it's not very far into the story mode, and it is slightly buggy, but any help for version 0.1.0 is certainly wanted!
changelog
==0.0.11
-began story mode
-added npcs can now directly run code through var_speach[page,2] as well as a script file, by just writing the code in a string instead of an address.
-added global.canpause = true or false it's use is obvious
-added "event" npcs, that trigger when you walk over them. use obj_npcINSTANTCUSTOM instead of obj_npcCUSTOM when defining an npc to make one
-added a gamma slider so brightness can be consistance across displays
-added the ability for custom npcs to change their own sprite index and bypass the automatic sprite chooser by using npcID.npcsprite="NO"
-added obj_fadeCUSTOM as an object for making default fades, an example is in the room19 siera2 NPC
-added obj_stringinputbox for player inputs such as namign the character, it outputs the collected string to: global.stringreturned
-added a function called scr_copystats() it's first argument is the source hero, the second is the destination hero, third is true or false on if the name and vore stats should be copied, and finally true or false if equipment should be copied
-added fps to window caption
-added LOADING FIX configuration option in the config.ini , if you have trouble loading the game (loading screen takes 20 minutes or something) try this instead, this will fix loading in linux (probably)
-added an alpha effect when the player is behind an object showing where they are
-added the ability to decide enemy sprites through the new xml files
-added volume control in the options menu ( not all sounds may comply with it but i'll make sure to fix them when they are pointed out!)
-added obj_npcRANDOMCUSTOM it will choose a random sprite based on location and is talkable on all sides
-added npc_randomtext.xml to room files, this file allows obj_npcRANDOMCUSTOM to have random lines in a section of story
-added obj_shopkeeperRANDOMCUSTOM simmiler to obj_npcRANDOMCUSTOM but not talkable and uses diffrent sprites
-CHANGE: enemies now preform a basic attack when they cannot vore instead of "didn't make a dent"
-CHANGE: all enemies now use XML script for their index files
-CHANGE: items now use folders for seperation and are XML based with executable .txt files for scripts and such
-CHANGE: custom items are now capped(default) at 1000 and not 65535, this is so the loading time is bearable, it can be changed in the config.ini if you want to use mods with higher item indexs
-CHANGE: changed equipment items from slots 10000 to 100 and on
-CHANGE: enemy encounters can no longer happen one after another the minimum is now at least 5 steps up to 30.
-NERF: lowered the storm dragons stats so it can be beaten easily by a party of 2 at level 1
-FIXED BUG: custom npcs bugging out if they do not have a sprite defined(or the file of the sprite does not exist)
-FIXED BUG: custom npcs will now change depth acording to if the player is in front or being them.
-FIXED BUG: commas were showing up as periods
-FIXED BUG: vxp exploit confirmed fixed
-FIXED BUG: fixed a 1 in 100 chance that if the claiming chance was equil to 76 the game would lock up unable to decide what "frame" the bar should be on
https://aryion.com/forum/viewtopic......fable#p2728356 Thread with original links.
http://www.mediafire.com/file/67yj3.....e+Fable+15.zip : version 14.7 pre reconstruction.
http://www.mediafire.com/file/yg8o9.....le+Recoded.zip : Newest version: 11.2
== Old info and links, none likely work anymore.
https://www.dropbox.com/s/l9og6u6ta.....011_2.zip?dl=0
bug fixes:
== 0.0.11_2
-rooms with save points automatically change your gameover return room to them ( namely so you cannot break the story too easily )
-changed first battle to be a 1 on 1 fight between the storm dragon and siera due to a gameover bug if siera dies but the hero is vored.
-FIXED BUG: "tree screen" bug when ending a battle in the forest after entering the save hut. the gameover respawn object was considered "persistent" and would leave the room with you causing it to respawn you during the battle as well as remove your X and Y position stores in memory thus putting you at x0 y0 in the room.
-FIXED BUG: you now go back to the start of the previous cut scene if you die during the tutorial fight, not all the way back to the title screen
== 0.0.11_1
-FIXED BUG: two sieras spawning when you exit the tram during the intro.
-FIXED BUG: out of bounds array when leveling up
description from version 0.0.11 :
consider this a pre-release for update 0.1.0 which will include the end of chapter 1, i wanted to get this out to get rid of any thoughts i had given up on vf or left it to stagnate forever it's not very far into the story mode, and it is slightly buggy, but any help for version 0.1.0 is certainly wanted!
changelog
==0.0.11
-began story mode
-added npcs can now directly run code through var_speach[page,2] as well as a script file, by just writing the code in a string instead of an address.
-added global.canpause = true or false it's use is obvious
-added "event" npcs, that trigger when you walk over them. use obj_npcINSTANTCUSTOM instead of obj_npcCUSTOM when defining an npc to make one
-added a gamma slider so brightness can be consistance across displays
-added the ability for custom npcs to change their own sprite index and bypass the automatic sprite chooser by using npcID.npcsprite="NO"
-added obj_fadeCUSTOM as an object for making default fades, an example is in the room19 siera2 NPC
-added obj_stringinputbox for player inputs such as namign the character, it outputs the collected string to: global.stringreturned
-added a function called scr_copystats() it's first argument is the source hero, the second is the destination hero, third is true or false on if the name and vore stats should be copied, and finally true or false if equipment should be copied
-added fps to window caption
-added LOADING FIX configuration option in the config.ini , if you have trouble loading the game (loading screen takes 20 minutes or something) try this instead, this will fix loading in linux (probably)
-added an alpha effect when the player is behind an object showing where they are
-added the ability to decide enemy sprites through the new xml files
-added volume control in the options menu ( not all sounds may comply with it but i'll make sure to fix them when they are pointed out!)
-added obj_npcRANDOMCUSTOM it will choose a random sprite based on location and is talkable on all sides
-added npc_randomtext.xml to room files, this file allows obj_npcRANDOMCUSTOM to have random lines in a section of story
-added obj_shopkeeperRANDOMCUSTOM simmiler to obj_npcRANDOMCUSTOM but not talkable and uses diffrent sprites
-CHANGE: enemies now preform a basic attack when they cannot vore instead of "didn't make a dent"
-CHANGE: all enemies now use XML script for their index files
-CHANGE: items now use folders for seperation and are XML based with executable .txt files for scripts and such
-CHANGE: custom items are now capped(default) at 1000 and not 65535, this is so the loading time is bearable, it can be changed in the config.ini if you want to use mods with higher item indexs
-CHANGE: changed equipment items from slots 10000 to 100 and on
-CHANGE: enemy encounters can no longer happen one after another the minimum is now at least 5 steps up to 30.
-NERF: lowered the storm dragons stats so it can be beaten easily by a party of 2 at level 1
-FIXED BUG: custom npcs bugging out if they do not have a sprite defined(or the file of the sprite does not exist)
-FIXED BUG: custom npcs will now change depth acording to if the player is in front or being them.
-FIXED BUG: commas were showing up as periods
-FIXED BUG: vxp exploit confirmed fixed
-FIXED BUG: fixed a 1 in 100 chance that if the claiming chance was equil to 76 the game would lock up unable to decide what "frame" the bar should be on
Category Artwork (Digital) / Vore
Species Unspecified / Any
Size 480 x 416px
File Size 165.3 kB
When you level up and you have a character vored the vored character displays over top of the level up screen. In addition it will show level-up screens for characters not even in the party. In a similar vein, scrolling through characters in the pause menu will quickly cycle through all characters in the game and wrap around to the first one in the part it comes across. I imagine that's more of a workaround to an engine limitation than an actual bug though.
While you have an enemy vored and you play the vore minigame for a bit so that your character is completely 'relaxes' and the enemy has not escaped, you can get your character's umm.. 'vore meter' to go off the scale towards the left/relaxing side. I wonder if there should be some kind of benefit to being completely relaxed while an enemy is being vored, or even digesting....
Don't know if I'm the only one experiencing this, but my antivirus program, Norton 360, is telling me that the vorefable_recoded.exe is not safe and won't let me launch it. I didn't have this problem with Norton 360 and the previous version of vorefable on my previous laptop, so I don't know what's going on. And I'm hesitant to disable Norton just to launch vorefable...
considering it's norton? i think that's more the issue than anything. I'll scan the source file on my end to check it out and be sure it's not a real problem beyond a false positive. ultimately it is up to you if you wish to add an exception from norton's file scanner so you can run it.
Ended up disabling the anti-virus protection just long enough to launch the file. It's just the initial attempt to launch it that Norton blocks. It doesn't stop the program after the launch, so that's good.
I haven't encountered any problems so far...other than the fact that I have no idea where to go once morning arrives. Also, I get error messages whenever I use the tail vore and anal vore options for Siera. There doesn't seem to be any sprites for those options when I press ignore for on those error messages and the space bar spamming spree begins.
I haven't encountered any problems so far...other than the fact that I have no idea where to go once morning arrives. Also, I get error messages whenever I use the tail vore and anal vore options for Siera. There doesn't seem to be any sprites for those options when I press ignore for on those error messages and the space bar spamming spree begins.
*Having a monster attack from behind can really skew the battle, even past the first hit, and can even cause them to attack and digest 3-5 times faster than normal (not sure if intentional)
*Related to previous; the game can sometimes skip the player's turn, this seems to happen when the monster has their turn at the same time
*Monster currently seem to be all one-trick-ponies; after doing one vore attack with the player escaping afterwards they won't use a different kind
*I've seen a bug that has the enemy try and use a vore attack, only for it not to do anything, then afterwards cycling through all of them in latter actions with the same effect.
*during one fight, a Roc attempted use devour, but the animation went slightly past the player, then froze before the attack landed. (only happened once so far)
*Looking forward to seeing more of this!
That's all from me for now~
*Related to previous; the game can sometimes skip the player's turn, this seems to happen when the monster has their turn at the same time
*Monster currently seem to be all one-trick-ponies; after doing one vore attack with the player escaping afterwards they won't use a different kind
*I've seen a bug that has the enemy try and use a vore attack, only for it not to do anything, then afterwards cycling through all of them in latter actions with the same effect.
*during one fight, a Roc attempted use devour, but the animation went slightly past the player, then froze before the attack landed. (only happened once so far)
*Looking forward to seeing more of this!
That's all from me for now~
Thanks a lot, I'll have to continue working on my hero mod after I finish up this enemy mod. Very fun game by the way, the ability to mod my own characters is probably the best part. Keeps the game fresh and more addicting. The only thing I really need to figure out now is exactly how the attacks work. I figured most of it out but I can't figure out where exactly in the code determines the chance of a curtain Vore move if the character has multiple.
this game has barely been optimized for wine dear, i know, i use Linux half the time, as well as on my server. Hell you need to set an option in the config to get the ting to load properly otherwise it takes upwards of 9 hours to start up. his one isn't like the megaman game mostly due to how complex it is in comparison.
http://www.furaffinity.net/view/127.....che=1392139278
Posted a mod finally. Hopefully I did it right, if not just let me know. I never really posted anything on furaffinity yet
Posted a mod finally. Hopefully I did it right, if not just let me know. I never really posted anything on furaffinity yet
http://www.4shared.com/zip/HS626Wum.....e_recoded.html
This link should work, be weary however as I am unsure how trustworthy 4shared is now that i come back to it.
This link should work, be weary however as I am unsure how trustworthy 4shared is now that i come back to it.
excuse me Darklord92, if that's what you preferred to be called, but as I was trying to make animations for a new character I was working and seem to have run into a problem I can't seem to get around. The character loads and everything but for some reason as the animation loops bits of pixels don't show for some frames, not sure if that's just a technical error or if I just don't know what I'm doing. I was getting a bit fancy and made the animation for the "stand" file which doesn't have a animation. I've tested this before though and it would work usually except for now. you wouldn't happen to know why it would be messing up would you?
hmmm I wouldn't be 100% certain as I've not done much with vorefable recently, but I'd be happy to see if i can find a fix if you send the data over. I just can't be certain without knowing if the file just hates gamemaker or if there is a deeper flaw in my own code that needs a fix.
When trying to load up the gamefrom the .exe file, it gives me this error code.
___________________________________________
ERROR in
action number 1
of Create Event
for object obj_bootloader:
Error defining an external function.
Trying to ignore it gives the same message.
___________________________________________
ERROR in
action number 1
of Create Event
for object obj_bootloader:
Error defining an external function.
Trying to ignore it gives the same message.
got a new link up, but... uh... It's been so long that I've no clue period if this is the right files or not. Hell. if you've got a .gmk file in there you've got the ancient and bad as fuck source code. I'm not too merfed if that leaks though. As said.... It's been long enough that I don't even know what is what in it.
I know it's probably been an eternity since you've at all looked at this and I'm not even sure if you've any intention to hear what I have to say, but I think the dropbox link is linking to what appears to be a much older version of the game (pre-reconstruction) and was wondering if there was perhaps any other way to acquire it seeing as how promising of a game it appears. The version in the top-left corner reads "Alpha 0.0.11_2", but the mechanics and graphics give me the impression of perhaps a different version than the one you intended to post.
https://imgur.com/a/w4McPyG
After all of the effort you must have put into this game, and from the quality of work you've produced from packrat, I would reckon it would be a shame if others were not able to enjoy the content you've created.
Apologies again for bumping this, and thank you for your consideration.
https://imgur.com/a/w4McPyG
After all of the effort you must have put into this game, and from the quality of work you've produced from packrat, I would reckon it would be a shame if others were not able to enjoy the content you've created.
Apologies again for bumping this, and thank you for your consideration.
I'm pretty sure the original files have been lost at this point, unless i ask with a certain friend, I'll see about that. Otherwise.... I've been through four or so harddrive changes now. Vorefable is also a project i resent working on, as the sheer level of requests and buckling to other peoples demands nearly put me off making games entirely. So i'm unsure if i cared to actually put effort into backing up a project i had no intention to ever go back to.
Going to post those links, thanks to the one who posted them on eka's portal in this thread: https://aryion.com/forum/viewtopic......fable#p2728356
download links:
http://www.mediafire.com/file/67yj3.....e+Fable+15.zip : version 14.7 pre reconstruction.
http://www.mediafire.com/file/yg8o9.....le+Recoded.zip Newest version: 11.2
download links:
http://www.mediafire.com/file/67yj3.....e+Fable+15.zip : version 14.7 pre reconstruction.
http://www.mediafire.com/file/yg8o9.....le+Recoded.zip Newest version: 11.2
Found another upload of version 0.11.2, thanks to cogo who posted it in the comments of his modded enemy submission : http://www.furaffinity.net/view/179.....#cid:119271165
It is another version of 0.11.2, but this one is more stable like no sudden teleportations to somewhere else when you walk into one of the broken map borders.
To save in this version, you need to make a Saves directory in the data directory, then saving will work.
This version is from before the storyline and the map got reworked a final time.
Link to download (thanks to cogo for uploading it) : https://mega.nz/#F!KJtHWKCI!Plj3eC-35v_16U-AgvRR4w : Version 0.11.2
To have siera in the party, debug mode has to be used (by clicking right arrow on the menu when you have story mode selected.)
For custom enemies, when starting the game through debug, go directly down from where your character spawned, you can enter debug town that way. In debug town theres a plaform with a glowing green B, thats the enemy spawner.
The numbers of the enemys that can be spawned are:
0 : storm dragon
1 : roc
2 : wolf
3 : vacuum worm
5 : minotaur
200 : Mercus the three tailed fox, custom enemy by cogo.
1000 : Siera big dragon form
1001 : Thief enemy
Custom enemy downloads that still work:
http://www.furaffinity.net/view/17982520/ by cogo
http://www.furaffinity.net/view/8574707/ by Rake_Vuril
It is another version of 0.11.2, but this one is more stable like no sudden teleportations to somewhere else when you walk into one of the broken map borders.
To save in this version, you need to make a Saves directory in the data directory, then saving will work.
This version is from before the storyline and the map got reworked a final time.
Link to download (thanks to cogo for uploading it) : https://mega.nz/#F!KJtHWKCI!Plj3eC-35v_16U-AgvRR4w : Version 0.11.2
To have siera in the party, debug mode has to be used (by clicking right arrow on the menu when you have story mode selected.)
For custom enemies, when starting the game through debug, go directly down from where your character spawned, you can enter debug town that way. In debug town theres a plaform with a glowing green B, thats the enemy spawner.
The numbers of the enemys that can be spawned are:
0 : storm dragon
1 : roc
2 : wolf
3 : vacuum worm
5 : minotaur
200 : Mercus the three tailed fox, custom enemy by cogo.
1000 : Siera big dragon form
1001 : Thief enemy
Custom enemy downloads that still work:
http://www.furaffinity.net/view/17982520/ by cogo
http://www.furaffinity.net/view/8574707/ by Rake_Vuril
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