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Showing posts from 2015

Progress Update!

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Hey everyone! Apologies for not stopping in sooner, but I figured I'd wait until there was something visually worthwhile to show off.  There are approximately four topics I'd like to cover in this post, so prepare thine asses for a really long post. Menu Interface Overhaul I figure I'll touch on this one first since there are a bunch of pretty screenshots to check out. This has been AltairPL's main focus so far for this release cycle.  He's done a kickass job with implementing our design and the screenshots are the result of his efforts.  Everything except the popup window in Neon's Equipment screenshot (see below) is already in the game and being tested currently (I threw the equipment details popup in there to show you a bit of what to expect later on).   Here's some of the key information: Menu - This is an alternate, symmetrical layout design for the front menu page.  The original version with the side menu will return as well, and you w

Patch Notes for Malise and the Machine V0.031

Hey all! We've made a patch for Malise and the Machine V0.03 to fix the bugs that were found by players after its initial release.  Please note that this patch does not add any content -- only bug fixes.  Patreon members that received V0.03 will see links to the patched version in their messages, and the V0.03 package on Kimochi now has the update option available when users go to play the game.  The patch makes the following changes: Fixed an issue where the game could freeze in battle when using certain battle time modes. Fixed an issue where using an ARIS unit would allow you to switch characters during the map scene when only one character was in the party. Removed deprecated control tutorial messages from the V0.02 (Old Town) scenario. PLEASE NOTE that your save files from V0.03 should work with the patched version (note you won't be able to change the character you have selected for the map scenes in the Access Tunnels scenario after updating, so you should se

Malise and the Machine V0.03 Available on Kimochi!

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Hey everyone! Malise and the Machine V0.03 released at the beginning of the month on Patreon , and is now available on Kimochi ! Version 0.03 features a completely revamped battle engine, a new area to explore, new enemies, and of course new H content!  You can check out some battle screenshots from V0.03 below, as well as even more screenshots and artwork on Tumblr .

Malise and the Machine on Kimochi!

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Hey guys! Good news to report for those of you that have been waiting for an alternative to Patreon to try out Malise and the Machine! We've made the current version of the game available on kimochi.co ! For those of you that haven't heard of it yet, Kimochi is a new platform for adult games. It's a simple and intuitive process to get started -- just create an account, download the beta client and then start playing games! You'll see MATM in the store with the other available titles. We plan on posting the new version after each Patreon release, so if Patreon isn't really your thing this is a great alternative. - Eromancer

Battle Screenshots

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Hey everyone! I just posted some battle screenshots from V0.03 to show off the Tetra Interface in action, along with some of the new enemies!  You can check them out on Tumblr: http://eromancergames.tumblr.com/post/130862112290/showing-off-some-of-the-new-enemies-and-battle - Eromancer

V0.03 Coming November 1!

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Hey guys! So, we'll be doing the V0.03 release on November 1st.  This is unfortunately quite a bit further out than I had originally anticipated, but the reasons for it are pretty solid.  We're actually very close to being finished with it, but the decision was mainly either to charge patrons for October and release it when we finish (probably 10 days to two weeks to get it polished up and ready to go) or to just avoid a whole mess of confusion and use the remainder of October to thoroughly test and improve it and just release it at the beginning of November.  I chose the latter because it's basically the more responsible choice.  This means we should be getting a head start on V0.04, so at least there is the likelihood of a shorter development cycle for that one. Anyways, you can expect a lot more posts this month showcasing screenshots and what not for V0.03, so do keep an eye out for those.  To start it off, I've posted a set on Tumblr to show off some of the

Progress Update!

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Hey guys! I want to apologize for the recent lack of posts this past month, but rest assured we've been working harder than ever on the next release.  That being said, I definitely want to stop in and give you an overview on where we're at.  I'll be posting a huge list of improvements/fixes/features later this month, but for now some highlights.  Originally the goal was to have V0.03 out on September 1.  That would have been a 2 month cycle (down from a 3 month cycle for the development of V0.02), and unfortunately the general amount of improvements and content meant that wouldn't come to be. AltairPL (you may remember I introduced him as our new full time programmer) has re-coded the battle engine completely from scratch and given it entirely custom and dedicated code (no third party scripts are used whatsoever).  In the future this will give us the flexibility to do some crazy ass stuff with the H mechanics since everything is now on our terms.  In addition, i

Teaser Artwork + Progress Update

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I've just added some teaser artwork on Tumblr! As the post says, we've really been pushing to get everything into V0.03 that I want to get in, so I'd like to apologize if I haven't been filling you in as much as I normally do. I'd like to finally introduce our full time Ruby programmer, AltairPL.  The amount of help he provided in V0.02 was great, but in V0.03 he's taken on the huge task of writing a completely dedicated battle engine from the ground up.  This is something I simply wouldn't have been able to do on my own, as he's put a ton of time into it already. Because of this, I'm happy to say the Tetra Interface will make its debut in V0.03.  We're working on getting a test build out to the Inner Circle tier patrons so they can try it out, but I can say now that it greatly improves the fluidity of battle by removing the need to keep track of a menu cursor and cutting down on the number of needless keystrokes to input battle command

The Vioreaper

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Hey guys! It's time to introduce the first of the new enemies coming in V0.03: The Vioreaper!  The Vioreapers are hybridized biological weapons that, unfortunately for our heroines, have taken up residence in the locale you'll be exploring in V0.03.  I've posted its battle sprite animations on Tumblr , so be sure to check them out! - Eromancer

New Artwork

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Hey everyone! I've just added some new promotional artwork to Tumblr ( http://eromancergames.tumblr.com/image/124394060270 ), so head on over to check it out in high res! From the artwork you can probably guess that you should expect a new area and new enemies in V0.03, but I'll have more details in the next couple of weeks.  This last release went even more smoothly than the first one, so I've been able to work throughout the release period and am happy to say I've already gotten quite a bit of design work done.  I'll provide a more detailed update soon, as well as introduce you to our first new full time member of the team! In the meantime you can discuss what you think is going to be attached to that tentacle! - Eromancer

Need the Latest Release? Email me!

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Hey everyone! Malise and the Machine V0.02 was released on July 1! If you missed the June 29 pledge deadline but still want to get in on this release, then send me an email at eromancergames@gmail.com and I will send you details!

ChangeLog for Malise and the Machine V0.02!

Hey everyone! Malise and the Machine V0.02 will be released on July 1, 2015 via the Patreon campaign ( http://patreon.com/eromancer ).  The following are changes for this version update: NEW FEATURES IN V0.02: Added 'Advanced Lust Sickness' status effect and related character portraits. Improved upon a lot of character portraits for 'Minor Lust Sickness' status effect. Added the 'Assist' battle pose and artwork for when a character attacks or uses a skill on her ally's H-attacker. Doubled the frames in Stigmata's animated sprite set. Added system for special effects which include enhanced shadows/lighting and additional cosmetic objects to the maps. Added capability to make above system toggle-able with the 'S' key while on the map. Developed a low cost processing method for adding certain animated tiles. There's no longer a need to choose targets for skills/items affecting all enemies/allies or that have no option of who you c

V0.02 Coming July 1! Changes to Patreon Reward Tiers!

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Hey everyone! It's time for a wall of text involving the next release, as well as info about changes to the Patreon reward tiers!  As I mentioned not long after the first release, the main focus of this coming release would be the continuation of adding game mechanics, nailing major bugs, improvement of the engine, and streamlining battle (primarily with the integration of a new battle interface dubbed the Tetra Interface). Well, I've decided to make a change and put off the debut of the Tetra Interface until V0.03.  My reasoning is that it's such a large overhaul of the default RPG Maker interface that I don't want to rush it and not have time to thoroughly test it.  To make up for that however, I'm going to be adding a new H skill branch to Vorepups that will allow me to demonstrate how the new armor damage system will play a role in changing enemy behavior.  It will also give me a chance to integrate and finalize my design for enemy AI relating to the arm

NSFW Prints!

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Hey everyone!  I found out recently that the print service I am using for the print reward tier on Patreon will allow nudity (but not anything directly sexual). Still, it's a step in the right direction. So, I've made NSFW action shot companions to the print #1-4 designs from last release!  Expect more info about the next release in the next week or so, and be sure to check out my Patreon at http://patreon.com/eromancer if you haven't yet!

New Enhanced Shadows and Lighting

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Hey everyone, I just wanted to stop in briefly to show off some screens of the new shadows and lighting system I'm working on for V0.02! You can check them out on Tumblr here: http://eromancergames.tumblr.com/post/119380655785/dropping-in-to-show-off-the-enhanced-shadow-and A feature I wasn't planning on having that I spent yesterday on is dynamic sprite shading and sprite shadows, and the result is pretty awesome. The game basically samples the light/shadow at a character's feet every frame and colors/shades/lights the sprite accordingly and at the proper intensity, meaning there's a smooth and realistic transition as a character moves through a soft light or shadow. Characters' shadows will adjust as well, meaning when you're in the shade the shadow will soften to meet the brightness of the shade. The new system can be toggled on/off like weather for those that might have performance issues, though it's not as resource intensive as the weather effe

V0.02 Battle Portrait Artwork Preview

I've added a new post on Tumblr showcasing a preview of some of the new battle portrait artwork for V0.02!   Head over and check it out!   http://eromancergames.tumblr.com/post/117830950655/some-previews-of-the-new-battle-portrait-artwork#notes

The Tetra Interface (Part 2)

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Hey everyone!   The past few days have been devoted to packaging and shipping prints for the $35 pledgers, as well as working on artwork for the armor damage system.  A few days ago however I whipped up this design idea for the menu interface side of the new Tetra Interface system.  The image below is a mock-up of what will be the “Tetra” window, and it will replace the “Skills” window in the menu.   You’ll notice that some skill glyphs have multiple colors in the lower window, indicating that some glyphs can only be used while certain armor types are equipped. Notice the deep blue “Example Skill” glyphs cannot be equipped while Neon is wearing a Heavy Frame type armor (this armor type is associated with the blue-grey glyphs)… instead they can only be used with a Tactical Frame type armor. This will be the major way in which a character’s different armor types behave sort of like a class system. Also take note of the levels and gauges next to each glyph. While it won’t make it

The Tetra Interface and Version 0.02

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Hey everyone! Sorry for the lack of posts in the last couple of weeks.  Getting the first release of Malise and the Machine out pretty much consumed all of my time, but in the past few days I've been able to get to work on determining necessary changes for V0.02, as well as hash out the design for a new battle menu interface.  Check out the following post I made on Patreon this morning for the details on what to expect in the next version! The Tetra Interface Original version published on Patreon, April 8, 2014 INCOMING ESSAY A.K.A. SUPER WALL OF TEXT (Don’t ever say I don’t keep you updated!!!) I mentioned a few days ago that I've been in the midst of designing a new interface, now dubbed the ‘Tetra Interface’ that will simplify using commands, skills, and items in battle, as well as give some direction to the game's skill system.  I've decided that implementing this system will be one of the main objectives of V0.02, and after three days and nights

Details for the First Release!

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Hey everyone! It's time to lock in your pledges!  The first test release for Malise and the Machine will be on April 1 (and no, it has nothing to do with April Fools' -- it's just when Patreon processes payments next).  Please see the linked post on Patreon for details on the release and to learn what you need to do to be eligible to receive the test version and other pledge rewards: https://www.patreon.com/creation?hid=1938924

News Updates, Screenshots, Etc.

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Hey guys! Sorry for the lack of posts here the past couple of weeks.  Hopefully you've kept up with the Tumblr and/or Patreon feeds, but if that's not the case here's what you missed! First off, a couple weeks back TK and I sketched up a design for Malise's katana, and a few days later TK had the model done.  The weapon type won't be available in the first release, but you can check it out below. In other news, I just made a post today on the Patreon showing off some new map screenshots as well as regarding what's left to do for the first release.  Keep reading to check it out!

Map Sprites in Progress

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Hey all! I decided to do a minor revamp of the map sprite system. It ended up taking me only about half of a day to get the scripts working as intended, but other less necessary features I was looking at would end up being bigger projects. The good news is I got rid of the crappy 3 frame, single spritesheet per character RPGMaker default limitations and now have a framework where each character has a separate idle/running/walking animation (8 frames) as well as the functionality to call custom pose spritesheets during events. So, in addition to having the ability to make additional poses, there's also the potential for H-related sprite scenes for things such as traps, etc (of course accompanied by high quality artwork).  No promises yet, but these are things I'm heavily considering for down the road!  Anyways, check out some preview GIFs of the high quality sprites (before they get scaled down) in action on the Tumblr: http://eromancergames.tumblr.com/post/11151813

Promotional Artwork

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Hey everyone!  I made some promotional artwork the other day and wanted to leave it here for you guys.  I'm pretty pleased with how the motor grease effect turned out in these scenes.  Let me know what you think!

Artwork Progress + New Artist!

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Hey guys,  I thought I'd stop in and give you a quick update on where things are at with the first release. I'm currently finishing up the last of the Vorepup artwork (below is a sneak peek!). After that I only have a few more pieces left to do for a special scene. Aside from that, the only major things I'd like to address before the first release are adding some skills (obviously including the H skills for the Vorepup that I'm finishing the artwork for) and improving on RPG Maker's default sprite system for the map.   In other news, we finally have a new artist on board to help with character art. He's been helping me with some random 3D tasks throughout the project, but now will have a much more substantial role in assisting with setting up renders as well as painting and post processing in Photoshop. Even though he possesses the skills necessary, the learning curve for these tasks is admittedly pretty steep, so the past week I've been jumping betwee

Patreon $35 Art Print Rewards

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Hey everyone! I just wanted to stop by and show off the print designs for the $35 Patreon reward tier.  If you choose to pledge $35 or over you'll receive one of any of the following designs on an 11"x14" print in metallic ink (along with the other rewards of course).  People have been asking, and there will likely be NSFW prints for future releases. The current problem is that I have to find a quality printing service that can do it (if anyone has any recommendations let me know).     Designs 1 - 4: Design 5 If you choose to make a $35 or over pledge just message me via Patreon with the print design that you'd like!