Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

CODE-75

356
Posts
4
Topics
8
Followers
2
Following
A member registered Jul 06, 2021

Recent community posts

(1 edit)

weightgaming

I don't know if he's still developing this project. Several years ago, due to a serious accident, half of my body was almost fractured. I still can't sit upright normally.

At the same time, due to the COVID-19 pandemic, I also lost contact with many people.This incident also caused me to lose some materials and surviving works.

Royal Banquet

I just come here routinely to see if there's anything new.XD

I hope that PSD file helps you. I have a personal question: have you ever thought about creating your own work..?

(2 edits)

I've used game engines for many years.

Actually, most unused music and sound effects, as well as the main title image and enemy images, can be deleted. However, it's important to note that simply deleting them from the directory isn't enough… You need to locate the map, enemy groups and enemy settings, magic, animations, etc., pages in the system settings and clear all unnecessary settings. Only keep one enemy group, one enemy setting, and one magic effect.

I know a lot about strange occurrences… at least before I suffered half of the body broken bone in an accident, I often shared various experiences and special cases in the RPG community.

Since RPG2003, the biggest strange problem has been "parallel event processing." This is both an engine bug and a player setting issue, mainly due to events stacking and failing to be processed synchronously, or getting frozen in the synchronous processing stage. There's also the classic "clock hard problem"—the countdown system has always been a difficult setting to operate. Ultimately, this leads to incorrect results, either because parallel event processing conflicts cause a soft lock, or because it overrides another time.

Secondly, there's "event processing too fast." This is an old problem, so you must manually add a 0.1-second delay before some variable or numerical checks to resolve it; otherwise, the next event might jump directly before the previous one is finished processing.

Incorrect event activation or stacking is also an old engine problem. If an author creates an event and then directly creates a new event and sets an activation switch or event processing check, it causes the event to lack a pre-check, leading to a bug. In practice, it's best to create a blank page before activating any event. AAAAchan (author of Doraemon: Resident Evil) used numerous blank pages to avoid this bug. Simply put, the first page is empty, a "no event" page; the second page is used to activate the switch or other event triggers.

Another classic bug is the "Gwent effect," caused by globally allocated fixed events. Lazily making events globally triggered results in numerous bugs due to simultaneous calls.

Finally, there's the issue of asset handling. Many careless authors directly modify the game's basic settings but forget to remove default enemy groups, settings, magic effects, map settings, etc., from the settings menu. They only delete the assets in the package directory, not the related settings in the program group… ultimately leading to bugs.

Another less common bug is where level and attributes become "1," the cause of which remains unknown. This usually occurs when player A leaves the party, variables are saved, and player B inherits all of player A's experience, skills, and items.

(1 edit)

not BUG:If you don't mind, could you please delete some unused RPG assets from the game's compressed file, especially music and pic files, which take up 200 mb of the game's size?

If you have time, feel free to check out my other posts; they might inspire you and the author...

(2 edits)

After completing the main storyline, I consulted with others and designed the following: Based on my concept, the protagonist receives a large sum of money, including a special "birth bonus," which allows them to completely refurbish the spaceship and repair the increasingly neurotic AI system.

Then, players can wander around the spaceship, observing the protagonist and AI discussing various issues: the previously difficult-to-operate cockpit, the back-ache seats, the unpredictable temperature fluctuations from the rain, the constantly crashing systems, the generators prone to power outages, the near-meltdown responsiveness, the stalled engines, the always-off-taste synthetic food, the pressure-overloaded hydraulic systems, the unpredictable air pressure system… and so on, along with the AI's increasingly abnormal behavior due to fetishism.

Note that this refurbished spaceship is "actually a copy of the original spaceship's map," essentially a completely identical new map.

Then, the female protagonist implant a uterine implant, allowing her to inflate her belly in the bathroom. (If you don't want to redraw the character art too much, you can use a simulated pregnancy to ignore the breast issue...XD) Each level of the protagonist's swelling will generate different dialogues in the spaceship. When the swelling is excessive, the AI will even warn the protagonist not to self-harm, but the protagonist seems to enjoy this near-explosion pleasure. Players can choose to adjust the size in the bathroom or birth implant done in the infirmary...

Players can choose to return to sleep at any time (automatically removing the swelling detection), and then select the mode:

Memory Mode: Equivalent to restarting the game, you can even choose to disable specific ship malfunctions. You can even select the stage code.

Simple Order: Besides delivering goods, she also does surrogacy to earn extra money. However, she's a bit too greedy... It's okay, it's just the pure story mode of the original mode.

Main Mission 1: Having given birth to 30 children, she was selected by a company's research department for a special experiment to cultivate a unique specimen. The experiment revealed that this conceived organism would burst the mother's body. She was forced to attempt an escape mission in her spaceship, but due to repeated attacks by pursuers causing navigational malfunctions, she lost her way. However, based on her supplies, if she could carefully feed and care for the parasite inside her, she should be able to escape safely.

The key issue: the spaceship has run out of fuel and she's stranded in a previously unexplored space world teeming with alien life. During the escape, the spaceship was attacked multiple times, resulting in hull damage and damage to several components… Given that some players enjoy fighting alien monsters, this mission involves repairing a spaceship "invaded by aliens." Furthermore, players may need to play hide-and-seek with the aliens. In fact, the ending might not be about aliens trying to destroy the spaceship…

(Adding alien chases and parasite cleanup to the original difficulty)

Main Mission 2: Having nearly had her stomach explode, she gave birth to a descendant of Great One and returned him. After being sent back by Great One, she only received an ancient artifact whose purpose she didn't even know. However, the spaceship desperately needs repairs, and she took on a low-paying mission… Having previously escaped and caused her company's bankruptcy, she is now safe. …She chose surrogacy to earn extra money, but the spaceship is in critical condition, forcing her to traverse the spaceship graveyard to salvage parts from the wreckage and repair the ship.

(This revised script focuses on item scavenging)

Main Quest 3: The spaceship could not be repaired due to a lack of funds.. While idly observing artifacts, she discovers a relatively ancient space. Trying her luck, she finds an abandoned, massive Titan, but her own ship is subsequently damaged by the Titan, forcing her to search for parts and food. However, there are other things on the ship as well.

On the Titan, she discovered a severely injured girl trapped in a life support pod. Due to the pod's dilapidated condition, the Titan's medical equipment determined she was fit to be a mother, and forcibly transferred the girl to ZEL's womb. After the girl awoke, she recounted the ship's ordeal and the origins of the monsters on board… Now, she must take the girl to find the necessary materials.

Side Quest 4: An alien girl and another alien girl, a nearly wrecked ship—what can they do? When Zel jokingly calls her "mother" after giving birth, she blushes with disdain. After learning about the characteristics of the other race, Zel came up with a great idea to make money together, but... it seems like "What goes around comes around" again.

(2 edits)

These are all methods I've used in games before... and they all worked successfully.

If I come up with anything, I'll update this post here to give you more inspiration...Of course, all of this is under the premise of ensuring ease of implementation and not causing game chaos. Here, we need to mention some basic design principles, such as considering the deployment of global and local events... Currently, most bugs are caused by global event calls.

However, that was 12 years ago. Back then, due to issues with RPG 2003 and the XP engine, I could only place the puzzles on a separate map. When the player investigated, there would be a "black screen and teleportation to another map," and the character would be replaced with a mouse icon. The player's pointer was actually a different image of the main character, and the puzzle itself was created using a background image and terrain map... XD Because your game doesn't use AI and you don't have a team to help, I believe your game is worth continuing development.

In this regard, I can only help you based on my own professional experience... Try to avoid those "damned timers" and "variable settings" that cause event stacking. Just use simple switches and item checks to create the most basic and stable system.

I checked version 0.2, and it seems the error code has been appearing since the power outage in level 3… My English isn't my native language, so I hope you understand.

The main issue is event stacking. There are three main reasons that cause the bug after level 3:

1. Not investigating the puzzle on the left engine, or not investigating the computer in the order you designed. This can even lead to event stacking when the puzzle restarts, or the ending being replaced. This is because the player has already completed the puzzle and then re-enters the repair mission, resulting in stacking.

2. The code stacking occurs when the player completes the repair puzzle and during the second power outage in level 3. This causes the player to run out of stamina to continue solving puzzles, and returning to the crew quarters means they can't interact with food or leave the crew quarters due to the power outage, resulting in a soft lock.

3. Finally, there's the engine puzzle, the one with the infinite 30 seconds, which you've already repaired. However, another puzzle also fails to trigger due to stacking, requiring save/load (SL) to reload the event. There's also a chance that the malfunction won't trigger again, resulting in a soft lock.

My personal suggestion is: Disable the timer or reset it when completing specific repairs. This will simplify the game and definitely eliminate bugs.

Also, the timer should be disabled when completing main story missions. I noticed that the timer wasn't disabled when completing repairs on the third day.

(4 edits)

1,Adjust the spaceship's structure, use spare parts to repair malfunctions, and add a storage area behind the crew quarters.

Due to cargo disarray caused by ship vibrations, players will need to perform a simple box-pushing task to retrieve parts. Failure is not a problem; the game will restart after leaving the room.

Due to the need for excessive nutrition during pregnancy, players may also need nutrient supplements.

The AI even tells the protagonist that there is an OVERDUE-P item. Why would there be such a thing? There's no need to ask so many questions.

If players choose to replace parts, the game's puzzle difficulty can be reduced, and some computer puzzles can even be skipped, such as the one near the left engine.

2. Add an "Environment Room" to the left of the spaceship's hangar. This room houses the ship's water and oxygen supply systems. It primarily utilizes engine heat and generators to circulate and filter the ship's life support system…

Yes, this life support system also seems to be malfunctioning due to years of neglect… The repair puzzle uses a simple "path" puzzle. The game has multiple "switches," controlling four switches and four randomly spraying water pipes that cannot be traversed.

Switch A: Stops AB pipes

Switch B: Switches ABC pipes

Switch C: Switches BCD pipes

Switch D: Switches CD pipes.

Only by shutting off all the water pipes can the player clear the path to reach the main valve and resolve the event.

The oxygen system is simple; it only requires percentage adjustments, similar to voltage puzzles in many games. The player must rotate several valves to increase and decrease pressure, avoiding both excessively low and high values, to achieve the appropriate value.

Crafting Method: The random value is 1-3. The player selects "+" and gives a "+" item; the player selects "-" and gives a "-" item. The final value should match the random value to succeed. Then, delete these judgments from inventory.

Implementation: There are two switches, one on the left and one on the right. Each click grants a "+" or "-" judgment. Below is a button representing the judgment: When a player obtains four or more judgment items, it's considered either too high or too low stress. (As is well known, RPGMK cannot make negative judgments.) Then, the player's two judgment items are cleared.

Players must guess the stress level from combinations of 1-3, 2-2, 3-1, 1-1, 2-3, 3-2, 3-3. (Providing hints is recommended.)

Remember to clear the items that have been flagged.

3. Preventing Premature Birth

Since multiple births inevitably lead to premature birth, it's necessary to use the life-sustaining supplies in the warehouse to concoct a pregnancy-preserving medicine. Take the items to the infirmary and synthesize the medicine. Players can only choose +2 and +3 at a time.

The medicine must be added in this order, without touching the warning values. For example, if the warning values are 4, 6, and 9, the cumulative values must exceed 4, 6, and 9, ultimately surpassing 10, to successfully synthesize the medicine.

Crafting Method: Same as the oxygen system, but with several additional warning value checks.

Implementation: A measuring cup with red markings indicating prohibited numbers.

Below are two buttons: +2 and +3. Each click checks the player's current item count. If the item count reaches a warning threshold, the cup is cleared.

When the player's item count reaches 10 or more, the game is successfully completed.

Remember to clear the items that have been flagged.

Finally, use the injection gun. There's an OVERDUE-P check afterwards… then delete these check values from the inventory.

4. The room behind the cockpit… convert it into a Navigation Room… Yes, your ship doesn't even have a navigation system.

Cargo ships usually have this kind of room. Here you can investigate navigation, consult nautical charts, and store navigation equipment…

That's right… it's malfunctioning… Without navigation equipment, you'll never reach your destination.

Navigation Puzzle

Navigation requires XYZ axis calibration.

Players need to calibrate the X, Y, and Z axes to the same number. The X, Y, and Z axes will be randomly assigned numbers 1-3.

Players will receive 6 judgment items from the program group. Players can increment the X, Y, and Z axes by 1, 2, or 3 respectively. If the number of items entered by the player matches the random number on the axis, the axis is considered correctly calibrated, and the corresponding item is removed; otherwise, the calibration fails.

Once all three axes are calibrated, the player should have 0 judgment items, thus activating an event to exit the navigation system, and navigation will resume operation.

If you want to be lazy... well, you can just randomly select the locations of the three events...

5. AI Out of Control

As is well known, AIs that have served beyond their intended lifespan may become corrupted…

As the game progresses, the AI begins to exhibit a curious sadistic tendency… Yes, it doesn't understand the pain of labor or the burden of childbirth.

The AI even wants to preserve the protagonist's state for longer, even controlling food and navigation to force the protagonist to inject OVERDUE-P. The protagonist eventually becomes OVERDUE, with the pregnancy indefinitely delayed, forcing the protagonist to reset the AI.

The method to reset the AI is to generate a power surge in the system, causing the protagonist to overload the power lines of the two generators and send power to the main system.

A typical power line game. When the player uses the mouse to investigate point A, a decision 1 is obtained. Clicking another point requiring decision 1 ends the pairing. Clicking point B then yields decision 2, and clicking another point requiring decision 2 ends the pairing.

Remember to clear the items that have been flagged.

I suggest you don't use colors, but rather graphics to represent wires... My friend, another game developer, is colorblind, and he's had setbacks in several games.

6. Post-event entertainment…? Inflation fetish?

A large sum of money, even a “birth bonus,” is obtained. The spaceship is refurbished, and a safer, more human-like new AI companion is acquired.

However, the protagonist misses the feeling of pregnancy and secretly buys a uterine implant balloon, inflating themselves in the bathroom.The AI will also ask her what she's doing... and the protagonist will blush and give an explanation.

Players can choose the level of inflation, from slightly to HYPER. Different levels trigger different dialogues and speeds. When wandering around the spaceship, different sizes will evoke different memories and discussions with the scene. The AI will also ask questions.

On the return trip, players can enjoy the protagonist's memories and interactions with the AI.

7,Adjust pregnant body shape from L3 to L5

,mainly by leaning your upper body backward and spreading your legs.


I recall the plot mentioning that this ship was beyond its service life. So the AI might also be an outdated version…it reminds me of the possessed AI in System Shock.

Without altering the game's framework, the protagonist might have to deal with the malfunctioning AI, or even be used as a plaything by it. The AI might even develop sadistic tendencies as the story unfolds.

The protagonist might even be forced to reset the AI to its initial state, or even destroy it.

You should clean up the extra 200MB of stuff... This music, sound effects, and extra pictures are taking up redundant resources.

(3 edits)

https://gofile.io/d/NnlElH   psd

This is a PSD file; please feel free to use it.

However, you will still need to consult the original author before making any changes to the game content.

L5 doesn't need such a high abdomen; it should droop a bit, otherwise it will cause pain by pressing against the ribs and compressing the stomach.

My recommendations:(If you have time)

 **Maintenance Version:** No stretch marks.

**Stress Version:** Increases prominent veins and highlights.

**Extreme Version:** Stretch marks + prominent veins + highlights.

**Extra Story After the Ending:** Add a "Uterus Ball Bathroom Filling" event (Yes, she mood has worsened after giving birth. It's well known that the uterus can't be directly filled with water... so a special ball is used).

To add to the above: The author did indeed create a small number of leg separations, but this only applies to illustrations 1-2

In illustration 3, during mid-pregnancy, the waist should be moved back as shown in this image.

In illustrations 4 and 5, the upper body should be moved back even more significantly, as the large breasts and belly account for half of the body's weight.



I secretly helped modify one of them during work hours.

(1 edit)

Um... I'm going to give you a little lesson: Deleting unused materials from the game directory, including music and images, can significantly reduce the game's size... Your compressed file contains... the entire set of background music... you only need to save the BGM you need.


 simply enlarging the abdomen isn't right. The legs should be spread apart to accommodate the lower abdomen, and the upper body should be slightly leaning back.

Oh, and also, when a woman is pregnant, the first place to experience stretching is the side waist... Due to gravity, the muscles drop, and the S5 abdomen in the mod is too high.

In a previous post, I mentioned methods to improve the walking animation of pregnant women, and the same applies to the character portrait; I'll reiterate that here:

Legs spread apart, abdomen drooping, upper body leaning back.

Because the abdomen covers the waist and the chest covers the upper body, rotating And move slightly the upper body image It should not deform.. And rotate your upper arm and adjust the position of head (but the head does not need to rotate).

Spreading the legs slightly apart shouldn't distort the image.

The abdomen in the S5 mod should droop slightly.

This cloud storage service is unavailable in some areas.

(1 edit)

This project is from 12 years ago...

I can easily describe an example verbally; let's take the alien girl Ella as an example.

Each time you wake up, a check is performed (note that facial expressions are created separately so they can be directly applied):

Event Branch:

Ella is in the party: true

[Item check "Ellabelly"]

IF item count is 0-10, then display image EllaB1

Display image EllaF2

Use text: "XXXXX"

IF item count is 11-30, then display image EllaB2

Display image EllaF2

Use text: "XXXXX"

IF item count is 31-50, then display image EllaB3

Display image EllaFB2 (facial position shifted due to different images)

Use text: "XXXX"

Character speed is -1

The protagonist turns to the side (because the belly is too big to wash from the front)

IF item count is 51-70, then display image EllaB4

Display image EllaFB2 (facial position shifted due to different images)

Use text: "XXXX"

Character speed is -1

The protagonist turns to the side

IF item count is 71-90, then display image EllaB5

Displays image EllaFB4 (face position shifted due to image difference)

Text: "XXXX"

Character speed -2

IF Item count 91+ or less, then display image EllaB6

Displays image EllaFA1 (face position shifted due to image difference)

Text: "XXXX"

Special event: Character leaves the party. Ella airship switch is NO.

(The above can be applied to other events. Note the speed setting for deletion. Each character needs a set of cluster judgments; otherwise, images may appear even when the character is not in the party.)

Image deleted!

...Specific room door:

IF Ella in party true

IF Ellabelly count 51-70, then display image EllaB4

Displays image character name FB2

Text: "Hope the door frame doesn't break..."

Sound effect

Map relocation

IF Ellabelly count 71-90, then display image EllaB5

Displays image EllaFB4

Text: "Too big, can't get in..."

Image deleted!

IF Ishura in the team::true

IF Ishura's belly count is between 51 and 70, then display image Ishura B4

Display image Ishura FB2

Text: "I need... to squeeze a little harder"

Image deleted!

Sound effect

Map relocation

IF Ishura's belly count is between 71 and 90, then display image Ishura B5

Display image Ishura FB4

Text: "Even if I break down the door, I still can't get in..."

IF Quinn in the team: true

IF Quinn's belly count is between 51 and 70, then display image Quinn B4

Display image Quinn FB3

IF Quinn's belly count is between 71 and 90, then display image Quinn B5

Display image Quinn FB3

Text: "You think I can squeeze through a door the size of a human?"

Image deleted!

(She's an anthropomorphic dragon, so she can't enter most doors; only her character portrait needs to be checked.) Character Action: The protagonist takes one step back (Note this is the final check; otherwise, the protagonist will retreat three times due to multiple characters in the party).

Important: Delete the image!


Oh, by the way, this is something I helped another author create... The "pregnant woman's" walking image isn't simply "adding a sphere," but rather requires adjusting the upper body to move back slightly. Because of the pressure on the pelvis, the legs walk more like a penguin or a duck.

Let me tell you a trick I used in game development.

Since the main game menu is useless, why not remove it? Yes, make it so that players can't view items or this setting in-game. In my game, even the protagonist can't open the menu... saving and such require going to a fixed location.

Why? I want to talk about a game I made during my RPG 2003 days. I encountered errors in game detection and some numerical calculations... not because I miscalculated, but because this type of game engine caused a "parallel processing" problem... I discussed this issue with AAAA (the uthor of Resident Evil  Doraemon). I finally decided to use certain detection items as "keys."

In other words, the items the player carries are used for plot detection. When the player obtains a specific "key" item, many events revolve around this item detection. And by simply setting a concept like "only one type can be carried" or "items are limited to a certain quantity," different character states at different stages can be achieved.

This method is rather silly, but it's indeed a simple one. I've been using it for many years.

In this way, you can use item value judgments to flexibly save the protagonist's state, and even "manipulate items" to achieve event rewind and restart the game.And the difficulty of controlling the game.

Let me give you my example...

This is a character from an older game; she can store special items. There are also two others… like the Treasure Dragon.

In the game, her character art and movement animations are linked to "items." Due to the nature of RPG engines, I can assign each character a judgment item instead of a "judgment value." Although internally there's no difference, for beginners, items are easier to control and adjust… and also cater to some "cheaters" and "adjustment players."

At the start of each story segment, a judgment is performed to determine her movement animation. When the item count is higher than 10, a "Cracked Armor" animation appears. After that, there are six different animations for 30, 50, 70, 90, and 90+. When it's 90+, she becomes an "airship" and completely immobilized…

Besides 90+, the number of items changes the dialogue animations, dialogue, and some events. In certain story segments, exceeding a certain number can even lead to special events.Therefore, whether it's this character, Treasure Dragon, or a Broodmother their condition won't affect the main storyline; it will only cause trouble at specific times (like not being able to enter a house). However, this will still create some Gwent-like effects.

Some storylines feature a "pregnant woman" whose item acquisition is tied to a countdown timer. When the countdown reaches 0, an item is added, and a check is performed. Reaching a certain number of items triggers a birth event, considered a "percentage of births." If the percentage is successful, the player's location is "remembered," and the player is "moved to the story map." Afterward, the pregnant woman's items are cleared, the clock is turned off, and the player is "teleported back to the remembered location."

 

I also tried creating a system for the Broodmother  but its skills required separate event design for each map, and global events had to be avoided, so I ultimately abandoned that approach.

(2 edits)

Uncommon Bug: Avoid using symbols such as spaces, underscores, hyphens, and periods and those using specific national languages in filenames. This can cause errors in the game on certain systems, such as Asian language systems

It's important to note that while software like AP can ensure a game runs in the wrong language (e.g., a Japanese game running on an English system), it cannot resolve issues caused by incorrect filenames in the game's inner directories, which can prevent the game from reading resource files and result in a software lock.

(1 edit)

This problem may be caused by the system encoding under different language versions, or by the use of spaces, symbols, and special characters  name in the source material.

To be precise, these are all event logic bugs; the character art issue is a switch error.

Also, a common problem with engines from RPG 2003 to the present: A delay buffer (i.e., event waiting for sorting) must be added to events. Otherwise, processing two events concurrently will cause soft locking or the second event to become invalid.

Even if the event needs to be activated later, an empty event prerequisite should be added according to the layer, and then enabled using a switch to prevent the "no prerequisite refreshed" bug.

(2 edits)

Bugs:

1. The game console in the crew room has a plot error; images from the second trimester appear instead of the first trimester, and the AI's portrait doesn't disappear.

2. During repairs, ignoring the computer on the left may lead to repair errors.

3. During repairs, a strange bug occasionally occurs where two final repairs are required, or a malfunction replaces the completed repair. Even a second power outage can render interaction impossible.

4. Power outages and repair events stacking together can cause errors. In the third level (second trimester), if you return to the crew room, you will be unable to interact with food, resulting in permanent confinement.

5. A very small chance of encountering unsolvable puzzles that require SL to solve.

6. Engine puzzles have bugs.You must SL to continue.

7. In the first level, during the repair period, the player investigates the illustration in the cockpit and finds it to be non-pregnant.

8. Power outages and entering the map or investigation events stacking together may cause the following bugs: the game freezes, the character cannot move (but the menu can be opened), the protagonist's portrait or character portrait remains on the screen. Events cannot continue, resulting in a soft lock on the story.

Actually, I'm not really interested in "VOIRE" and "feed," but inflation and unbirth (or WOMB ballon, what's that called? FAKE PREGNANT?) are acceptable. My friend likes your game, but he doesn't understand English, so I can only help him with walkthroughs… He's already died over 30 times inside wolves, sharks, and waiters. I'm very familiar with FNAF… I always make a sarcastic remark when I see him being digested by ROX…

In the game, I like the blue Archaeopteryx (Maggie) the most; she's probably the best original character right now… followed by Wendy and the shark, but I wonder how many sheets of sticky paper you need to clean up the fluff every morning XD. (My game also has a shark.)

Finally, since I've also used this engine, I'll offer some technically feasible suggestions:

1. The game's mission balance is terrible. I basically spend my days searching in Amanda's lab and then searching for books in the library, and I often can't find many items (the probability is too low). There are still some plot bugs in the missions. Amanda needs the green oozing liquid, but she dislikes me searching for items in the lab… The attribute system in the current version is not perfect, and the consumption of stamina and time really affects gameplay.

2. Some plot points need to be adjusted, otherwise it feels like we're suffering from "amnesia" every time we meet at the pool and gym. There are similar issues elsewhere… You should add a friendliness rating system…

3. The "VORE" and "UNBIRTH" storylines are completely identical in the game, with no difference except that they don't cause damage… You should know how sensitive WOMB is. You should create completely different dialogues and stories. Even if the player provides enough "stimulation," it could cause the NPC to lose their composure in front of others.

4. In most cases, player-NPC "dates" occur while the player is "carrying" the item, I don't know if you'll design it this way: the player doesn't need to directly enter. For example, creating a normal dating story for "uterine implants" or "meal replacement fillers" without remaking the images. Older games had things like growth enhancers, but you seem to have abandoned those mechanics… I was expecting to see NPCs inflated to the point of being unable to move. (I don't mean harem, but this is a fantasy game… isn't it?)

5. Add different inflated levels and appearances for NPCs. Besides simple food, players could enter through other means. Different NPCs even have different preferences… because some of your AI images have excessively varied abdominal proportions. Amanda's Hood and the Leopard Maid have two versions… XD

6. Perhaps the game could have a "censorship" option. Wouldn't increasing the player base be a good thing? This could replace some X-ray images with "empty viscera style" images, because some people dislike the digestion of living beings, which is very cruel. Just like some games specifically have ornithophobia and arachnophobia restrictions to block certain scenes.

7. Adjust the time system (reduce time consumption in some areas) and the protagonist's movement trajectory. The protagonist, this "perpetual motion machine," should have more normal sleep and rest. If players don't sleep for a long time, they will also tire and eventually collapse and fall into another world. Limit the player's pace of the story without maliciously increasing game time.

8. It seems there's a "damaged condom" among the items, right? Used things need repairing? I hope I'm mistaken…

9. Desired future scene adjustments: Finding money on the ship should be changed to normal movement and investigation; the cruise ship itself should be big enough to fit an entire area scene.

Resort map adjustments (I always get lost), and there should be more scenes.

School expansion…though I hate this place…

A shopping street (using scene images from some character storylines), specific item recycling and selling (the police station is practically a junkyard now). And of course, restaurants…

The protagonist can buy a car to go to the snowfield, and the snowfield NPC storylines will be increased. (Permanent boat tickets and cars will be enough to make players spend their savings…) 

An amusement park…I don't know why, but I always feel there should be such a place. A "mother" taking her "child" there…you know, to sneak in…fare evasion

I vaguely remember (not necessarily entirely accurate): Behind the arcade stage

Opposite the lab security room, next to Mangel

Lobby, right side of the entrance

Medical room, in the green area

Top of the climbing frame, outside the fence

Sewer suspension bridge, inside the locked door (chain door)

Inside a closet in the underground parking garage passageway

Uncertain:

Office area?

Music room

Warehouse shelves

Hacking tool acquisition area

You can use the radar system obtained from the lab security room to ensure you can investigate the location of these items.

(1 edit)


A few tips:

Cities: Searching workshops, laboratories, and libraries can yield items, but may also result in penalties from NPCs.

Finding Wendy's oversized dildo in the workshop triggers a special event. Sleeping with Wendy has a chance of being eaten.

Searching Amanda's laboratory yields many unique items; basically, more than half of the game's quests require searching her.

The library is the only place to find special books and some strange items.

The school and swimming pool allow for undisturbed item searches, but be careful not to die from energy drink poisoning.

Marlie's shop currently only provides fixed equipment; sponsoring her doesn't yield extra rewards. Entering her shop near closing time will result in being eaten.

The police station allows you to complete quests or sell unwanted items. Remember to repair items before selling them for better prices.

The park is reserved space and currently has no use.

Islands: RESI offers free lodging, or you can buy a room at the inn.

Neighbor EZRA sells the gems you find on the beach.

The new character Holly can breastfeed to restore stamina… allowing players to mine more gems near Shark Village. (She cannot be X-rayed.) Given the incomplete gift system, it's not recommended to spend too much money buying items from her.

The inn has added reserved space, currently unused.

Otherworld: Talking to the maid reveals the new locations Queen's Garden and Magic Tower, and grants you your room.

Queen's Garden and the gate are reserved spaces and cannot be entered yet.

Each character can only escape from specific locations:

Amanda: Laboratory

AMY: At home (difficult)

Wendy: At home

Resi: After dinner

Serin: Beach

ROX: Gym (difficult)

Soraya: Library

Marilyn: While patrolling (difficult)

Marlie: While shopping

Diamante: Class (difficult)

Serin: Work (difficult)









Chapter Two: The Void World. If you get lost, here's a guide: First, bypass the Death Moth and enter the small door to reach the second area. Find the friendly NPC in the room with the white door. Then leave this room and exit through the iron door of the large room with three pillars opposite.

The second area is the "Abandoned Pizza Shop." There will be a break scene here where you can flirt with the NPC. Then, take the left passage and obtain the key from the ??? door. Return to the break room, go downstairs on the right, and find two fuses in the downstairs area. Go to the generator room and turn on the switch. Afterward, dive into the water room opposite to obtain the third fuse.

After installing the three fuses in the generator room, you'll get the key. Go outside, turn left, then right, go upstairs, and open the door to reach the abandoned pizza shop stage. Then, go to the right side of the stage, guess the password to enter the room (the tail doll is here). There's a switch on the wall that can open the leftmost railing of the stage. Next, go to the fence gate on the left side of the stage, walk to the end, and turn left again to find the security room. Save the game.

After saving, exit from the left exit of the security room. Use the box to reach the second floor, jump out of the window, walk to the far right, and follow the right-hand beam to the end. Find the key next to the corpse. Return to the window and open the door to leave. You'll encounter the rabbit a second time. Find the password in the office on the left and the magazine shotgun in the kitchen on the right. Take the elevator through the kitchen to leave…

If you are colorblind and cannot distinguish between orange and red, the elevator password is: orgrgoogr/132321123

Some details and random thoughts:

1. If you don't get the pistol on the roof after the prologue, you'll permanently lose it. (Of course, you can buy it at the shooting range.) Similarly, you can only see the "NPC quartet" statues early on. Conversely, you can get assault rifles infinitely… I really liked this version of Mango… but the current ROX version's storyline has become meaningless.

2. Since entering and exiting buildings allows you to obtain resources, the freight elevator (STARROOM) and backstage corridors are the best spawn points. You can quickly get a lot of items.

3. The arcade in the current version is completely worthless except for a statue doll. Like the racetrack, it's just a cutscene you only need to visit once.

4. The pump shotgun is in the sewer cabinet next to the music room; it's just a collectible, it always has been, and it still is.

5. Do you know what the biggest joke in Resident Evil games is? "Where's the toilet???" Yes, we see a toilet once at the beginning, while the old pizza shop has three toilets, but the research facility doesn't have toilets for customers or staff! Of course, if you're looking for more advanced features, you might also need a cleaner's storage room, a garbage disposal chute, an electrician's repair shop, and an extra dressing room for the NPCs backstage.

6. The NPCs' bathrooms, bathtubs, and showers are separate… I don't understand who this bathtub is for. XD~

7. I found the tailed robot doll (right on the window where the gate switch is located on the right side of the old pizza shop stage). There are many other Easter eggs in the game.

8. The protagonist doesn't have a reflection; you can't see him in mirrors or polished surfaces. Also, he's an indestructible monster. (So I'm hoping for a storyline where "death" transforms you into your favorite anime character. Players could become alternate versions of NPCs. Maybe even become an APS-12? Even adjusting the size of the TITS would work for you.) The protagonist is incredibly strong; he can easily carry a robot weighing at least 500 pounds while running and jumping through pipes. (Why did I say at least 500 pounds? Because I roughly calculated it... If the protagonist is a 70-72 inch, 240-pound man, and everyone except Bonbon is taller than him, based on physique and titanium alloy material, Bonbon would weigh at least over 400 pounds, while ROX and Chika would weigh at least 500 pounds...)

9. Don't randomly move items while playing "UE JUMP," as this will get you stuck out of the map or soft locks. For example, in "ventilations in dark areas," you might get stuck while picking up items. Also, elevators cause "shaking," so don't jump around in elevators!

10. Spider is currently the unluckiest NPC; she only appears once, and I can't even talk to her... I'm still curious about her face.

11. There are still several large doors that can be accessed, but the texture of closed fence doors is still used... such as the music room, NPC dormitories, etc.

12. It will rain in the game, for example, you can see it in the NPC dormitory... Yes, you might think this lab is underground... but it might be on the surface... or in a stepped area.

13. The save mode is actually a checkpoint, not in the security room...

14. Many NPCs actually speak using ventriloquism... their mouths are just visual devices. The friendly nurse family doesn't even have mouths...

15. LI FEI's tail is flat, not vertical; she's an aquatic mammal, like a whale or dolphin. If you run out of bullets, she'll shoot you badly... the best way is to go back to the bridge guard room and get enough bullets from the cabinet.

16. The targets in the shooting range don't have headshot capabilities...

17. The new NPC rabbit has nipple rings... you can check out the nude model in the preview area if you don't believe me.

18. These animatronics have "pseudo-organs". They know how to eat pizza, drink beverages, mate...it reminds me of Mega Man...

19. The game's health bar uses an Asian script, which is a mistranslation...it means something like "activities" instead of "life".

20. The author likes white hair...XD 

In reality, she's more like Sarah Kerrigan(zerg) wearing a Jason mask...

(6 edits)

I completed the game after getting the P version. I like the game, but I found some bugs and flaws. Finally, I'd like to add some wishes:

1. In some areas of the new scene before entering the Void Labs portal through the broken wall, the screen may frequently turn black. I found this seems to be related to cutscene code and an incorrect double-click on the door.

2. After teleporting from the Void Labs to the Back Room, there's a chance the scene's darkness effects will stack, making the entire game very dark. The darkness in the abandoned pizza shop is even more severe. It can only be resolved by using SL. (God, do you know what it feels like to enter the Abyss? It's already dark enough, and then this darkness is added on top of that.)

3.  followers can run through walls.running around

4. After completing the Void storyline and returning to the Void World, I experienced the old storyline again, and beat up "FEI-LI" again… The nurse's instance is still in the monitoring room. Upon reaching the large room, there's a rabbit standing next to an empty can, and another rabbit running around beside me…

5. When using ASP12, enemies will rush into my room and beat up my resurrected self. In the boss battle, if I die, my position in the boss's cutscene and in-game will change because the boss and the cutscene are two different characters. If she runs to the second floor, she'll only use basic attacks... XD, I can easily defeat her.

6. Flaws: Dragging and stacking items in the storage box is difficult; a shortcut key for organizing the storage box should be added.

7. Unexplained audio popping; the background music suddenly becomes very loud for no reason, or NPC voices become very loud...

8. The red-eyed, half-finished robot rabbit is using wallhacks and X-ray vision on me... She's cheating! Occasionally, she becomes very nearsighted...

9. In the large room (you find the rabbit and rescue the nurse, full of half-finished, idle robot rabbits), if I leave the room halfway, I'll return to the gatehouse from the wrong location. Re-entering causes cutscene overlap and errors.

10.Regarding sex: Some characters' bust size will change noticeably when clothed and naked (regardless of whether bust size control is enabled), and there is a module penetration issue.

11.During the conversation, it may result in the inability to choose... direct attack... or mouse cursor loss...

12.The shooting range mini-game will cause your main weapon's bullets to change... The mini-game has a certain chance of causing the target to get stuck.

13.Treatment: The prompt button shows "F", but it's actually "E"...


Wishes:

1. Remove the Tengu? Crow? (the underground parking garage NPC) after completing the cutscene, so she can have a proper boss battle with me later.

2. Could you post a simple map on the wall? In the Dark Pizza Shop: WHERE IS ME?

3. Repair Lena in Chapter 3... She's an enemy, but she's still the player's first friend.

4. Can you please stop having the out-of-control nurses appearing in the alley near the lab entrance/back door of the shooting range? They often block my path.

5. Slightly increase the number of pistol bullets stacked... Increase the inventory space occupied by rifles(2*3 or 2*4). This makes it more realistic and requires more careful resource management. (The G36 is huge.)

6. Why does everyone want to stun me? I've already fallen at least three times in the story... Don't come back again. XD... OH (Bong!)

7. More enemy variants, such as ranged, high-speed, high-attack, heavily armored... It's exciting.

8. Give the player some branching options, such as FEI-LI. If you don't take her, you won't be able to repair Lena. Later in the game, the player will "die," and can choose to become a new type of Animatronic or repair their human body, or even choose from several modules. This satisfies the mission of the one-eyed dog and Lena to kill the protagonist, while also giving players a degree of freedom without worrying about affecting the plot. (Of course, sex might be replaced with the use of tools or artificial organs.)

9.Sexual activity and similar scenes can be interrupted in time.)esc!).. You know why.

Question: Is it possible to turn off options like motion blur and global floodlight in the game's graphics settings? I get dizzy every time I play this game, especially when entering water areas... I even experienced severe dizziness once when entering a flooded area from the elevator in the system control room.

I remember I "P" LOONA back then, and I even downloaded Flash, but there's no decent media player anymore.

The song "The Last Christmas" played in my ears... The lizard and the dog still didn't seem interested in the beads... I basically never won any of the mini-games... :) The game occasionally crashes, specifically when talking to NPCs after losing too many times.

(1 edit)

A bug: If the female protagonist, during her hype pregnancy and near delivery, drinks a large amount of soda and takes digestive pills when extremely thirsty, her waistline will eventually exceed 300cm. This is because the cola causes bloating, or the overeating leads to soft palate problems.

I'm really looking forward to the full story and how the protagonist escapes this nightmarish carnival.

For some reason, uncle look like "The Cheshire Cat"... He says he likes foxes and wants to be a cat?

(2 edits)

Thank you for your numerous replies: Most older RPG engines lack the next-gen assets I need. I complained about the lack of sufficient modern and sci-fi assets when I helped AAAA (the creator of Resident Evil and Doraemon) fix bugs in the game "Crocodile battle."

I previously worked on a game similar to "Blade Runner" and a "mech RPG," but English isn't my native language, leading to humorous translations of the game's plot and many technical terms I didn't understand. This time, I decided to use a bilingual (Chinese and English) approach to address the issues for both main player groups.

For example, the incorrect translation: I mistakenly translated "Demon God" as "MAJIN," but what I actually wanted was a neutral term—neither evil nor benevolent—that doesn't even exist in English… So now I understand; I should use Cthulhu terminology to explain this concept.

There are also some specific words and names that I find difficult to grasp. For example, there's a hunter named "Goyo" (his name is Gregorio from Spain), but it was machine-translated into the Chinese name "郭优" (Guo You). There's also a similar character named PUT, but it was incorrectly translated into Chinese as "期盼" (Qi Pan).

OK,LET`S DO IT~NO AI!!!


THANKS!

I've already created 14 games... three of which were made with RPG 2003. I abandoned this engine back then because of XP's superior codebase. But now, UE's code blueprints and "user-friendly" interface have rendered ordinary coders almost obsolete.

Seeing the 2003 stuff, I decided to use this old engine again to make a new game, but I won't use the original 2003 assets; I have to redraw everything... Luckily, I still have some old game assets.

Perhaps I should do something with 2003...:)

rpg2003,More than 20 years

1. When summoning an NPC to follow you at specific times, their posture during conversation and when standing will differ. For example, they might be standing naked while talking, dressed, or wearing a "killer sweater" while standing and a "dress" while talking. There's even a difference in the size of their abdomen during conversation and when standing. (Figure 1)

2. When switching positions during climax and choosing internal, the external effects still appear. Oral sex will result in ejaculation from the back of the head. (Figure 2)

3. The previously mentioned plot error regarding body shape has reappeared. The bellies of the sister and mother are noticeably smaller in cutscenes (e.g., the sister comes to your room at night asking to sleep, the mother is taking a shower, etc.). (Is this related to pregnancy?)

4. There are instances of female voices being lost…

5. The lighting effects need adjustment; it's not dark enough at night and too bright in the early morning.

Keep working on it.