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hgameartman

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A member registered May 11, 2021 · View creator page →

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No new updates yet unfortunately, I think I might have closed and saved the page while checking things for updating the combat demo for the new combat system last month.


I'm currently in the middle of a restructuring and redesign of the entire combat system! (And likely much more)

To do this, I'm having to replace a core chunk of the plugins in HMA, which involves learning new plugin APIs, redesigning all combat areas/enemies, etc, and more.... And it's going to take a while!

For progress on how I'm learning these systems, you can check out:

https://hgameartman.itch.io/lilys-erotic-potion-delivery

Which was copied directly from a previous build of HMA in terms of codebase so that I could spend the time developing the enemies, combat areas, 60+ skills and spells earned from classes, etc etc.

There's free devlogs up on Subscribestar, and I'll try to write out a proper devlog soon, but HMA development is continuing, it's just in the middle of some technical debt clean-up and fixes!

Healing is available in all spirits and base forms, just in different ways.

Shadow magic deals lifedrain, 10% at base but will be stronger once aoe options are are available. It's set to be weaker in terms of total healing because you can freely swap back to potions to heal.

Neutral magic spirits have mana fortification at Level 2, which gives a channeled healing spell in addition to a defensive buff, but drains mp constantly while active.

Fire magic, meanwhile, has Invigorating flames at Level 2, which fully heals your health, but in exchange drops your max hp, a small amount (10% , at first, but stacking until your max hp is 5.  On the flip side though, it does fully heal your max hp for very little mana and a very short cast time. It also synergizes with fire magic's level 3 spell, Flames of Retribution, to increase its damage.

All of these healing options are available after a single upgrade to spirits, of which one is obtained during the tutorial for spirits, and the other only requires killing a handful of enemies to obtain.

Healing flasks to obtain an upgrade at the end of the first dungeon, as it was balanced to be beatable with lv2-3 health (40-60 max hp), which brings the flasks from 10-20 healing (and more upgrades are planned!) This might be a bit late though.

Controls are presenting a unique challenge and are actually in the process of being reworked for a third time!

Gameplay was first set up to follow the mouse, at which point people complained that it was difficult to understand or they didn't like it. So I set up character-direction focused, with an added homing component to certain spells like magic archery and potions to have them aim at your current target, which can be selected by mouse or whatever you last hit at times.

This was needed because enemies were designed to be able to aim all around yourself, which was made because the original control scheme was following the mouse, meaning you could also attack at angles.

With the latest redesign, I'm implementing player options, with character-facing and Mouse-Facing being the skill aim options, and Normal and Hard difficulty being enemy options. 

This mostly ties into changing the enemies ability to aim and attack at different angles, with normal mode making them simpler and locking many enemies to cardinals, while those that aren't will be given extended cooldowns to avoid making the game too difficult while playing with character-facing controls which locks you mostly to cardinals yourself.


And the bust image reappearing is a bug I haven't seen reported yet, thanks for letting me know! I'll add that to the bug tracker and try to have it fixed soon!

I do plan on doing one more update to the demo at some point to test out this latest batch of changes before the game's full release, but it might be a little bit before that's ready as it's quite a lot to work on!

That's odd, is it only in certain situations such as in combat, or in town as well?

I'll try to do some profiling and see if I can improve the performance. I know that it can get a bit rough if you repeatedly use call lighting updates via torches or the staircase to the slime boss(the fog  plugin can stack up some lighting errors), but it should clear upon saving and reloading.

The skill system is still not quite complete either, as enemies are not locked to the grid while you are currently, and probably do need a bit of a speed drop to compensate in addition to reducing their aim range and attack speed. I'm working on a future update to give enemy difficulty and control choices, but it will be a bit of time before it's complete. That should also speed up/slow down combat in a way that will feel a bit more natural, which might help with the feeling of it being a bit slow or laggy if the issue is in the skill casting range/placement.

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The dungeon should have chests spawn with keys before every door.


For the glowing barrier rooms, all enemies in the room must be defeated to progress. Check corners and stuff as sometimes enemies get stuck behind foliage and stuff.

A torch helps a lot for all of it as otherwise its hard to see.

So, for the demo human pregnancy is a bit more complicated than it will be in the full game.


You should have gotten a quest to unlock prostitution upon completing the forest dungeon at night.  That should direct you to talk to Eillana, which unlocks the gallery first, then gives some dialog options.

As the quest says, talk to her about the Hooligans, and then invite her out for drinks to talk about prostitution.

This unlocks the first prostitution client, a hooligan in the upper part of town, signified by a heart balloon icon above his head that pops up repeatedly.

This gives a short tutorial into the prostitution minigame, which then allows you to repeatedly play with him.

From here:

Human pregnancy is slightly different from slime pregnancy, in that it relies heavily on the "Pregnancy Chance" listed now in the body stats screen.  This gives you a 5% rate during an actual creampie, but gives additional rolls each night depending on how much semen is inside.

Each night, if you have >1 load of semen inside, it reduces itself by one and rolls for pregnancy.  Having more inside at once increases these rolls up to roughly a 25% chance! Each night to get pregnant.


During the full game, you'll be able to play with hooligans right outside of town during combat much like slimes, so this is easy there, but without that, you're going to have to play the minigame with the intent to get more than one load for now.


Leveling up your prostitution level to three gives you access to "Tightening", a skill which increases male orgasm value, and "Teasing", which switches to a handjob and reduces your HP loss, but also reduces their satisfaction (which you need to win the minigame)

This is actually a good thing, as the game is over when he cums.

To avoid running out of HP yourself, using "Deep Breath" the starting active skill, will restore you hp at the cost of your mp.

To restore your mp, you're going to need to complete the quest you get at LV3 prostitution, where Eillana will teach you how to use Mana Drain, a passive skill that restores your mp each time he cums.


From here, you simply play the minigame with the intent to draw it out, switching to teasing stance when the satisfaction gets too high, and swaping to neutral stance for the creampie.


It's kind of convoluted, but it's all optional.  You can just spam tightening or even just survive and, as long as you have the HP, you'll get 2 5% rolls each time to get pregnant with humans each day, as the prostitution client also resets when you sleep.

But much like in real life, more is better, so if you want to get pregnant faster, you gotta play around more!

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Its only available at night, pick up a torch or two at the store, use the field skills ability (default q) to use them and give you some ligjt and then investigate the lake area near Anyas shop


There should be a new path up to the north of that area, it's blocked by fences until it's night and eillana has asked you to investigate it during her additional research mission.

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in the castle town wayyy to the east, currently blocked off by plants.  I'll add more clear indicators for it being unavailable in the demo into the quest description and dialogs, and the main town being further away than the village into Anyas dialog.

Thats what I normally do(for Horny Mage Academy and Horny Mage Chronicles), but this was less a "New New Version" and more fixing a terrible mistake because the build that was published was an early, early prototype proof of concept that was months and months out of date.


Incrementing the version number here would mean I would have to go and do so on all other places I uploaded it, or there would be a discrepancy in numbers with itch being on 0.4 or so while everyone else (like on patreon) was at 0.3, which wouldn't really work because itch was the only one I messed up on and uploaded the wrong files!

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Might be corrupted files in the live2d assets folder if it's having issues with everyone's bust images

try playing with the bust image controller item or the hotkeys mentioned in the opening of the game.  If those don't work then something glitched on install or something.  A new game or a reinstall might be needed, but you should be able to get it to load using the hotkey or bust image controller key item.

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Do you mean from eillana before you have to craft, or from the slimes later?


the slime area has a bug where they can hide behind the trees and be difficult to hit or track, and if you dont kill all of them then it doesnt continue the tutorial even if you got the correct number of drops..

the crafting tutorial meanwhile requires you to return to the shop after talking to eillana, and then craft the specified items.

If it's actually asking for catalysts from a chest, it's somehow running a demo version from 3 months ago, but im pretty sure I didn't upload that build.


Edit: I uploaded that old demo build from 3 months ago instead of the most recent one.  Reuploading now and will put up a notice on it.

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when did this error happen and what images was it looking for?


The game should only be trying to load in live2d models for character art and animations, so if its calling for h scene images it broke. Those were removed long ago and any references shouldn't exist anymore in the game files.


Try redownloading and testing a fresh copy of the game if you can.  it could be something got corruptedwwhen installing or something.

-Edit- Definitely try redownloading it now, the build that was here was significantly out of date, likely from before I fixed up many of the glitches like this one

Theres supposed to be some werewolves further in but its likely the nekomata boss fight is broken.

Trying again or on a different save might get it to work, but dont spend like an hour on it, it shouldnt take more than a few minutes at most i think.


 There's not much at all past it aside from the Werewolves enemies which never got a working pregnancy and only a short h scene with very old artwor. The game is still incomplete as I'm in process of redoing the entire combat system.

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I started working on a complete restructuring of the combat system because the plugins I had originally used for it (QABS) were out of date and buggy and hadn't been updated in several years since the start of the project.

The new combat system required that I basically redo everything to do with combat, including redoing each and every skill and spell, as well as the lead-in time to learning an entire new plugin system and API (which took me a few months on its own!)

Devlogs are available for free up on Subscribestar (patreon requires gating them behind a paywall because they're 18+), but essentially I split off a standalone combat demo off Horny Mage Academy as a way to develop the 60+ skills and spells, 10+ enemy types, and general dungeon/combat design in a less-buggy, more clean enviroment, with the goal of being able to backport the systems into Horny Mage Academy after the combat demo is done.

As this is going to take a while, the project demonstrating the combat system will be its own little (very small scope!) game, called Lily's Erotic Potion Delivery! which, if I can manage it, will be uploaded to patreon/subscribestar soon so I can get feedback on how the systems are developing!


Devlogs can be found here for reference, I've been doing them monthly, but progress is slow in general because I've got a full-time job for the most part and can only work on the game on weekends and after work.

I'll do a proper news post on the game once I have a demo ready for the standalone project, which should be ready hopefully sometime soon  if things stop breaking every single time I test them. I just spent 2 hours fixing a bug -> finding the fix broke something else -> fixing that bug -> repeat. 

unfortunately not likely.  Every time I tried to compile one I got multiple pages of errors, and so many things are hard coded to keyboard and mouse like skill usage and such.


Remote possibility of the combat update fixing it or making it more possible, but I'm not holding my breath on it.  I'll keep trying though, I'm already working on decoupling the hard-coded dependencies on things like skill hotkeys 

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I actually have, yes, and will be doing more development in Unity in the future!

Horny Mage Chronicles (also available on itch, though delisted now as it's a paid app) is my first attempt at a Unity game, and I have plans for more in the future, but first I want to have at least a stable version (if not completed version) of Horny Mage Academy with the new combat systems I'm developing before I commit to fully focusing on Unity beyond my current prototyping/learning projects.

You can check out the devlogs on subscribestar, but the general plan right now is to revamp massive chunks of Horny Mage Academy's systems, especially replacing all of the combat plugins, as well as redoing some systems like the COMM and prostitution calls to be less buggy. To do this I'm using a standalone project/demo forked from the last release of HMA to get the basic systems redeveloped in a less stressful environment.

Once this standalone project is complete and the systems are fleshed out, the plan is to port the new plugins/basic systems and then sink my teeth into Horny Mage Academy again and at least flesh out the start of the main story, but while I'm doing that I'm also going to be continuing to experiment with things like RPGMaker UNITE (a version of RPGMaker that actually runs in unity!) and perhaps a  small-scope standalone project (my current idea/prototyping is a little tiny colony sim similar to the ancient virtual villagers series staring Olivia which has you reviving/repopulating a remote tropical village with magic!) while I work on HMA over time as I have been before.

I don't think a direct port of HMA would be very feasible (though a lot of the newer art might be resuable hopefully!), but the idea would be to get a complete version within a couple of years hopefully, while also developing other projects with a similar scope to Horny Mage Chronicles, which only took a few months to make thanks to sharing artwork/animations with HMA.


I don't really want to plan out past that yet (because this is already going to be like 3-4 years of work at a minimum), but depending on my Unity and art skills and income levels at the time, I would like to transition into full-time development if I could and then start another ambitious project like HMA again, only in Unity!

The current state of the game has a rather unhealth amount of bugs and glitches and general jankiness to it that makes fixing things and clearing out bugs difficult.

Many interaction zones are lit up, but I think transports and stairs in particular are not.  There's a number of secret passageways that are purposefully hidden but should show up on the map once you've discovered them via going through them, as shown in the tutorial.

Same with signs outside of classrooms.  Most should be able to be seen but I didn't want a ton of visual clutter with sparkles outside of every classroom.  I'm working on developing ways to highlight them as interactable (probably a nice glowy outline or something) but it's still in progress.


A few months ago I started an in-depth rework of the game's core systems and mechanics, including replacing the combat and core movement plugins with a cleaner and more feature-rich versions, as well as redoing the animation systems, all of the game's skills and spells, and more.

One of the future goals is to create a bit more clarity with things like signs and stuff, as well as redecorating maps to make them more interesting and distinct between the separate areas (different tapestries/artwork, statues, plants, desks, carpet/flooring, etc)


Unfortunately, before I can get to a lot of the stuff I want to do with revamped map design, I have to rework the core combat and movement systems, as well as a solid chunk of the combat skills and systems, and that's going to take a bit of time!

The movement system in particular I'm waiting on an update to the new ABS system, at which point I'll need to set proper hitboxes for characters, as well as transports and more!


The current version of the game should be playable for the most part until then, and it is possible to get a handle on the map after some time and zip around with the aid of the secret passages and warp point systems unlocked later on!

I'll be making a proper devlog at some point here on itch later, but until then you can check out the last few on subscribestar or patreon! (though patreon unfortunately requires me to paywall them because they include adult content, but they should be freely available on subscribestar at least!)

https://subscribestar.adult/posts/1881098

https://www.patreon.com/posts/combat-update-25-130385387

Redoing the combat system is taking a while, devlogs are up on subscribestar/patreon but ill try to do one here later too, but it's a rather massive rework redoing core systems and plugins so it's going to take a while.

Ill take a look and try to have a bugfix patch out soon!

I'll look into it and try to have it fixed!


It might be a little while unfortunately, as I recently started a major reconstruction of the combat system in the game that's going to take a little while as it involves redoing a large portion of the skills, enemies, and even misc things that were connected to the combat system like walking student's pathfinding and anything that used the pixel-movement systems.

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The game is linear, is there any particular area you're having trouble with?

For the minigames, remember to read Lily's advice at the end! Most of the time she has information on anything in particular that's new with a girl's minigame in her loss evaluation.

Generally, if your arousal goes up too high you can always "pull out" so to speak and switch to touch mode.  Be careful to do this well in advance of a reversal, so you'll have time to break free before you get hit and lose mana.

For Olivia's minigame in particular, it's best to have done all training beforehand. The difficulty is a step up on purpose and is still being tuned (likely down a bit, might be a bit tough at the moment) but it's certainly possible, even at 0 stats gained, if a bit finicky.

For hers, focus on spending as much time in super-mode as you can. As long as your stats are high enough you should be fine on pleasure build up on yourself so you can focus on offense.

You'll deal some extra damage to her if you can line up super-mode with when she orgasms. If you're not up to date on your stats (I think something like 5 STR 5 END 20+ Mana was what I had, basically everything but the pregnancy training stats) then you'll pretty much have to use the super-mode's power boost to actually deal more than 1mp of damage to her.

The completion shown on the journal is bugged, but it will count for the grade at the end of the semester properly as long as its in your inventory, and the journal will be cleared after the semester.

I have got a good idea on the cause now and should have a fix out soon!


It involves the reccomendation system not properly clearing out after the semester is over, which will be  fixed in the next update!

if you can navigate to a combat map and die it should reset it. There's probably a few other things that will fix it as well, including a fade in item in the inventory if you can open your inventory and use it somehow.

Possibly sleeping in the bed could also fix it if the above methods fail(and the bed should be fairly easy to navigate to as its right next to the spawn point that morning!)

Im working on fixing this one as well as a few other major bugs for the next release as soon as I can make sure it's all working properly. There were a few issues like it including broken character storyline issues, issues with the new slime scenes, and more that slipped through the cracks, but once it's all fixed I'll do a bugfix update as soon as I can!

Hotfix has been released(V0.10.1) fixing black screen bugs on loading into certain scenes (including the very first one)

Thanks for letting me know about all this! Replaced the discord link in the game's page, here is the new one.

https://discord.com/invite/6tUgeCmx

I'll look into the android issues, I swear I had tested in on my own android phone a few days before I put up the update but I'll go see what I can do to fix it up!

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Pregnancy mechanics are tied into gameplay, changing the character's selection screen and lasting a few in-game days thanks to the power of magic!

Each character has an alternate selection screen with a different minigame (mostly milking so far), and a training scene that gives a unique h-scene. Pregnancies are repeatable, though rewards are really only obtained once for each training scene, and the milking minigames don't currently have any rewards at all!

The game is still a work-in-progress, with only 2 girls being mostly complete and the third (out of a planned 4) having only a single scene and nothing else so far, but the first two girls do have their pregnancy mechanics mostly implemented, if still in need of some polishing!

Which image or animation is stuck?

Most of the events use the same image slot to display their animations, so  if it's from a more recent event just playing any other image/event again (even through recollection room near homeroom!) should fix it.


But let me know which event/animation caused the issue too so I can fix it for the future!

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Ill look into it and try to have it fixed for the next update!  it looks like a bug in the plugins being used for crafting recipes

I think theres a script error with qabs and qpathfind there.


the plugins and combat system is getting updated in the near future, so it should be fixed then (and also moved over to the new version of the waterway dungeon!)

From the very buggy forest ruins dungeon.
To get there you need the growth spell from homeroom's quest that you get after attending a few times, and you use it on the upper field area outside of the school near the cliffs, which should grow a plant you can climb up.

There's not a completely fleshed out prostitution path for them, but there are ways to get them to go out!

For Anya, after finishing her story call her on the comm and you can start her side story, which involves her playing with village men.

For Eillana, after finishing her story talk to her at night in her room with no other events running to start her side-story, which involves a series of misadventures in search of a way to increase her magical power! (And this eventually leads her into, among other things, playing around with village men!)

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 Her implementation hasn't been completed yet. I meant to have a scene ready for her for this update but I went into surgery and as a result couldn't get it implemented unfortunately!

There will be updates on the third girl next update, sorry for the confusion!

Not anymore! I didn't realize there were other payment options when I set up itch a long while ago, so it should be fixed now.

The game is still very much in early access, and is developed by a single developer with a dayjob in an unrelated field who does all of the art, coding, scripting, writing, animation, and everything else.


Polish will come, but it's taking a while.

in the dorms? I'll look into it, they should respawn on changing maps but I'll test to make sure after saving/ loading they reload properly

The main protaganist in this one is a male farmer whose village gets attacked by a naughty succubus and gets trained by the girls.

Noted. Ill look into these. They look like theyre connected to the quest journal scripts.

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Human births take a much longer period of time than monster births, about double that of nekomatas and triple that of imps, according to the code, or anywhere from 30-45 days after you enter stage 2 (full belly) which itself takes 15ish days to enter.

Part of the issue might be the variance that human pregnancies have compared to monster ones. Imp pregnancy always takes 28 days according to the code, but human pregnancy can be as short as 52 days or as long as 72! days.

The enhanced length of the pregnancy is supposed to tie into some more in-depth pregnancy events around human pregnancies and separate them from monsters, which grow rapidly in comparison.

I think the birth scene itself might be broken at the moment(I think I was redoing artwork for them and needed to make some new ones for it), but the pregnancy will resolve after a lengthy wait, and the missing scenes will be implemented once I can finish up the art for them.

Thanks for letting me know on the bug, the entire slime hunt section is getting a revamp with the next update so it should be fixed soon! I'm not quite sure why it would lock your movement, I'll look into that as well.

Any manual saves before the autosave should still work, the autosave goes to as save slot that shouldn't be normally accessible to the player (if it is it's a bug)

Thanks for the bug reports!

Ill look into all of them.


The last one is a bug with the animations system for a lot of the older animations. I think the newer ones dont have the same issue and the older ones that do have it are being replaced with updated art over time.

I'll see if I can get it fixed faster but the issue involves rpgmaker's own engine having some issues loading images at runtime. Without porting it to the new system it will take a while to fix these older ones, and porting the older ones without updating the art at the same time will take a lot of devtime that will have to be repeated a second time for the updated artwork as well.

I'll do some testing and try to get some bugfixes in soon!