Avi the Tiger's Experimental and Derivative Doujin Circle (run by Iva Tox)
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Mori Drip
Here's a drawing of what I want the MC of my visual novel to like once he finally has the chance to buy some drip for himself! ALT: A drawing of a very stylish dark brown cat man. Over his dark teal tank top, he dons a red cardigan. He also wears a dark red pants, dark blue shoes, an orange sun hat with a deep vermillion feather, and a black dupatta with glittering sequins and a white trim. A leather collar and a silver chain with a moonstone is also worn around his neck. He also has a teal purse with a little red dragon charm hanging form it
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Fluffy tiger make sure you're not injured because he cares!
Sneak Peek of one of the CGs in the February Update
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I finished the base Sprite for lowrey! I hope you're ready to see his full range of expression!
(also there's a gift in his files uwu)
I also gave him a tattoo because why not
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And here's what it looks like blurred and in game! I think the image planes will provide me a lot of leeaway to easily make crowds, especially since the image will be blurred! hooray!

Lovely Inside Room!
A lovely little render of a room! It’s not much, but it’s really important for me and the development of my visual novel Nocturne! I plan on using (blurred) 3D renders for the backgrounds and this is great progress for me! Hooray! (ignore the echovn characters) ALT: A 3d render of a room with a bed and a nightstand. The door is open to reveal another room with its door also open. The light from outside pours in through the giant window
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In one week of getting PICO-8 I created this little game where you play as a tiger and dodge a wolf's bullets! Without touching LUA before, I was able to create player movement, bullet logic, collisions, particles, grazing, and scoring! PICO-8 is such a delightful little engine and I highly recommend it to anyone and everyone looking into GameDev!
Also, take a look at the stripped down version I made just for my Neocities!
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Nocturne (18+) Version 0.1.2.1 update
https://ivatox.itch.io/nocturne/devlog/625501/chapter-one-part-two-is-live
Hi there, everyone! Long time no see! Sorry it's been taking so long to release updates. Unfortunately, this update isn't as long or content-packed as I would like it to be. I had stated in a previous Dev Log that I would be breaking the bigger Update I had originally planned into smaller sections, allowing me to make more updates and only have to parse a smaller chunk of content at a time.
This update came a little later than I had originally planned, but it's here nevertheless. Hopefully, the next update should come out at most during January.
Anyways! About this update! I have implemented a chapter select! If you end up losing your save due to Ren'Py (or likely Avi) tomfoolery, you should be able to go back to a relatively close area of where you last left off.
(While we're on the topic of tomfoolery, if you are unable to update your game, uninstall it and install the update as a fresh installation. Sorry, for the inconvenience this causes... I will try to make an update to the chapter select so you can access your unlockables after Chapter Selecting)
With this fresh update comes seven new characters! Since I was a little crunched for time, I had to leave all of their portraits as static sketches. While you do get a rough idea of what each character looks like, I was unable to draw and code any emotes for them. So for now, pretend you're playing MegaMan Battle Network/Star Force and continue through the story like that...
Speaking of portraits... my style changed. Again. Meaning I am going to have to redraw Oak and Cypress' portraits. Again. They're not in the next few updates, so I won't focus on them for now. I'm thinking I could complete one character's set of portraits per upcoming update...
I also completely overhauled the music! And by completely overhauled, I mean I converted each mp3 file to ogg. I did, however, implement a new song! There should be a second, but I kind of rushed it and I hate it so please don't listen to it. To make up for this, I allowed a sneak peak of two upcoming songs! I hope you like them!
Most importantly, I've added twenty GDocs-Pages worth of content for you all to enjoy! Hope you like it!
Finally, I made some small changes. First, I changed the soundfile of Mori's horrific singing to make it sound more discordant and out-of-tune. I apologize for your ears. Secondly, I changed some stuff on the menu! The about page now contains links to my socials! I also changed the "accent" text color so the title doesn't blend into the flowers on the main menu. Finally, I changed out two of the Easter Eggs from the phone scene!
And that's it for all the changes in this update! In the next update which should come no later than January, I will add in twenty more Gdoc Pages worth of content, one new song, and one character's portraits completed. I also wish to start implementing my own backgrounds instead of use stock images, but we'll see.
Bye for now! Stay safe as you walk through the night, ok? Maybe it's good to be a little Fearful in those situations...
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Hi there, everyone! Long time no see! Sorry it's been taking so long to release updates. Unfortunately, this update isn't as long or content-packed as I would like it to be. I had stated in a previous Dev Log that I would be breaking the bigger Update I had originally planned into smaller sections, allowing me to make more updates and only have to parse a smaller chunk of content at a time.
This update came a little later than I had originally planned, but it's here nevertheless. Hopefully, the next update should come out at most during January.
Anyways! About this update! I have implemented a chapter select! If you end up losing your save due to Ren'Py (or likely Avi) tomfoolery, you should be able to go back to a relatively close area of where you last left off.
(While we're on the topic of tomfoolery, if you are unable to update your game, uninstall it and install the update as a fresh installation. Sorry, for the inconvenience this causes... I will try to make an update to the chapter select so you can access your unlockables after Chapter Selecting)
With this fresh update comes seven new characters! Since I was a little crunched for time, I had to leave all of their portraits as static sketches. While you do get a rough idea of what each character looks like, I was unable to draw and code any emotes for them. So for now, pretend you're playing MegaMan Battle Network/Star Force and continue through the story like that...
Speaking of portraits... my style changed. Again. Meaning I am going to have to redraw Oak and Cypress' portraits. Again. They're not in the next few updates, so I won't focus on them for now. I'm thinking I could complete one character's set of portraits per upcoming update...
I also completely overhauled the music! And by completely overhauled, I mean I converted each mp3 file to ogg. I did, however, implement a new song! There should be a second, but I kind of rushed it and I hate it so please don't listen to it. To make up for this, I allowed a sneak peak of two upcoming songs! I hope you like them!
Most importantly, I've added twenty GDocs-Pages worth of content for you all to enjoy! Hope you like it!
Finally, I made some small changes. First, I changed the soundfile of Mori's horrific singing to make it sound more discordant and out-of-tune. I apologize for your ears. Secondly, I changed some stuff on the menu! The about page now contains links to my socials! I also changed the "accent" text color so the title doesn't blend into the flowers on the main menu. Finally, I changed out two of the Easter Eggs from the phone scene!
And that's it for all the changes in this update! In the next update which should come no later than January, I will add in twenty more Gdoc Pages worth of content, one new song, and one character's portraits completed. I also wish to start implementing my own backgrounds instead of use stock images, but we'll see.
Bye for now! Stay safe as you walk through the night, ok? Maybe it's good to be a little Fearful in those situations...
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In response to Unity's new open letter, derivative non-profit works such as Sonic Neo Harmony will remain in the Unity engine. All other projects such as Artificer's Advent and Project Curtain will be moved to a different engine
#sonic neo harmony#sonicneoharmony#snh#snh development#sonic fangame#unity#unity3d#godot#defold#unity's ass is cutting nail now#im curious if there are hackers somewhere who know how to remove the Unity Runtime Environment from a build
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Pride YCH!!
I’m hosting Pride YCHs! I can draw your sona holding any Pride flag of your choice, for only $15! Get all the info here: https://ko-fi.com/s/905db88137
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Ron DeSantis just passed his Don't Say Gay law so I need your help escaping Florida
Please spread this around as much as you can; even if you can't donate at least ten cents, helping this reach someone who could helps so much
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The black chaos emerald. If you stare close enough into it, it's like staring into the deep expanse of space--you can even make out a few constellations
#sonic neo harmony#sonicneoharmony#snh#snh development#sonic fangame#sonic the werehog#sonic the hedgehog#sonicfangame#sonicthehedgehog#sonicthewerehog#infinite the jackal#sonic#sonic fan game#sonic unleashed#concept sketch
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Hi! I'm here to present the first part of 0.52 today! (I could easily call this 0.52 and the next update 0.53 but I don't want to so hush)
With this update, I've about finished copying all the mechanics that were present in the engine from 0.5! I've also started to implement some new mechanics as well as improving the ones from the original engine!
The first thing you will notice is the giant world! I've decided to draw inspiration from the newly released Sonic Frontiers and make the whole world an island! Or... rather... an archipelago. I've also added my own custom skybox but that's not important.
I've replaced the placeholder capsule thing with an actual Sonic model! Hooray! And it changes based on the day and night cycle! Double hooray! There are no animations present at the moment--I think I want to model my own assets rather than use ones I downloaded off of the Models Resource. That way I can make Sonic fit the overall aesthetic I'm going for rather than the other way around. Triple hooray!
Speaking of modeling assets, I've upgraded the stage gate pedestal thingies. Now they have an actual dedicated structure instead of being this weird random block in the terrain. I've also added in the visual assets for rings! Hooray! They do nothing but spin and glow right now though, I'm afraid. At least they're pretty to look at!
I've also added in the framework for Sonic's speed mechanic! Which is... more than I did for the old engine... Right now, it only works by switching to "running" mode and holding the dash button. Sad.
I've also upgraded the mini game totem thingies. Now, there are two present on the overworld! The second one has three "different" games to play before unlocking its bonus stage.
Speaking of stages, I've implemented ramp assets! It looks simple, but it's pretty important. See, each block of the stage is made up of a 100x100px Sprite. I wanted to conduct an experiment where I made a 200x200px asset, positioned its "origin" somewhere off to the side, and then paint it into the stage file like it's a normal block. Thankfully, it works! This will allow me to add even more complex stage elements into the game, but more on that later!
I've upgraded the save system! I made it so that it saves the progress on each mini game totem! Not only that, but upon leaving the world for the main menu or to a stage, it will save the player position and rotation! It's very rudimentary but it will do for now.
Finally, I changed the camera script so that it will face the player's direction and be position directly behind Sonic, rather than starting in the default top down setting.
In the coming updates, I want to properly implement Sonic's speed! On "running" mode, I want Sonic to be able to slow;y gain speed just by moving forward more by running downhill. You know, like a Sonic game! And of course, I want to work on the Werehog! Right now, there is no distinction between the Werehog and the Hedgehog in terms of movement. I hope to rectify that soon.
I also want to work on optimizing the game. Right now, it runs a bit too slow than I would like it to. I'm thinking I could add LOD groups to each chunk of the terrain. I also want to see if I can make the archipelago even bigger. Because why not? This will also give Sonic more room to run around and me more place to world build! I hope to add more ruined architecture to the world!
I'd like to start working on more complex stage elements like loop de loops. I also want to experiment with red Star rings. Wish me luck!
I want to work on an in game manual. This will require me to implement a "permanent collectible", as in once the player collects this specific item, it disappears from the game forever. Also, I'll need a gallery to view acquired entries. These should be displayed in the order I intend, regardless of how they're picked up. Knocking these two features out will allow me to add in things like a cutscene gallery and even a music player!
I want to implement a more sophisticated (animated) cutscene system than what I had in the previous engine. This also goes for the stage end screen.
I want to work on the menus in the game. I'd like to optimize the ui and make it more...
Rather, I'd like to make it less cluttered. I also want to implement the music room again! For that, though, I'll need to actually make some music.
Speaking of music, I want to start on the music system I never got around to implementing in the previous engine.
I don't know when the next update will be. Now that I've released this update, I'd like to fall back a bit and work on some of my other projects. At least one other project should get an update before I drop 0.52.2! This way, I get to give my other projects some attention while also giving myself ample time to work on the next update of this project. Keep in mind that not everything mentioned above will appear by 0.52.3. I think most of those features will appear in 0.53!
Anyways, it's getting late and it's about time I go to sleep. I'll dream of fluffy Werehogs and fluffy Jackals. Moonlight is shining--please sleep soundly.
#sonic neo harmony#sonicneoharmony#snh#snh development#sonic fangame#sonic#sonic unleashed#sonic the werehog#sonic the hedgehog#sonicfangame
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Sonic Neo Harmony update
When I started development on Sonic Neo Harmony, I wanted to make an open world hub that lead to stages that were on the world. But, I also wanted to be able to play this on a phone, so I thought those 3D would be too much for the potato device I had at the time. So, I thought I could make the stages 2D instead--I got this idea from Sonic Jam. But now, this format will make Harmony look like a worse version of Frontiers.
Oh well. Who cares? I'll make my game the way I please.
Because I've been taking on more projects and responsibilities as of late, development on SNH will have to slow a bit. Hence, I'll be breaking up each update into parts. The upcoming version 0.52 will be split into three parts.
The first part of 0.52, which should be coming out soon, will focus on the world. It will introduce the rough concept of the game's setting, the Mooncrest Archipelago. Please note that the terrain is not final and is subject to tremendous change. It will also add in the initial framework for Sonic's speed mechanic! I'll be basing it off of Frontier's speed formula and Unleashed's controls. I also want to add in save functionality to the mini games thingy.
The second part of 0.52 will focus on Sonic's day movement. On the hub, I want him to be able to switch between "running" and "jogging". "Running" mode will be akin to the stages from Unleashed--Sonic will be able to gain tremendous speed when running and also gain even more by boosting. "Jogging" mode will be akin to Unleashed's hubs. This will allow Sonic to slow down for complex puzzles and platforming and speed up for world exploration at will. I also want to add in the framework for more complex and Sonic-like stages!
The third part of 0.52 will focus on the Werehog! My favorite part! I'll focus on making him as super duper fluffy as I absolutely can! Oh and uh. Maybe some functionality I guess.
After 0.52, I don't think I'll try to pack in so many updates in to each... uh... update. I'll try to make each update smaller and more manageable so that they could (hopefully) be more frequent. I want to focus on overworld rings and enemies and stuff.
Anyways yeah, that's it. Moonlight is shining, please wait warmly
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Part One for Chapter One Part One is finally live! This came out much later than expected, sorry about that. Redoing every single sprite and attempting to redo each background took a lot longer than I thought it would. Not to mention coming down to the end, the project got corrupted.
Unfortunately, if you play the Android version, you may have to uninstall the previous build before you can install this new one. Somehow, "Feverous Dancing" got corrupted as well, and so the music for the plaza does not play. However, I was able to fix the laggy-ness for lower end Android devices!
This version also contains a placeholder BGM not accessible through the music room. I will see to it that the song is completed by the next update.
Along with new music and a rehaul for sprites, I also added in some extra dialogue in the prologue.
I do not have a good estimate for the last part of Chapter One yet. Not only do I want to properly redo each background to fit my vision of the world and fix each corrupted file, I want to update Sonic Neo Harmony at least once before I do so
Readers on all platforms may have to completely uninstall and reinstall the game when that time comes.
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Hello, Everyone! Welcome to the launch of my Visual Novel, Nocturne! I've been working on this for over a year now, and I'm excited to finally show it to you guys!
This build only has the prologue! In the next update, I intend to give you the first section of Chapter one!
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