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Forgotten Bright Tiles
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An old tileset series I was working on, but ultimately found it too bright for my tastes. They've been up for a while on itch, I'm just pasting them here too.
They may:
* Be used in Commercial and Non-Commercial games.
* Be remixed or recolored.
* Be used in other game engines, though they were made with RPG Maker VX Ace in mind.
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They may not:
* Be resold.
* Be claimed as your own.
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wisteriasakana · 1 year
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A list of free candy/sweet-themed resources
I love sweet/candy tilesets and, since I have a list of them, I thought I can share it, maybe it can be useful to someone!
RPG Maker VX/ACE
Avery [Sweets Icons]
Noir et Blanc Patisserie [Sweets Tile (Tileset/Autotiles)] [Biscuit Windowskin, Chocolate Windowskin]
Bouigainvillea [Biscuit Chairs/Tables/Sign (マップチップ 3), Biscuit Wall (マップチップ 5)] [Sweets Icons (アイコン 2)] [Biscuit Windowskin (ウィンドウスキン 1)]
Candra [Sweets RTP Edits] [Sweets Tileset]
Chocomill [Chocolatery Tileset] [Macaron Towers] [Pocky Fence]
Green Pochette [Sushi, cake, etc.] (material > first banner under "MAP", on the left)
Guiguimu [Cakes!!!! RPG Maker VX Ace Shops C]
Lemori [Candy Theme Tileset]
Lizzy [Candy Furniture] [Sweets Walls] [Sweet Round Windows]
Lunarea [Gingerbread House/Lollipops (Re-Staff releases)]
Pandamaru [Candy Canes, Gingerbread House]
Spritemight [Candy Land Set 01]
Thalzon [Battlers] [C-D: Candy01-11] [E-H: Food03-04-08-10-11-14-15] [ReStaff: Halloween001-004-005-006-010] 
Tsarmina [Candy Windowskin] [ReStaff: Food Organizer]
Ying [Fanciful Tiles (various sweets, Sweets House)]
List of Fairytales resource by slimmmeiske2: Hansel and Gretel resources
RPG Maker MV
Avery [Sweets Icons]
Bouigainvillea [Gingerbread House (マップチップ 5)] [Sweets Icons (アイコン 2)]
Com-sho [Sweet Village Tilesets]
Dragoonwys [Candy/Cake House Walls and Floors] [Pastries Icons]
Journey_Sticks [Candy Country Tileset, Candy Characters, Candy Battlers]
Pandamaru [Candy Canes, Gingerbread House]
Whtdragon [Candy Weapons, Icecream Weapons]
RPG Maker XP
Citrus Cat [Candy House Exterior] [Candy House Interior]
Nekura [CandyLand (Cake Town)]
If you want to know the terms of use of Japanese sites, check this topic: Translated Terms of Usage of Japanese blogs.
Feel free to add... Or to report me errors or weird things (?).
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krissiefox · 5 months
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Screenshot of a defunct sprite website from 5/26/2006
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Old screenshot of a seemingly defunct site for sprites and rpg maker resources. I found it in a folder of old bookmarks and figure I should at-least post this screenshot because it's sad to see old (non-shitty) sites go missing. I don't remember much about this site, but I hope the resources that were on it have found a new home.
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thesoulspulse · 2 years
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Pretty sure I shared the white candles before but this time they’re animated! Honestly I wanted to try and make the candle feathers in some of my earlier concept drawings but as you can guess you can only do so much with only pixels.
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needy-seraphim · 4 months
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୨୧ . - about} ! wow! new rentry inspired by a game I love!? here it is! please, if possible, credit me. F2u.
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shi-ni-shi-ni-koroshi · 6 months
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Death the Kid sprite sheet by me. Do not use. Ask first if you want to repost.
He is huge here because he's meant for rpg mv, but I didn't want to reinstall it. That software is so outdated and limited compared to this one. I am making a new sprite for this software though.
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conparkforever · 9 months
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𝑪𝒐𝒏𝒑𝒂𝒓𝒌 𝒂𝒏𝒅 𝒕𝒉𝒆 𝑫𝒂𝒏𝒕𝒆 𝟗𝟖
☆ RPG Tsukūru Dante 98 was the first of ACII's RPG Maker series, released December 17, 1992 for PC-98. The program contained pre-made characters, tilesets, events and music. To encourage use of the system, Enterbrain hosted a monthly contest between 1997 and 2002 called インターネットコンテストパーク (Internet Contest Park), or "Conpark" for short. Games, music, art and a variety of editing programs were entered into the competition to showcase young developers skills. By far the most popular title made on the system was a horror classic known as Corpse Party, which won the 5th Annual Enterbrain Game Contest in 1996.
𝑹𝒆𝒔𝒐𝒖𝒓𝒄𝒆𝒔
A site dedicated to Azusa 999, a Dante 98 adventure game translated by Samuel Messner.
A translated version of the horror classic Peret em Heru for Dante 98 II, a Platinum winner at Conpark 1998.
Another archival link for the original PC-98 version of Corpse Party (JP only)
A fairly comprehensive archive of PC-98 games, including ASCII's RPG Tsukūru series.
Manual for Dante 98-- Manual for Dante 98 II
A site hosting Dante 98 II programs, including D2win for playing D982 on windows, and a handy text editor for translation purposes.
A site with information on ASCII/Enterbrain's Tsukūru series 95 and onward.
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antirepurp · 2 years
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kinda miss the era when i could just jump into a little game making software and go batshit and make stuff up as i went along instead of feeling like i need to prepare Everything in advance
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craftyandy · 4 months
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Fear and Hunger A Game That Hates You
https://www.youtube.com/live/K1cfDCfdN28?si=BZ9xZJAwLQnaVCgR Squigs Weasel tries to unlock the secrets in "Fear and Hunger" #squigs #squigsweasel #pawsoff #pawsofflive #furries #gaming #vtuber #videogames 
Posted using PostyBirb
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Updated my resources page
Cleaned up all the broken links, and organized everything to make sifting through it easier. I did my best to make sure everything in there is free to download, though some resources require payment to be used commercially. Resources on the page include:
-Graphics
Only has three options in here so far, will be looking for tilesets to include in this.
-Audio
A mix of music and sound effects. Some of the listings will look familiar to those that have played or watched a lot of RPG horror games.
-Scripts-
Links to the RPGMakerWeb pages on script tips and tricks, including the script call list. Sometimes instead of a full script, you only need a script call. Also links to the rpgmaker vxace script archive for lost scripts.
-Free RPG Maker adjacent programs
As it sounds. If you don't have the money for RPG Maker on sale, you can give these a try. Some of them are more advanced than RPG Maker (Wolf editor, notably), so pay special mind to read some of the documentation for each respective engine.
-Misc resources
Basically anything else that didn't fit neatly in the above categories. Links to Uboa's resource list, tutorial pages, mp3 to ogg converters, and art tutorial and reference blogs for those making their own art.
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lasclswing · 2 years
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Rpg maker vx ace resources final fantacy
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RPG MAKER VX ACE RESOURCES FINAL FANTACY HOW TO
RPG MAKER VX ACE RESOURCES FINAL FANTACY FULL
Users can also dictate what type a weapon or armor item is and what classes or actors can use them. Aside from just determining how much damage a particular weapon does, users can make weapons that inflict statuses, have elemental attributes, increase parameters like hit and critical hit rate, can attack multiple times in a turn and much more. With the proper event commands, more experienced users can create monsters that chase the player, traps to hinder and damage and puzzles that add more to a game than just endless battles.įor games that decide to go the traditional route of RPG by adding increasingly powerful weapons and armor as the game progresses, there's no shortage of default options and customization for each piece. In an improvement over previous entries in the RPG Maker series, events have four personal self switches, meaning users don't need to make separate unique switches for every treasure chest, door or NPC. Sprucing it up with cliffs, ruins, overgrown paths and various flora will help an area feel like more than just a step on a player's journey.īy creating events, users can provide objects and NPCs for players to interact with, such as a treasure chest containing much needed healing items. Wandering an endless, featureless grassy plain for random encounters can get boring quickly.
RPG MAKER VX ACE RESOURCES FINAL FANTACY FULL
Whether it's an overworld map for the player to wander, a crypt full of undead or a sprawling dystopian city, a major facet of making games is map design. Related: Bravely Default II’s Demo Gives a Punishing Look at a Promising Game While for the most part users are limited to a top-down view with graphics reminiscent of SNES and PlayStation 2D games, imaginative creators can learn to flesh out in-depth stories with beautiful visuals and impressive systems that will both enthrall gamers and impress fellow makers. RPG Maker VX Aceprovides a powerful means of making many of these ideas a reality with options that allow users to set up a basic RPG system as well as more in-depth Ruby scripting for those who want to take their games in a new direction.
RPG MAKER VX ACE RESOURCES FINAL FANTACY HOW TO
A would-be game designer might have plenty of ideas but be unsure as to how to go about them. Creating a game can seem like a daunting endeavor.
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thesoulspulse · 2 years
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Just like Lilith I couldn’t get all the details in with such small pixels but honestly, I think he looks much better now. The cloak took ages to position correctly but it was well worth it!
Original:
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catskets · 3 months
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A more in-depth guide for creating visual novels, especially in the horror, horror-romance, etc circles
Some of you have seen my previous, smaller post on crafting visual novels, especially in this little space of Tumblr that a lot of us have found themselves in. Since that post took off, I've wanted to create a longer guide to help touch on some points I've thought about for the past few months.
In case you've never heard of me, I'm Kat, also known as catsket. I have a Bachelor of Fine Arts in Game Design. I've been making games for nearly 5 years, and I've been doing visual novels more "professionally" for 2. You may know me for Art Without Blood, 10:16, God is in the Radio, or Fatal Focus. I'm here to help you make your first visual novel.
Please note that my advice does not fit everyone, and you may disagree with what I say. That's okay! It doesn't work for all. That's why there's thousands of resources out there.
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FOR THOSE OF YOU WHO HAVE NEVER MADE A GAME
So, you have an idea for a huge visual novel. Horror, a shady and obsessive love interest, a little bit of woo-hooing. 100k words. Maybe a million. What is this, the 07th Expansion?
I notice a lot of people getting into visual novels are artists first. That's okay! I wanted to do art for games before I realized how much I enjoyed writing. And even less of you have probably touched Visual Studio. Again, perfectly okay. We all start somewhere.
My number one piece of advice? Make shitty games.
What does that mean?! My recommendation to those who have never done games is to make a bunch of shitty ones. Think of a theme, or hell, even join a game jam, where you make a game that fits a theme in a short amount of time. Spend about a week on your game. Focus on making something polished. Polish your mechanics. Polish your output.
I recommend, if you can, to make at least 4-6, if not more, kind of shitty games before hopping into longer projects. Making a game is a skill, just like art, just like writing. And game development is combining ALL of these together into one big soup being stirred by a skeleton hand puppet. You'll get into the rhythm and see what works for you.
It also helps you learn, perhaps, the second most important thing here: do you even like making games? There are cases out there where people have created video games (not saying visual novels) just for clout. That's no fun for you, that's no fun for your players. And you might go through this process and find that you don't like making games. That's completely okay! It's not for everyone.
Also, you can use these shittier games to gather an audience. I've built my audience because, for the past few years, I've been releasing games that slowly give me growing fields of eyes every day. A success story overnight is a rare one. It takes time. It's like building a brand, but you aren't a brand, you're an artist.
REV UP YOUR ENGINES!
Ren'py is the number one engine you will be recommended. It is very beginner-friendly, with lots of tutorials, assets on itch.io to use and download, and support. The engine comes with a few tutorials in the form of games, whose code you can freely browse. This is the engine I use most often. Most visual novels you see are made in this engine.
Twine is a text-based engine that most people use for interactive fiction. You can add images and audio, though, if you don't mind messing with HTML. I use Twine for text games and for outlining for my larger games. Ever played Degrees of Lewdity? Yeah, I know you have. Don't ask why. That game was made in Twine.
RPG Maker has multiple versions and has been used for exclusively VNs if you don't mind fucking around with plugins. It can definitely give your game a super unique feel. I recommend RPG Maker MV, since it has the most resources. This line of engines usually costs money, but it often goes on sale for under $5-$15.
People will recommend TyranoBuilder, but as a user and player, the lack of options and the format the games often come in is just...not fun to navigate. It advertises itself as little to no code, but it's often evident in the final results. Some good games have been made in it, though, so if you want to use it for prototyping/practice, you can. I'm not a fan, but that doesn't mean that fans don't exist! This engine costs money.
Not an engine, but check out Ink! Super useful scripting language that's used for more professional projects.
DEMOS, DEMOS, DEMOS
You've got an idea for a long-term project, and now you want to show it to the world! But wait, wait, don't do that yet!
When should I start advertising my game? This is a personal opinion, but I say that you should not start advertising your game until 50-60% of your demo is complete. Why? As I've discussed with some fans of indie VNs, they can name quite a few projects that have been in the "working on the demo" age for 1-2+ years. I've been in the Kickstarter MMO circles. If you, making a single-player experience with little mechanics to balance and polish (aka a visual novel), are taking that long on a demo, I am going to assume the game is not coming out. There are some games I have seen out here that have been in "working on the demo" phase where I haven't seen a single ounce of what the project will look like.
What should I put in my demo? The purpose of a demo is to showcase the mechanics and the vibes and the mechanics of your game. It's a demonstration. In my last post, I pointed to the Dead Space 2 demo that was showcased at E3 (RIP), that takes place about 2 hours into the story and shows how enemies are defeated, some animations, bits of the story, etc. Usually, because it's less about mechanics and more about vibes, visual novel demos showcase a certain percentage of the full thing (5-10%.) Can you showcase the vibe of the game here and what players should expect? If not, show off another portion.
How long should I work on my demo? Before, I said 3-4 months. That can be true, that can also not be true. Think about how long the demo takes you in proportion to how long the actual game should take you. Don't put too much effort. The demo is to showcase the vibe. It's to see how much the public and fans may enjoy the game.
My game is 18+, what should I do? Make a splash screen when the game is downloaded to let players know your game is 18+. If it's going to contain sexual content, you can hide it with itch.io's adult content filter. Write it on the page itself that your game is for adults only. Don't put your demo behind a paywall. This is genuinely ridiculous. The purpose of a demo is to showcase what a game is like before a player purchases it. That defeats the point of a demo. I've seen this happen, and it discourages players from approaching, especially because most demos never make it past the demo phase. So...I'm paying you $10 for 2-3k words of a game that may never come out?
Should I make a social media for my game? YES! Go for it. These anchors are how people will find your game. Make a Tumblr and open that ask box. Make a Twitter. Go to BluSky. Advertising is not bad. Some YouTubers even take e-mail suggestions from developers. Feel free to shoot your shot. The worst they can do is not respond.
HOW TO SET UP YOUR ITCH.IO PAGE:
Getting your itch.io to a presentable state can be very challenging! There's many ways to do it. I highly recommend using this page image guide for learning how to size your images to make your page pop!
Itch.io themselves has suggested to not publish a page until the game or demo is released. You can make the page and keep it as a draft, but do not publish it until you're ready!
Your cover image is the image that will appear in the search of the website, on any front pages, in collections, and on your profile. What have I seen that works? Key art of one of the characters up close and the title of the game! If you can make it a .GIF, do it! Bitches love .GIFs!
Itch.io recommends 3-5 screenshots on your page. I recommend 1 of these 5 be a .GIF that shows how gameplay feels. This is effective, even for visual novels!
Write a 3-5 sentence summary about your game for the description. What is your story about? What is the draw?
DO NOT BE ONE OF THOSE PEOPLE WHO IS GOING TO SAY "This is not like other visual novels. It doesn't have that cheesy this or that or-" No one cares. Genuinely. You're putting down other games in your genre and elevating yourself to the pompous level.
TAG YOUR GAME! itch.io gives you a list of tags to choose from when you go to tag. DON'T USE THIS! Try to go for more specific tags. Arimia has a very good guide on how to use itch.io's tagging system to your advantage.
GENERAL GAME MAKING ADVICE
SCOPE KNIFE IS SUPER USEFUL! Everyone makes games that are way over their workload. It's okay to cut out features and add them later. Prioritize making a finished game before hitting those stretch goals.
PLAN, PLAN, PLAN! Writing outlines is super helpful. I use Twine for my outlines, because you can connect your passages together and make really well-thought webs.
IT'S OKAY TO ASK FOR HELP! Whether it's from friends, professionals, or anything in-between. They can help with assets, editing, etc.
HONE YOUR SKILLS OUTSIDE OF GAMES! Write some poetry. Do some sketches everyday. Improve on your craft to improve your games
MUSIC IS HARD. THERE ARE RESOURCES. Most of us aren't musicians. That's okay. Make sure the music you get for your game is allowed to be used. You can use anything non-commercial if your game will not cost money or donations. I try to do songs in the public domain or free to use overall with credit if I don't have a musician. Consult the Creative Commons website if you're unsure how you're supposed to use a certain piece of music. If you don't use the right stuff, not only can it put you in legal trouble, but it can put streamers in hot water if they play your game and they can't upload the video because music is copyrighted.
PLEASE, DO SOMETHING ABOUT YOUR UI. Wanna know an easy way to get your game to look more professional? Edit the damn UI for your game. Make a new textbox, even if it's just a black box. Change the font. Eventually, players recognize the defaults and patterns of games made in certain engines and may attribute a lack of UI changes to a developer being lazy. It doesn't take very long to change the colors around and move text! Please do it to add a little pop to your game.
DEADLINES ARE AWESOME. Not everyone works well under pressure, but if you give yourself an infinite amount of time to make something, it'll never get done. Set goals for yourself for how much you can work on something.
IF YOU HAVE TO GIVE UP, GIVE UP. Making things is hard, especially long-term. Emergencies happen, jobs happen, life happens. Let your fans know that a project isn't happening anymore. Don't leave them in the dark. You don't need to tell strangers your medical history or anything, but transparency + honesty are really hot traits. You should use those in your creative work. This is one reason why I advocate for not publishing or advertising things until you know it's stable.
SHOWCASING YOUR CONTENT
People love to see WIPs for games! This is what the devlog is good for! A devlog is a post where a developer talks about and showcases some things happening in the game? What can you add to your dev log?
PERCENTAGES! How much of the artwork is done? How much of this character's route is done?
SNEAK PEEKS AT ARTWORK AND SPRITES!
GIFS! GIRLS LOVE GIFS!
Anything else to showcase your game's content! Posting consistent updates retains and even gains a fan's attention for your work.
RUNNING YOUR TUMBLR
You've joined us, and you've made a Tumblr for your blog! Link it on the itch.io page, so people can come find you after playing your awesome demo!
Do I have to respond to every ask? No. It's your blog. Delete whatever asks you want.
I got a hate comment! What do I do? Delete it and move on. I have a more detailed section on hate below.
I want to interact with [blog]! How do I do that? Reach out to the devs for silly little collabs. If you come onto a developer slightly headstrong, they might feel you are being abrasive or using them for content.
If people make fan content, interact with it! Encourage it! Reblog it. Show your love.
OTHER IMPORTANT THINGS
PROFESSIONALISM IS KEY. These may be pet projects, but you want to appear some level of professional on your actual itch.io page.
Being dismissive of player and fan complaints or criticisms will make you appear childish.
If your game is broken, fix it. I have been told by some amateur developers to ignore game-breaking bugs. It does not make me, a player, want to engage with your content. It seems messy and unfinished.
With the above point, it's 100% okay to have bugs and errors upon release. Every developer and their brood mother has. To decrease these issues, get playtesters. Friends can play your games, spot any errors, and help you point out things that can be improved upon. I recommend having playtesters at every stage of development.
Make sure your game runs before you publish it. Please.
You can still be silly and giddy! There's no reason to not be, especially when you get positive comments! The point of this is to not be outright rude to potential players and fans.
IGNORE HATE COMMENTS. In this case, a hate comment is a statement that contains no constructive criticism and are only here to be insulting or malicious. People are going to leave you with actual piles of dog shit in your ask box. They are trying to provoke you. Giving hate comments any attention, even if you're there to "clap back" proves that they got to you, even if you don't take the hate to heart. They will continue to pester you. Delete any hate comments and ignore them completely. Laugh about them with friends in a private setting, sure.
THINK BEFORE YOU REFERENCE! I know one big thing in this community is adding references to other games in yours, such as plushies of other characters or putting them on posters. The best thing you can do it ask the developer before adding this. How would you feel if some random person you've never met put your character in a video game? Most of us would feel weird and potentially violated. Open communication with devs is awesome. I am usually okay with it as long as someone asks for permission.
As a complete aside, I prefer more tasteful references to other games as opposed to 523482346 plushies and posters. These have been slightly overdone. Why not theme a candy after another game's character? Maybe your characters know each other.
OTHER RESOURCES I RECOMMEND
Devtalk is a server dedicated to independent visual novel creators. You can find jobs, resources, advice, talks, and, like, everything there! Devtalk is super useful. Everyone in there is so cool. They have a really great and comprehensive list of resources that I could not even begin to cover.
Visual Novel Design is a great YouTuber. No other words, check the guy out!
Ren'py and whatever other engine you're using has documentation that's super useful to follow.
Arimia not only has amazing VN resources, especially for marketing, but she also just has? Amazing games that you should check out?
And for a shameless self plug, I'm the lead of Sacred Veins, a collective of devs creating narrative games, whether it be horror, humor, romance, or everything in-between. Come hang out with us!
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needy-seraphim · 4 months
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Rentry, f2u, credits.
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leog4u · 1 month
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Game Design and Porn Pt. 1
or, How To Fuck Up The Best Intrinsic Reward Ever
Hi, I'm Leo G, veteran pervert. One time while chatting in a server exclusively made of porn artists, I brought up the game design of a porn game I enjoyed. One of them laughed, saying "Who cares, it's just a porn game?" Being unwell, I never let this go. Since then, I have played many adult games and took each one as serious products made by professionals. Fast forward to today, and the demo for my porn game, Joker's Trip, is nearing completion. I also have some sci-fi erotica you should check out.
So you wanna make a porn game. You heard they make money, and hey what’s more fun than making a video game AND porn? But you don’t know where to begin! Well don’t worry, Leo’s got you covered. We’re gonna walk through the line of thinking you should have when designing your porn game. There's gonna be at least three parts to this, with part 1 focusing on how to reward your player.
Define "porn game" for me, Leo.
There are porn games, and then games with porn in them. A porn game is a game where you won’t last 5 minutes, where everything exists solely to meet and, subsequently, fuck. A game with porn in it is a game where everything exists for the purpose of the game, and also, you fuck. Fate Stay Night, for example, is a VN with a story that just so happens to have some CGs where the protagonist rails Saber, but is mainly about Shirou and the Holy Grail War. Much like how I would call Castlevania a game with horror in it, but not a horror game.
Porn games are a lot like horror games. They both get a bad rap for being cheap to make, appealing to base instincts, and generally being low quality. They're also both not actual genres of games, but genres of content. Think about it, if I asked you what a horror game is, you'd say a game that's scary. But what's the actual game part? The unfortunate answer would most likely be "walking sim," but there are a lot of examples that are FPSes, puzzles, driving sims, platformers, deck builders, the list goes on.
The most common genres of game I see for porn games these days are by far RPG Maker RPGs and VNs. I won’t be talking about VNs because they’re closer to writing than game design, which isn’t a flaw but a feature. What used to be everywhere, in days of old, were breakout games, where the more bricks and levels were cleared, the more of the sexy image would be revealed in the background. Other arcadey type deals like shoot ‘em ups and mahjong were also around, and had a similar “strip ‘em down until you have sex” gameplay loop.
Okay, so what’s an intrinsic reward?
There’s intrinsic rewards, and there're extrinsic rewards. Extrinsic rewards, generally, are the number go up rewards. Things that make your character stronger, or give you more resources to buy new gear or whatever. Intrinsic rewards in games can cover a large swathe of things. It can be the feeling of satisfaction of completing a puzzle, a piece of lore or world building, or a new dialogue option with a character you want to fuck.
I like fucking characters, are we talking about porn now?
Yes! I’m of the opinion that you literally can’t make a better intrinsic reward than pornography. On top of setting the tone for the entirety of the game., at its best it can add to a story, add to someone’s character development, or be a beautiful piece of art to look at. AND you can jack off to it! Unfortunately, that’s at its best. Let’s talk about how porn is delivered in a theoretical RPG porn game. (As a head’s up, there will be talk of “bad end” scenes, but this is under the assumption that the player is the one consenting.)
So you’re playing an RPG and get into a fight. Maybe you were underleveled or too cumbrained to remember to buy healing potions. Then your HP goes to zero, and instead of going back to the title screen, you’re getting fucked by orcs. That’s right, let’s talk about Game Over CGs.
You get to watch porn when you lose?
To someone making a porn game with a battle system, this delivery method makes sense. The characters in this world are driven primarily by lust, this is just the obvious conclusion. And it doesn’t even have to be non-consensual! Games like Future Fragments show that it can be presented as a sexy inconvenience rather than anything uncomfortable for the player or our hero. Game Over CGs even have the benefit of softening the blow of defeat, by giving the player a chance to reflect on their defeat and jerk off. Even better if losing a fight isn’t lost progress, but rather a bump in the road. However, there’s a problem here. The player is a dog, and we’re rewarding bad behavior.
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The porn is an intrinsic reward, so why are we giving it to the player for losing? Incentivizing losing on purpose isn’t just bad game design, but a waste of time. And to that end, a lot of porn games try to give solutions to this. One being a kill button on the keyboard or a skill that instantly KOs our hero to get to the lose screen faster. What might seem like a convenience is really just expediting failure.
What it says is that the gameplay doesn’t actually matter. You’re just here for the porn, right? In that case there’s plenty of places I can go to see a chick with huge knockers get railed by an orc, with the added bonus of not having to play forgettable and mid turn based combat!
Another solution I’ve seen is the game outright telling you, “hey don’t bother killing yourself to see the porn. Once you beat the game all of the scenes you missed will be unlocked!” At first this seems like a reasonable way to go about it, but it comes with another problem: your game better be fucking good to make me play through the entire thing before getting to see cock. Like I said earlier, porn at its best can reveal things about the world and drive character development. I uh. Just beat the game. I don’t care anymore. Showing me a scene that’s taken out of context by a factor of 5 hours or more isn’t what I’d call great game design or story telling. It’s also too little, too late.
What if we made the porn actual rewards?
Now we’re getting somewhere! Let’s make the reward…a reward! What if, every time the player beats a level, we get some porn? If we tie the CG to beating the boss, we’ll be tying the reward to game progression. That’s good right? So now, on top of the extrinsic rewards you’d normally get for beating a boss (a lot of EXP, better gear, opened areas) we also get that sweet dopamine rush of pornography! So we’re good, right?
There’s 1142 words left in this post, so I’m assuming no.
Well. It’s a start. It has the problem of predictability. If not handled properly, it comes off as lazy. As a game designer, one of your goals is to not constantly remind your player that they’re playing a video game. Get through the level, get porn. It feels a little too “mouse in a maze looking for cheese” for my taste. And much like the game over method, if the actual game itself is mid, the player will start to question if the reward is worth it, and might be afflicted with the worst condition a player could receive: boredom.
Of course there are exceptions. In puzzle or arcade type games where you don’t get extrinsic rewards, giving the player porn as another form of reward per level or whatever is perfectly reasonable (though it does have the issue of being predictable.) This is a perfectly good way of doing it if your game is short, or if the game is, y’know, good and fun to play. Bad Color’s game, Heroine Conquest, is a level based puzzle game with porn as the reward, but only when you do good. Combining the actual challenge of mastering the game, with a genuinely unique game loop makes for a feeling of accomplishment when beating a level. Pair that up with a sex cutscene, and the dopamine rush will hit.
So! Let’s combine giving the player a power trip, with a less rigid structure for giving the player porn. Instead of tying the porn to purely progression gates, let’s tie it to the progression.
Plot milestones
In Third Crisis, sex scenes are peppered throughout the regular game’s plot, starting with some lesbian bondage before introducing the protagonist, who goes through a tutorial before having their own horny encounters. It’s not just given when you win or lose, but is a natural part of the game. Beating bosses, losing to enemies, and exploring dialogue options in sidequests all lead to unlocking new CGs.
Now what’s nice about that, is that the sex isn’t placed somewhere extremely predictable. It isn’t just a reward for beating The Boss Of Forest Zone, Now Go To Ice Zone And Beat The Ice Boss For More Cock. Because that’s the biggest issue of predictable rewards, you know you’re not getting anything until that checkpoint, which will make the player weigh whether or not it’s even worth continuing. This is fine, again, for an arcade type game, not an RPG or adventure game. By sprinkling sex throughout the plot itself, the player will not only want to progress, but their curiosity will have them wondering “what else is out there?”
Rewarding exploration
By putting sex scenes behind optional side quests or encounters, the dog that is the player will scour every single corner of the map, and leave no pixel unturned. Personally, that’s more exciting to me than what you’ll get in the main progression route. In Future Fragments the player can find their rival Faye in sexual situations if they explore the map enough. These are completely optional, and don’t give any direct rewards like more HP or an item, but they’re by far what motivates me to explore the maps as thoroughly as possible, more so than the plot macguffins the game is named after!
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So now the player is excited. Sex can happen anywhere. Maybe that daunting off road path with stronger monsters isn’t just hiding a secret, but a sexy secret! They’ll be more likely to venture down those optional paths you painstakingly made.
If we’re using sex in game overs, boss fights, and just randos, why not put it everywhere?
So now I want to talk about the concept of a “sex stat”. It’s not a bad idea! Say, the higher the player’s sex stat is, the more opportunities you unlock for fucking. It could even be tied to the player character’s personality, and affect the story! Instead of using a sword and shield, they’ll end any conflict with sass and sex. They open their eyes to the horny world around them and stop being a hero, and instead become a succubus, and the ending is a massive cum filled orgy.
That sounds excessive
Yeah, it does, doesn’t it.
I’m not a fan of “corruption” systems in porn games. Corruption as a kink is totally fine, and having it be a part of the story lets you incorporate more sexuality into the plot. But as I alluded to, it snowballs pretty fast (and I’m not talking about spitting in someone’s mouth). It ends up being like a cheat code, where you’re bypassing parts of the game for no cost. It stops being a reward, it stops being unexpected, and it stops it from being sexy.
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Wait, what? Stops being sexy? What’s not sexy about a succubus orgy?
Alright, listen, we gotta rein it in for a minute. This isn’t so much about game design as it is about writing erotica, but if you have a world where everyone’s fucking and sucking 24/7, there’s no contrast to make what would normally be a hot taboo a hot taboo. If everybody’s naked, nobody’s naked. The aforementioned snowball effect of a corruption system can be seen if you play literally any game that has one. It won’t take long to not have to engage with any combat or adventuring system if you can just press the “Submit to the big dick warlock” button and watch porn to progress.
Which, now that I said that, is exactly the problem. Imagine any other rpg you’ve ever played. Now imagine if every encounter and dialogue option had an option to just watch a short cutscene to skip the encounter. That would suck ass, right? Literally no difference here.
It would. Hey, I’m sort of lost now.
Don’t worry, we’re wrapping this up.
So what did we learn? We learned game over CGs have a critical design flaw that shouldn’t be relied on. We learned that predictable rewards can lead to boredom. We learned to keep sex as a reward and not devalue it.
To summarize, here’s a neat trick to know where to put your porn scenes.
”Would I put an Xbox Live achievement here?”
It’s that easy. “Lose to Goblins for the first time,” that’s an achievement. “Beat orc commander,” that’s an achievement. “Find Hubert the Magical Dickhead,” that’s an achievement. Using that as a guideline is foolproof. Almost.
This sounds like it’d take a lot of resources
It sure does! But don’t worry. I’ll cover that in the next post talking all about how to deal with the resource management of a porn game.
(Shoutout to Taylor, my guy for editing!)
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devsgames · 15 days
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HOT GAMEDEVS DON'T GATEKEEP
Inspired by this post by @midwinterhunt, here's a compilation of all the game dev resources I have come across, most of which I use fairly frequently. Most of these are free, some are paid but fairly cheap. Feel free to add your own resources. ✌️
Important reminder: When using basically any works or programs someone else created in your games, make sure you thoroughly understand the licenses and terms it has been shared with. If you don't know what the terms are, reach out to the resource and ask. Don't be lazy about this; it's not only dishonest but it can come back to bite you.
Engines
Unity - Best suited for mobile and multi-platform.
Unreal - Tailored for shooters and high-fidelity experiences.
PICO-8 - Virtual console for simple games
Godot - Open source and free!
GameMaker - Good for 2D games
Bitsy - Great little engine for making simple games and experiences
Construct - Never used but have heard nice things
Scratch - If you've never coded before, this is the best place to start. Great for young devs and those who want to get their feet wet.
Adventure Game Studio - Best suited for adventure games
RPG Maker - Best suited for top-down classic JRPG style games
Twine - Text-centric games like Interactive Fiction
Assets
OpenGameArt - Many assets, various licenses, and plenty of CC0 content.
Unity Store - For Unity only. Some free.
Unreal Store - For Unreal only. Some free.
Godot Asset Library
Jean Moreno's Toon Effects - Some of the best effects available on the Unity store. Unity only but I've used them in basically every project.
Steamworks.net C# Wrapper For Unity - Unity only C# wrapper for integrating Steam compatibility to your game
Itch.io - Plenty of free art assets and game dev resources
Kenney - Kenney makes tons of open-source assets for devs to use.
Art
Mixamo - Generates rigs for your humanoid models and lets you apply a library of free humanoid animations to them. Super helpful for prototyping. Adobe.
Blender - Free, open source and fully featured 3D program.
XNormal - Free offline normal map generator
Normal Map Online - Free online normal map generator
Crocotile - Cheap tool for building 3D models from sprite sheets
MagicaVoxel - Free voxel modelling tool
Piskel - Free online sprite drawing tool
Aesprite - Paid sprite drawing tool
TurboSquid - Not always great quality, but can be good source of free placeholders.
Textures.com - Limited texture downloads per day but free for personal use.
Pexels - Free stock photo resource. Most are free for commercial use. Check licenses.
Clipstudio - Good for illustration or graphic design. One time payment.
GIMP - Image editing program a-la Photoshop. Free.
Audio
Audacity - Free and fully-featured DAW/audio editor.
sfx.me - Free 8-bit synth-style sound effect generator for games.
CastingCallClub - Easy forum to find amateur voice talent for your project (p.s.: you should pay them).
FreeSound.org - Free sounds, searchable by license. A go-to for my audio needs.
Incompetech - Royalty-free music by Kevin McLeod.
Scott Buckley Music - Royalty free with conditions. Generally more on the cinematic side of things but very good stuff!
SoundCloud - 'Search -> By Track -> Filter: Use Commercially' leads to songs posted with allowance of commercial use. Always reach out to the artist to understand their terms and confirm that it's okay to use with your project.
Project Planning
Keymailer - Handy for mailing keys to influencers (don't expect a lot of traction unless you're paying for some of the features though).
Trello - Kanban board. Great for organizing tasks, managing bugs, etc. Free.
Notion - Private text and wiki page editor. Good for project organization, note taking, and fleshing out ideas. Free.
Obsidian - Alternative to Notion, with similar features.
Miro - Free whiteboard for organizing thoughts, images, brainstorming, etc.
Wave - Free Bookkeeping site. Great for keeping finances organized.
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