Description

Live Chat: Discord.
Get the latest builds: Patreon.
Get Mods here: Reddit.
Public Version for Heroine Rescue Team (v0.51): Here.
Download for Heroine Rumble is at the Heroine Rumble page.

Tuesday, April 11, 2017

[public] v0.344 - Nyaa-Chan


Download LINK.

Notable features:

  • Nyaa-Chan! 
  • New yuri and futa positions!
  • New upgraded models!
  • Adjustable render resolution, window size, sounds and full screen mode
  • In-match dialogues!
  • Parries/Counter-attack
  • Reversals!
  • Body Jiggles!


[Patreon] v0.4 - Adventure Mode!


Patreon LINK.

- Implemented Adventure Mode! Follow Ms Succubus as she makes a trip in the woods. Note: not very optimized. Toasters beware!
- increased the effect of SSAO
- fixed left boob not being animated in some moves
- tweaks to model: head slightly larger and butt lower
- implemented fog for engine
- changed orgasm and H-move behavior
- fixed bugs with collision behavior between characters
- optimized sprite rendering shader, should a FPS boost
- optimized the rendering routine for the ring arena, toasters should see a significant increase in FPS

Sunday, April 9, 2017

Almost there!


Happy to announce that Adventure Mode, in its most basic form, is now fully functional! However, I like to take a bit more time to polish it. The new patch will be available shortly!

Afterwards, going to add a couple more moves to the game and augment the grapple system to be more dynamic. Like making the choice of moves to be based on both the aggressor and victim instead of the aggressor only. This is a pre-requisite tech for anti-futa moves for those are looking forward to that :).

Also as a side note, on my PC I can run ~25 fully AI ed characters on screen at the same time @60FPS. This is fairly promising given that there are lots and lots of possible optimizations to be done.

Wednesday, April 5, 2017

Some upcoming control adjustments for side-view-mode.



One of the things that I want to do for Adventure Mode is to have greater emphasis on having multiple opponents and allies at once. To facilitate this, the camera is locked on a parallel plane like the picture above to give a much better overview of the surroundings compared to the Team Mode camera.

The second change is that targeting are no-longer done automatically. All targeting selection changes are manual control only. When a character doesn't have a target, it will automatically face either to the left or to the right. Attacks are subjected to the same rule and attacking without a target will be locked to either to the left or to the right. This setup is very similar to what you expect in a traditional 2D beat-em-up.

Oh yeah almost forget to mention that these changes are exclusively for Adventure Mode only.

Tuesday, April 4, 2017

Forest.


Whats special about the grass is that unlike the other models (trees etc), they are generated in-engine via a new tech. The obvious implication is that the same technique can be applied to other models too for the eventual fully randomize terrain! The second advantage is load time. The current forest model is very large due to it need to "repeat" all the data for all the trees and such, so there will be a significant reduction in file size once I get around to apply the same tech for trees.

But I think that enough for the environment for now. Still need to get the side-view beat-em-up working. Fortunately, most of the hardwork is already done in Team Mode so just need to do a couple more things to get it up and running: a new camera mode, spawning/despawning and stage transitions. In the first build for Adv Mode my aim is to at least replicate Endless Mode functionality of infinite RNGed opponents.  And the good news is that it wouldn't be that far away!



Sunday, April 2, 2017

Happy April 1st

Showing a super awesome Patreon feature: becoming your own fan!


Saturday, April 1, 2017

Up Cumming Changes


In anticipation of the upcoming adventure mode, cumming behavior is now changed. It is now possible to have multiple orgasms during any one match! When the character orgasms, they loses a percentage of their health (red bar) instead of being instantly defeated. In addition, they are no longer tossed into the air afterwards and the H-move will continue where it left off.

The progress on the forest is going well. Probably went overboard and modeled in all four sides instead of only 1 side that is needed for a side-view beat-em-up. Oh wells. Now working on filling up the ground with grass so it doesn't look so barren.