In the first game, some attacks had videos, but you cannot ad a random video to a attack, so you end up playing the same video 1000 times and start avoiding the skills with videos.Helequin wrote: ↑Wed May 22, 2019 2:20 am I haven't managed to play too far into this one, but I wanted to just say congrats on getting the game out and there's definitely a continuous increase in quality for your games! So great job!
Overall it's pretty fun, I couldn't seem to get the skippers to work during a video only preemptively so mostly ignored their existence. That's a somewhat difficult balance in having the random fights have some teeth verses trying to avoid repetitive content.
If there's one big point of feedback for me it's that the CH videos feel a bit tacked on and random. There's no real rhyme or reason (that I could tell) as to when they play, or what the consequence would be if I can't hold back and have to cum. On top of that, all the player's attacks are overtly sexual acts, but they never trigger a video. You would think if the player's master plan is to fuck all the nymphs to exhaustion he'd have to well...fuck (e.g. stroke to a CH)?
I'm not sure RPGMaker is really capable of it, but a little more immersion as to why the videos are showing up and context of what they mean would add a lot to an already fun game for me. It would be really interesting if something like this could go so far as to have more powerful attacks from the player require higher intensity videos when they show up, and some sort of button in game to add consequences to cumming early. I know, probably much easier said than created, so just wild ideas right now.
Hopefully that can help some for the next project, otherwise great work and very fun!
If i find a way to randomize the videos for attacks, I will add them to the list.
tmp_pmt has a huge brain and can change how the game selects videos, he sent me something I don't fully understand
Hi Mortimer,
not sure, whether you have seen my post: viewtopic.php?f=25&t=21785
In short: with that tool, you can create simple database (.json) of clips from site like xHamster and then play it in browser. Database also contains music clips with beatmeter definition from Beatmeter generator. Beatmeter is rendered on the fly for random clip. As it is database, you can simply choose clips based on criteria.
This tool can be connected to any html/js game and take care of video content.
Even shorter: I took your Amulet game. Deleted all clips in movies folder and did some small changes. Now, when game requests to play clip, it streams it from 3rd party site (xHamster in demo) (no need to distribute clips along with game). With this, you can add hundreds of clips into game for almost no costs. You can also ask people for creating beats in Beatmeter generator and use it in game (outsourcing work). You can place game on web and it should not kill your data limit, because clips are streamed from other sites etc.
Here you can download what I did with Amulet (less than 0.5 GB): https://mega.nz/#!Ys9FBIDK!PzUzSquVuGnB ... POFM2yPJCQ
It is still full game, but as it is only demo, I changed only clips for level 1 enemies.
Before, parameter in CommonEvents.json looked for example like this: "f1_1", now it looks like this: [{"category1":["Outdoor"]},{"category2":["Blonde"]},{"category3":["Solo"]}] and it says - choose random clip from database, that meets these categories.
CHBM has many features, you can use in your game - including speech synthesis, color texts (related to music track or to specific video). I recommend to download very small package from original post and see documentation there. (For Amulet I continued development and completely separeted CHBM part from any game using it, but features list is still valid)
For fun, CHBM counts strokes and returns it back into Amulet, so you can base experience on it, for example...
Here is list of changes I did in Amulet code. It is also included in _CHANGES_.txt which is inside .zip
1] js/Main.js - rem onLoad();
2] add
SceneManager.run(Scene_Boot);
into onLoad() in index.html (... index.html is very different now...)
3] change command261 in js/rpg_objects.js to:
// Play Movie
Game_Interpreter.prototype.command261 = function() {
if (!$gameMessage.isBusy()) {
// var name = this._params[0];
// if (name.length > 0) {
// var ext = this.videoFileExt();
// Graphics.playVideo('movies/' + name + ext);
// this.setWaitMode('video');
// }
this.setWaitMode('video');
this._videoInProgress = true;
CHBMApp.sendQuery(this._params, function(beatsPlayed) {
console.log("- Clip ended -");
console.log("Beats played: " + beatsPlayed);
this._videoInProgress = false;
}.bind(this));
this._index++;
}
return false;
};
4] adjust js/plugins/WaitForVideoEndFix.js (case 'video'):
case 'video':
// if (this._isVideoStarted && !Graphics.isVideoPlaying()) {
// waiting = false;
// this._isVideoStarted = false;
// }
// else {
// waiting = true;
// if (Graphics.isVideoPlaying())
// this._isVideoStarted = true;
// }
waiting = this._videoInProgress;
break;
5] For fullscreen change this line in js/rpg_core.js:
this._stretchEnabled = this._defaultStretchMode();
to:
this._stretchEnabled = true;
6] allow user to set somehow beat sound shift. Send set value into CHBM with:
CHBMApp.setBeatTimeShift(value);
Only drawback is, that video shows any ads, that sites display before playing video and user has to start video manually after closing ads and when video starts playing. This is impact of cross-origin restrictions (game on server A, but clips on server B). If you had clips on the same site as game, user experience would be better.
Let me know, whether you found this interesting. I thing, you can massively improve video side of your games (more clips, less repetitions, much smaller download size, etc.)
Cheers,
tpm_pmt