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Im ganna miss this game

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Any chances to get a No furry option and get Human playable character? Or is there any already?  This is the only thing that makes me not even want to try the game.

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The developer has unfortunately passed away

Really???!

(+1)

The developer is dead. Literally. I don't think it's gonna happen.

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Fly high... You did good, real good.

(+1)

Courage for this, the conflict is terrible I hope, storm and war will stop for clear sky, thanks for your job, stay safe.

(1 edit) (+1)

Condolences for Michalis, Eugene, and to all members that made this game, stay safe and happy travels friends 🙏 

Deleted 16 days ago
(+1)

Благодарствую! :) Сам изо всех сил надеюсь что удастся всё довести до успешной финальной версии :)

Thank you! :) Indeed, I myself really hope that this game will get a proper final release :)

(+1)

I hope everything's okay

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I play on Android and download the game to test, but when I press "New game" the game close. phone model: redmi 13c, 8ram/256gb, Helio g85 2.00GHz

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Huge thank you for the report! Working on it…

Thanks again for the report! Should be fixed in the new version.

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Thanks for the work, I just tested it and it's working normally without any crashes or errors♥️

Thank you! :D

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Do we get a chance to play a male character? I really want plz

Hopefully some day, but unfortunately not in the nearest future. Still quite some ground to cover to make diversity this big (this will include not only images, but a whole lot of other assets such as voices, different set of male clothes or clothes variants for males, will need to rewrite a lot of monsters, etc.)

It’s something that is planned, just a real lot of work. And right now I’m pushing hard to make the game “skeleton” (aka all primary game mechanics that are planned) work as expected, so we can start polishing storyline and balancing actual difficulty.

(+1)

okay thanks

(+3)

Game doesn't open on mobile after this update :[

(2 edits)

Hello there! Huge thank you for the report. I’m playing it on mobile right now and it works without issues. I have Android 11.

Can you please provide a bit more details on your setup? Maybe something got broken with the newer Android version? Already happened in the past.

Also if you can tell me something more specific about what exactly is the error you’re getting. Does it “start opening and then just closes and you see it in “all apps” as black screen - clicking it there repeats it again”? Or something else that might give me a hint what’s wrong.

Meanwhile I see that the app crashes on my ancient Android 5.0, let me see what’s wrong there, maybe it is the same issue?

EDIT: Meanwhile I returned the older Android version to list of downloads. I’ll try to figure out what went wrong with the new one ASAP.

EDIT2: I see a potential culprit in the logs on Android 5.0. Investigating…

(+1)

hey sorry for late reply! I know the fix is already out but my model is a SM-G99U1 using version 13!

 It use to open for a split second and just closed, it had said something was wrong with the app and to wait for a fix. Sorry for late reply again, completely forgot to comeback here to see if you responded 

Huge thank you for the information! Can you please test the newest version if it works for you. Because unfortunately I believe I’ve discovered a new issue. The issue that was fixed in the latest release - the game was starting properly but crashing when trying to “Start New Game”. However, there was a second issue I’ve found on Android 5.0 that the game crashes as you describe it - starts, blinks black screen, and closes. I’ve talked with the Castle Engine developer and we hoped that it’s caused by old 32-bit devices. But if your, newer device may also be affected, then this issue will take a higher priority to fix. So, please test if the game works for you. Unfortunately if it doesn’t, I highly doubt that it can be fixed before the Tuesday (and as this bug is quite weird, hypothetically it can take longer time to find the solution).

Thanks again for the report! Should be fixed in the new version.

(+1)

Just from reading the upcoming changelog, I am HYPED for this next update. Loads of very fun sounding new monsters and restraints, leashes, WASD controls, sweet new enchantments, sound upgrades. I'm so excited!

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Thank you! :D Yeah, I need to focus and stop adding features in favor of finishing the ones I’ve started - and finally make a new stable build.

(1 edit) (+1)

Can anyone tellme how to erase my data ingame?

Option one (simple): In main menu (not while you are playing) go to Options and scroll all the way down. There will be three red buttons “Delete Save” (will start the game from scratch), “End Current Run” will start a new character from the settlement keeping everything else, and finally “Reset Everything” - will reset all settings to default and delete all statistics, save game.

Option two: Go to C:\Users(your user name)\AppData\Local\ — and delete folder “vinculike”. This is the same as “Reset Everything” button above, but also doesn’t write new configuration file.

(+1)

Thankies

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The UI reminds me of Lust Doll Plus

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Indeed, that game was one of the inspirations :)

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Think you can add formal outfits like black business suit with tie and pants? Even know there are supposed to be more living suits? Just wondering if you can take an idea for an example. If it supposed to be involved to a workplace. 

Sounds like a good idea, thanks!

(1 edit) (+1)

Yeah it should be like living business suit with tie and business pants. possibly new formal clothes as well. 

(+1)

Is it possible to change the pose of the arms when tied up?

As it stands now, it's just wrapped around my body, and I don't really feel like I'm being restrained.

Yes, this is exactly what I’m (supposed to be) working on right now :) This system is already supported inside of the game, however, it still requires some work to make different restraints “force character” into a pose and of course, draw those poses. I really hope this will be done asap, but most likely not this month.

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Don't push yourself too hard and do your best at your own pace.

I'm looking forward to its implementation.

(+2)

Fun concept, art could use some work

(+1)

Thank you! Yeah, unfortunately I’m no artist, so art is definitely not my strong side. But an art upgrade is planned in the future (and at least some basic animations :)) - not something too big to be expected, but should better than the current state.

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Theres a bug on my tablet where the menu buttons dont go away when playing the game and i cant pick up anything since the home button is in the way of the item pickup button and trying to press near it does nothing or actually pressing it presses the home button instead leaving me back on the homepage. Though aside from that this is good

Interesting, they should disappear automatically (and they do without issues for me). Can you please tell your phone model and Android version? Not sure where to start addressing the issue, but let’s try if I’ll be able to find any solution online.

(+1)

Hello this is a minor bug I've found playing on android if you click the different tabs in the vinculopedia fairly quickly it will crash and reset the entrys.

Everything other than the vinculoedia is fine after the crash.

I’ve managed to reproduce the crash! Thank you! I’ll investigate it asap.

Thanks again for the bugreport! It was addressed in the latest build. It is still not fixed 100% but should not crash now and only show “error” in the log.

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Amazing! Someone recommended this to me a couple months ago because I love bondage and roguelikes, but I'm not into furry stuff so I was too impatient to give it a real chance. I grabbed it again with the latest update (I was actually hoping there would be a human body option, lol) and ended up playing for seven hours straight! The sheer variety of creative enemies, mechanics, and situations you can randomly stumble upon is fantastic, and I love how rough the game treats the player: being pushed around by rams, lashed into a helpless puddle by a group of whippers, randomly blindfolded while you're trying to compare loot, getting squeezed into hilariously negative stamina, taking a little nap and waking up stripped and bound, etc. This is peak erotic bullying, and I love it! Filling out the Vinculopedia is a lot of fun. And it's hard! I'm really enjoying the actual struggle instead of having to play dumb to get dominated. I'll have to play more before I give any feedback because I'm too new and don't understand it all yet, but I'm definitely looking forward to more updates on this. Please keep up the good work. It's great stuff.

EDIT: I just thought of something. It'd be nice to have hints on how many additional parts of an entry are left to find. Like you don't know if an enemy has unique interactions if they find you sleeping until it happens, but trying to get caught sleeping by every enemy is quite a task. Or how many more of these guys do I need to beat to be able to see their stats? Just a little direction-giving for collection fanatics like myself would be appreciated.

Oh and there are some error messages that pop up when I look at a lot of Vinculopedia pages but they let me keep playing, so non-fatal. I tried to screenshot them but it just captured the title screen of the game. They're very common though, so probably easy to repro.

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Thank you for the feedback! I really appreciate that!

Yeah, I’ve had an idea of option to have humans for a very long time - with ability to switch between “only furries”, “only humans” or “both” in Options. I’m almost done with “species” support, it’s just that we only have “fox” species for now. I just decided not to “delay” the release too much for more drawing that will most likely take a few weeks to a few months.

And yes, I’ve got a ticket to make it clear that something about the specific monster is not yet unlocked :) Just need to think how to make it look good (and I’m really bad at it :D).

Indeed, Windows sometimes doesn’t like taking screenshots of fullscreen apps. There are several ways to fix this issue. First of all you can take in-game screenshots by pressing F5, the screenshots will be saved in your game folder. It will also take into account “Censored in Screenshots” option. Second, you can switch fullscreen/windowed mode by pressing F11 - there won’t be problems taking screenshot using Windows tools this way. Or finally you can use some third-party app that works better with full-screen applications, I myself using Greenshot.

Indeed, sometimes there are error messages popping up. Most of them can be safely ignored, those are just reminders that there was some unexpected situation which was properly handled, but shouldn’t have happened in the first place :) However, sometimes something more serious may happen, which in case it was just a log about error - means that something went really wrong and the game recovered, potentially with some minor glitches. Unfortunately, there are a few more serious issues when the game just crashes :D But I really hope that the latest update addressed most of them at least by reducing them to minor glitches :)

(+1)

Is it possible to make it sandbox or somthing like it caz i'll be happy and maybe others will too

(+1)

While the game mechanics support sandbox elements (like building or destroying), the game itself (at least currently) is not very suitable for this kind of gameplay. However, I plan to implement at least some sandbox elements (rebuilding the settlement and some rudimentary crafting), though I’m not yet sure how much freedom those will offer - as they not only need “to be”, but they also need “to be fun” :) Currently this is not a priority task as in the current game design it’s rather a “cool additional feature” than the main game mechanics, but I’ll look if I can squeeze it somewhere earlier. Definitely not for the next couple of months though, still working on body shapes and poses.

By the way, in background I’m sketching two potential next projects both of which will have a much higher capacity for sandbox experience. Be it Vinculike 2 which would feature an open world, or Ergocraft (a 3D voxel game like Minetest or Subnautica). But both of those are for a relatively remote future, after completion of this project, which will definitely not be finished this year :)

(+2)

Not dead right?

(+1)

Yes, pretty alive! Almost there with a new big update - just needs a tiny bit more testing to call it “stable”.

(+1)

awesome!

(1 edit) (+2)

Not a bad game. Keep up the good work!

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Thank you! :D

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Could you adjust the UI to one side, so that I can have an easier time playing the game with one hand only? My other hand is occupied, for reasons, you know...

I’m afraid I’m catastrophically awful with UI design. I wonder which functions do you use most often? I tried to keep everything important in action at the right side, however I see that the “pause” button is on the left (and I personally use it quite often). If this is the issue - I can try moving it to the right side of the screen too.

Right now I’m trying to improve the UI (to have space to add skills and spells and more equipment slots) but it’s in early stage, so it’s the perfect time to apply other changes too :)

(+2)

This seems good so far, looking forward to   further additions!

Thank you! :D

(+1)

30 days, i miss you buddy, btw i started making my game too

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Ah, this time unfortunately I can’t say I was busy with a big task - September didn’t feel well and made very little progress unfortunately :( Now better, aiming to make some update soon :)

Super happy for you! It’s a really exciting hobby to have :) Just don’t start with something too big - one step at a time and it’ll work out!

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to late my ADHD mind Is arleady working, btw i'm using godot, you?

I’m using Castle Game Engine :) Also free and open source but not as famous :)

(+1)

cool

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Can not wait for more stuff like the glue and resin, being encased and stuck like that is Amazing and was blown away when it happened.

Liquid latex,  rubber, etc would be amazing as well... All in all Amazing graphics, amazing captures, 10/10

Oh, and whats the chance of adding WASD support for PC?

Thank you! :D

Hmmm… I didn’t think about adding more rubber/latex/glue things - but amorphous things aren’t too hard to draw, so makes good sense to add more in the future! Good idea!

Oh, and whats the chance of adding WASD support for PC?

I’m planning adding keyboard/controller/touchpad support, but not in the nearest future. Now focused on adding species/poses support. Maybe after that? Anyway, that won’t happen this month, and most likely not the next one either.

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No worries at all, take all the time you need on the Keyboard support, im still having a blast either way and cant wait to see what you do, also the slow covering with the glue making you slower and slower is awesome as well. Slow progression bondage is the best hehe.

(+1)

I'm glad the bug that allows a dozen girls to get trapped in one room has been fixed but the bug in question still effects me. I have a dozen girls stuck on one floor and the even tho the game puts a girl that fails to save them a floor down all the girls on the floor in question stays puts. This means I'm soft locked out of going past said floor due to the dozen gaurds. 

(1 edit)

Oh, indeed, the fix affects “new girls” but not the old ones. I’ll try to make a “debug option” to fix old girls (no pun intended!) as soon as possible (busy today, but maybe will manage in the evening). (You should have reported it earlier, I could have fixed it long ago :) I just didn’t realize this is something that indeed can happen)

(2 edits)

Sorry for the delay. Took me a week to get to publish a new build - finally ready. To “rearrange” the prisoners on the level you need to:

  1. Without loading the save game (don’t press “Continue”), open Options.
  2. Set the desired difficulty level (on Easy level there can be only one girl trapped on a dungeon level, on Extreme - up to 5 on deeper levels (e.g. 2 at levels 5-9)). Can be set temporary just to sort the prisoners better.
  3. Scroll down and at the very bottom there is a “End Current Run” button.

What will happen:

  • It will mark all characters that are not in the settlement as captured (that means if your current character is on some dungeon level - she’ll get captured there)
  • It will sort all characters between dungeon levels so that there is no more than maximum allowed prisoners per level, depending on difficulty level (always 1 on Easy, up to 5 on Extreme)
  • If there are too many characters to distribute properly in the dungeon explored floors, they will go to deeper dungeon levels (e.g. you have 12 characters captured at level 7 - it’ll be able to redistribute only 7 of them on Easy difficulty, then the remaining 5 will go to levels 8, 9, 10, 11 and 12)
(+1)

This game is ridiculously addictive and I like it a lot.

I wanted to comment earlier, but had account issues. Well, what I would have written then would embarrass me now.

Now for actual feedback...

Maybe there should be a limit to the number of guards that can be on one floor. On my first save file, I got 6 girls stuck on floor 7, which meant that I had to face 6 guards before I could rescue them. Now that I properly understand the enemies and concepts like numinescence, it's not so scary anymore, but back then I felt like it was close to impossible. Especially since guards are noisy and tend to attract each other, forcing you to face multiple at once.

This game could also be called "The quest for good shoes". Do shoes really have to be obliterated when worn off? They can be manually fixed and they will drop in a broken state when broken due to an attack, so why not when worn off?

The controls are very rough, stealth attacks are extremely unreliable due to sometimes just not triggering and the character often rolling into the completely wrong direction or getting stuck on nothing, but I guess it's an early state of the game.

When I first played, I thought stealth was everything, any more than 3 noise being unplayable. You take damage for being exposed and/or not wearing shoes, but that amount wasn't too bad. I would still recommend new players to play like this, but once you get into the late tens, the damage from being exposed piles up and there are better options for stealth than being exposed(plus many enemies have numinescence vision). Now I think noise as high as 12 can be tolerable. Stealth is good and saves weapon durability, but if you know the enemies well enough, you can use some careful maneuvering or stamina for dodge rolls to take them out head-on.

That being said, if your noise is 1 or 0 and you can just rush through a corridor, instantly killing all enemies on the way, it's extremely satisfying.

Resting is currently very annoying, but a good way to level up, I guess. Also there seems to be a bug where sometimes all enemies will just stand in front of you and wait while you are resting. Kind of creepy, but beneficial.

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Huge thank you! :) I’m very busy right now, I’ll try to reply in detail a bit later. In short: indeed, you’ve mentioned most of the issues that I really want to fix, I’ll try to be more specific in a few hours.

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Horribly sorry for the delay. I’ll try to catch up now :)

On my first save file, I got 6 girls stuck on floor 7, which meant that I had to face 6 guards before I could rescue them

Yes, this is not how it’s supposed to work. Currently a lot of systems are in “temporary” state, and several characters captured per level is one of those. My overall idea is that when a character is captured at a level where there is another prisoner - the heroine will be moved up a level, maybe more. This way “more than one prisoner per level” will be rather a fallback than a regular situation.

Actually, I guess it’s already time to implement this feature. That shouldn’t be hard.

Do shoes really have to be obliterated when worn off?

Overall I wanted to be a “small but important micromanagement”. But eventually I absolutely agree - this feature is instead just annoying. I’ll change it asap.

often rolling into the completely wrong direction or getting stuck on nothing

Indeed, this is a very very annoying bug, or rather a set of bugs. I hope I’ve finally found the reason for “stuck on nothing” bug - it’s not too quick to fix it, but the fix itself hopefully will be relatively trivial. The map also should be much “smoother”, this will leave less places for the character to get stuck on - but this requires a bit different generation algorithm (I’ve got it planned, but first I want to make the basic gameplay systems right).

Resting is currently very annoying

Yes, I’m aware of that. And not yet sure what to do with this issue. First the resting should be dangerous and “fully rested” next to impossible, and it works. Second, resting should be next to impossible on some levels, and it also works. But in the end on average instead of being fun - it’s rather annoying (because requires wasting a lot of time, instead of exploring a new map - fighting on an already explored one). I’m not yet sure how to fix this issue. Ideas are welcome :D

a bug where sometimes all enemies will just stand in front of you and wait while you are resting

Yes, I know about this bug, but I couldn’t figure out how to fix it so far :)

Thanks again for your feedback!

(Now for your more recent posts…)

Now what's the best way to keep the feedback organized without an ever growing tree of threads? There's always a bit more to say~

My idea with the guards problem would be to have a maximum number per floor, maybe scaling based on floor size and just skip extra girls if too many, but dropping them a little deeper in also works.

Resting is not as annoying anymore since the addition of sleeping bags, I can reliably fully restore my stats on any level that has one, though it made me overconfident.

As for stuff related to the Wrapper update:

I do in fact roll up to the exit to camp when I have a sleeping bag. It consumes dozens of max stamina, but that doesn't matter since I can regain like 200 between reinforcements.

I found the debug menu by accident before, but I kinda don't wanna use it since my Vinculopedia is like 98% complete now and everything had been done organically so far.

In my experience I get like 1 catsuit, normal or loose for every 5 of every other item, so I guess I must be unlucky. But I don't see a reason to wear a loose catsuit, the stats are terrible... I would only wear it to test Living Suits. I guess it has higher def than the normal catsuit, but if the normal catsuit had 0% Def, that would be a buff anyway imo.

Unrelated feedback:

I would like my camp to be a bit more lively, but I don't wanna summon more girls and sacrifice them to the abyss just to get new camp music, plus it gets harder and harder to get them back out, since there's no way to rescue a girl without getting another stuck at least as deep... Is that an integral design decision? That one girl must always be stuck as deep as possible?

Are features like "Way to move girls back a few floors/flee from the dungeon(Like in The Enchanted Cave)" likely to be added?

Or a way to get a nice camp that acts as a display of the player's skill, rather than a monument of their repeated failure?

More reliable ways to execute sneak attacks? Like lock-on or lurking behind corners when an approaching enemy is known(Would probably makes Will-o-wisps a lot less scary)?

(1 edit) (+1)

Now what’s the best way to keep the feedback organized without an ever growing tree of threads?

Personally for me the best way is through GitLab issues: https://gitlab.com/EugeneLoza/vinculike/-/issues - you’ll need an account there, but you can then easily comment on issues, start new ones and track their progress. E.g. you can see the two issues at the top I’ve added yesterday according to your feedback :) Note that some of your feedback hits already existing issues.

I can reliably fully restore my stats on any level that has one

Oh, I don’t think that’ll work :D So far in “real game” I’ve managed to encounter only one sleeping bag, and while indeed they give a great “risk/reward” ratio, but still the risk is way too high (primarily because one has to put off a weapon, which will most likely be picked up by a Vacuum Cleaner in a few seconds of resting).

everything had been done organically so far.

Indeed, but as I’ve mentioned, not all of the game systems are in-place yet. First of all now we’re lacking crafting and lift, which while more or less ok for “short game” but can become boring for longer sessions. That’s why I highly recommend starting from deeper levels :) Arghhh… I just need to add at least one boss monster and ability to unlock elevator endpoints. It’s not trivial but shouldn’t be too hard and it’s hurting at the moment :)

That one girl must always be stuck as deep as possible?

Yes, overall there will be one point where the girl can return from without getting captured. But it’s the very end-game, before the final boss. Also “missions” will also have “success” condition when all participants will return to the settlement on success. I really hope I’ll start making missions this year.

“Way to move girls back a few floors/flee from the dungeon(Like in The Enchanted Cave)”

Ah, the Enchanted Cave was one of the core inspirations for this game :D No, my primary idea is that (almost) every run ends in capture (with a few exceptions I’ve mentioned above). However, I wanted ability to add “items storage between runs” and ability to send excess good items to the settlement. But that’s for later.

Or a way to get a nice camp that acts as a display of the player’s skill, rather than a monument of their repeated failure?

Yes, overall the whole game will be organized a bit differently. There will (hopefully) be a way to build the settlement - housing, crafting stations, training grounds. Also there will be originally girls to rescue in the dungeon, around 10, I guess. Also each heroine will have a different set of skills (now we just have XP - level), I want a more Skyrim-like skills system including crafting, cooking, etc. More experienced characters will be able to train less experienced ones. And eventually even fall in love with each other :)

Like lock-on or lurking behind corners when an approaching enemy is known?

I’m honestly not yet sure how to deal with stealth attack problems. I’ve mentioned fixing two bugs - and that should dramatically improve both rolls and stealth attacks. But will not fully remove their drawbacks. I guess let me fix those (hopefully I’ll fix “invisible wall” bug very soon, remaking the map generator will take more time unfortunately) and then we’ll see how to improve it.

Would probably makes Will-o-wisps a lot less scary

Note that currently I indeed want to nerf this one https://gitlab.com/EugeneLoza/vinculike/-/issues/1320 — it is literally a boss level monster now, it should be just a regular one. It doesn’t need that much health or see the player almost at the end of the vision range.

(2 edits) (+1)

Gitlab? Very well, I will use that in the future!

But I have to disagree about sleeping. Originally I assumed the best way to sleep was to find some secluded corner, take off most clothes and hope that nothing would find me for like a minute, but this was extremely unreliable, especially in later levels and then required me to make my way through the hordes of reinforcements to hunt down the vacuum to get my stuff back and then leave without losing all the stats I just regained, but this is just the wrong way.

If you sleep near the exit, you can take power naps between reinforcement waves, wake up, destroy the new wave, then go back to sleep. This would work in any room with excess weapons and shoes(you would lose the regained HP again if you can't put on shoes while destroying the reinforcement wave. Without weapons is doable, especially with wild amulet/sharp glasses, but can go terribly wrong) This would allow regeneration of 2-3 HP per nap, which sounds tedious, but it helped me get deeper than I would have otherwise.

But now the addition of sleeping bags has buffed this strategy tenfold, now due to the potency of the regeneration, shoes and weapons aren't necessary anymore, because the HP loss due to...gymnastics is negligible compared to the HP gain from sleeping.

PS: Is there a lore explanation for enemies that have improved vision for clothed targets? I get numinescence, but this is weird.

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Hmmm, interesting! I’ll need to test this kind of resting - because patrols are exactly meant to discourage player from resting near the exit. And indeed finding a secluded corner should be the way to go. I’ll see how to fix that, at least one idea I wanted to experiment for quite some time - some patrols will “enter and leave”, so that the map will not get overran by monsters, and some organized monsters group can be avoided altogether.

Is there a lore explanation for enemies that have improved vision for clothed targets?

Yes, it’s in the same numiniscence article (last two paragraphs), however, indeed the explanation is not good enough. I’ll need to work on it more (I have a lot of notes, now I need to sit down and put them all together into a human readable text :)). Plus right now both nude/dressed vision are not working exactly as they were supposed to - I want eventually to implement “proper sensory organs” both for player characters and monsters, but didn’t get to rework this feature yet.

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What happened to you? Are you ok?

(+1)

Hello there! Yeah, more or less fine. Working on characters species/poses and it goes very slowly. I’m almost sure it won’t be finished this week, however I hope to release a small update with a new monster or two somewhere soon.

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that's cool! Can't wait to see it

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Not bad, not bad.

 i hope that conflict with Russia gonna end soon

Потому что у меня много друзей на Украине и меня эта "операция" порядком 3ае6ала

Thank you! :)

Благодарствую! :)

Deleted 285 days ago

Дякую!

Так обов’язково треба додати редактор персонажа… я все “боюся” братися за цю справу (бо зле мені UI йде), але треба набратися сміливості й таки зробити :) Не так вже там й багато роботи, щоб кожен раз “відкладати на наступний тиждень”.

Додати переклади - планую, але не приоритезую. Тобто, на відміну від редактора персонажів - це десь так на “через рік”. Хоча, якщо мовний бар’єр заважає грати - то можна це “раніше” штовхнути :)

(+2)

Nice

(+1)

Thank you! :)

(+2)

Long time no see

Yeah, Vinculopedia took me 3 times longer than I’ve expected :)

(+1)

i'm learning to draw i can't wait give me 3-4 months and I will make some character for you

(+2)

Amasing game, im enjoying it a lot. It took me a while to learn how to dodge properly. I do however experience a lot of crashes due to a acces violation. It seems to happen due to a clothing state while i hit (either when someting breaks and i try to hit something, or while wearing a piece of clothing (sleeves has crashed me a couple of times)). 

Overal the game has great potential and im looking forward to seeing what you add next. Also i love the fact that you update regularly. 

Stay safe, i hope the war ends soon.

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Damn man, another update in only 2 days wtf. I just noticed. You have already fixed the crash it seems so great job man

Also i think a discord might be great for this (and your other projects aswell i geuss). It allows for easier bug reporting and could be a great place to get help/input if you need any. If you'd like i could set up a discord.

I’ve made the Discord server, let’s see how it goes :)

Huge thank you for the comment! :D

Yeah, indeed there was a bug that damage failed to calculate when player character had shoulders slot equipped, but no overwear. And I’m absolutely surprised you’ve managed to pinpoint it so accurately! Great job! I was myself struggling to find the reason for this crash for almost a week. So eventually had to do a few levels run in debugger to catch the crash with a stack trace.

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Will there be a pregnancy system?

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No, it is not planned in this game.

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it's so nice to see this game develop so rapidly, I hope you're having fun with it! it's starting to get a bit hard to keep up with the updates tho :p

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Thank you! :D Yeah, lot’s of fun :) The biggest challenge ahead - graphics upgrade :)

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I love challenges and wish you the best of luck with your project!

I think I could help you a bit with the graphics part in the near future if you want to, I believe I'm capable enough to do some neat sprites ^^

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Thank you! Sorry, my brain was slow yesterday and I didn’t manage to answer :) Yeah, that would be wonderful. I’ve had on my to-do list “to investigate AI generated 32x32 sprites” :D But of course not a single AI can handle the task of “keeping the style consistent”.

So, what my biggest problem now is - how to approach the tiles/sprites on a concept level. I’ve got a huge bunch of 32x32 bit tiles from RL Tiles, but they seem too “detailed” for me. The current game uses them and I’ve had to blur them dramatically to avoid dispersing attention too much. Though, of course, they look by far better than anything I could draw myself. So, I would be much more happier with something more “flat” and better scalable (as tiles are usually 3x smaller than they were supposed to be in RL Tiles context like Dungeon Crawl Stone Soup).

Another issue - I still don’t have a good idea if the objects in-game (player character, monsters, items, etc) should be top-down view (like in Unexplored: it makes more sense in top-down view of the map) or front-view (as they’re now, and in the majority of roguelikes: it makes graphic more consistent and informative, e.g. including change of wardrobe, but will create a lot of question in making animations) or directional-front-view (as usually in RPGMaker games, looks like way too much work, especially with the changing wardrobe).

Summing it up, I’d be extremely glad to use some help here (I can’t draw like at all, and I don’t even have a good taste :D). However, there is one important thing I must mention: the project is Free and Open Source, and most likely will stay like that (it will, just to satisfy “never say never” :D). And while it offers a lot of freedom (free as in Freedom!), it also imposes one limitation: it also needs to use open-licensed assets. I.e. assets licensed under CC-BY-SA or GPL or a similar copyleft license. Note that this licenses may allow for “unexpected” art properties (the art can be legally extracted from the game/repository by anyone, including commercial use, and used as long as they follow the license, the two mentioned above require giving a proper credit to the Author among some other limitations). So if that’s ok for you, let’s try this way :D

If not - don’t worry. While for now this art will not be able to included in the “official” game, it still can be added to the game as a separate standalone game variant (Fork) or as a mod. The game was made with “extensibility support” in mind, so making graphical overhauls or mods for it should not be a hard task. Even now one can easily tinker with graphics or monsters/items information in data folder, it just needs a bit of time to get used to editing files XML format (I do it in notepad++, but it can be done even easier in a specialized editor).

There are still some limitations on what the game can handle (e.g. there is still no way to change species/gender of the hero character, no easy way to add tilesets, etc.), but I think I already have a good idea how to solve this problem in a relatively simple way, so that items/monsters/tilesets can be easily added without changing one big file with records or editing one large texture.

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I'd be more than glad you help you out ^^ don't worry about replying later - I don't visit this site too often anyway :P

that's one thing AI might never be able to draw things consistently I hope

I do know a little bit about drawing and animating - decent, but I'd like you to judge my style first

I have some ideas on how to draw the sprites, I like sideview characters because it allows some neat things that other persectve don't, and I don't really mind what license them pixels have, I just don't care much- one last thing, you don't draw that bad! it's good! keep it up and you'll be drawing pretty neat stuff :3

about programming, I'm sadly not an expert :,) but I can write a broken C++ Hello World program, tho!

if you could contact me through a different platform that'd bre great - I'm almost always on Discord so hmu if you want to

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Yeah, sure Discord would be fine. Let’s see what we can do :) eugeneloza#1285

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After coming back to the newest version of the game, now with the knowledge on how to pick up items, I really enjoy this game! It's giving me this feeling of constantly wanting to play more and more even tho I said "ok last try" 3 captures ago :D 

Looking forward to see this game development

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Thank you so much for the kind words! That’s the thing that gives hobby devs wings!

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What is the GNU General Public License v3.0 (GPL)?

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It’s a free-and-open-source license that (in simple words) allows to do “anything” with the game (even commercial use), as long as the changes to the code are published in open under the same license.

Assets for the game (pictures, music, sounds, etc.) are also free (and open source if possible), but as many of those came from different sources, they have different license - license.txt in every folder tells about the authors and license that applies to the appropriate assets.

So, technically this allows anyone to change/modify the game as much as one wants, as long as the terms of GPLv3 or any appropriate license for the assets are followed.

The most convenient way to is to “fork” https://gitlab.com/EugeneLoza/vinculike - and modify the code (Pascal is a verbose language, relatively easy to learn, especially if a person already knows how to program; many learned it at school or at university). On Desktop some changes can be made even without the necessity to do any coding or making a build - just tinker with contents in “data” folder as much as one likes. E.g. this file contains information on all items in the game: https://gitlab.com/EugeneLoza/vinculike/-/blob/grandmaster/data/character/itemdata.xml More complex manipulations (or changing something in Android build) will require “Rebuilding” the game - it’s relatively easy on Desktop, more complicated for Android. I have on my to-do list to add proper instructions how to, but if anyone wants those faster, ping me and I’ll prioritize this :)

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thanks

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