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Who Hunts Monsters [MV]

This thread is about your game. I'd be more than happy if you flooded it with the dA updates, since it means I wouldn't have to go out of my way to check dA.

It's not like this board has a lot of other activity you'd be selfishly burying.
 
Some Chapter 2 Previews

hi all .-. i've been hard at work fixin up chapter 2, but it's still a very long way off. i wanted to update y'all with some new info, if'n you aren't keepin up with me else where.

Jack of All Trades Update:

https://www.youtube.com/watch?v=NXzRrCaXB1s

so i'm going back through and reworking some of the classes a bit. the rogue i feel is next to perfect after the balancing i did with titania, which made me consider going back and adjusting the other three.

the biggest update is probably the Jack, whom i've reworked quite a bit. i've cemented "Double Strike" as the core ability to the Jack when fighting physical vulnerable abilities, with your kit built around supplementing that.

in addition, Luck now plays a big role for Jacks. Your Luck is a % chance on every ability use, to do bonus damage equal to 20% of your Luck value.

New abilities include: Ethereal Blade (gain magic damage on every hit equal to 50% of a Mystic Missile basically), and Blade Surge (a priority attack that deals bonus damage for every stack of Rolling Stone you have).


Soul Prison Update:

https://www.youtube.com/watch?v=VVRi7FAUw3k

i've reworked the guild log to now include your soul prisons! no more hunting through a hundred million key items. instead you just open you guild log and boom! you have your job list at the top, then all of your unlocked soul eggs after ^_^ it looks much nicer and i'm very happy with the result.


Bacardi Playable:

https://www.youtube.com/watch?v=_lsuT-TJ2DY

Angie will run into a side quest in Chapter 2 that is mandatory for finishing the chapter. while on that quest...things go awry and someone needs to come to her aid. who better than everyone's favorite spazz, Bacardi??

Bacardi was designed from the ground up to fit his fast-paced, gotta-go frantic personality. he's a vicious attacker, who can buff the team, and who heals by hurting people.

AND YES: while you're playing as Bacardi ALL of the game over scenes you can encounter are redesigned JUSt for him. they won't just be copy-pasta'd from Angie, they'll be unique to his personality.

AND YES: when he teams up with Angie, if the two of them lose, you get a pretty awesome game over scene with both of them!!

NO: he won't get his own reward scenes .-. sorry


Captain Morrigan Playable:

https://www.youtube.com/watch?v=Ji66_liMoVE

eventually, in Chapter 2, Angie is going to run into a bit of trouble again. But poor Bacardi is too tuckered out from helping her earlier >_<

who better to come to her aid then Captain Morrigan herself??

That's right, our first Support class character! Captain Morrigan is a Paladin, and her kit revolves around buffing her team, protecting them, and when needed unleashing a good old can of Judgment on her foes.

YES: she'll be included in any Game Overs that she and Angie run into while working together.

Also featured in this video is a new plugin i started using that makes enemies have a "Breathing" animation. idk it just looks cool and makes the sprites feel more alive. one cool feature is their breathing slows down as they take more damage!

that's all the updates i have for now .-. i'm hard at work trying to get all the database related issues taken care of before i start designing the maps.

chapter 2 is a ways off, but i want to keep everyone involved and up to date on my progress. one so you know i'm working hehehe, and two so you can get excited and keep this fire under my butt lit >_<

thanks everyone! i hope you enjoy the videos and are as excited for this chapter as I am .-.

Edit: added the new Main Menu! Why go digging for Guild Log or the Return Charm when they should be front and center? Now they are!
 

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<3

The Soul Prison change will declutter Key Items nicely.

Looking forward to more scenes involving Angie and/or Morrigan, too. Morrigan seems like she'd be fighting it, and watching her defenses crack and crumble would be a treat.
 
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I love the new UI changes. 🙂 Way better than digging through menus. If I could make a suggestion, maybe separate the completed quests from the in-progress quests in the Guild Log?
 
I love the new UI changes. 🙂 Way better than digging through menus. If I could make a suggestion, maybe separate the completed quests from the in-progress quests in the Guild Log?

>_< i wish i could but the quest log uses its own plugin...i can maybe think of a way to separate it.

i may also separate the guild log and the soul prison menu now that i can place options directly to the main menu screen.

Edit: Last update! i like this one the most, so i'll stick with it.
 

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I am, she's just out-enduring me. Or at least she was, before I bought blue and red potions.
 
The more I play, the more I'm loving the class change system. And though I initially wasn't a fan of the lack of stat increase with level, it's really the only option for said system. The dress card is nice too.
 
The more I play, the more I'm loving the class change system. And though I initially wasn't a fan of the lack of stat increase with level, it's really the only option for said system. The dress card is nice too.

^^ thanks! i actually have a buff for the dress card planned in the Chapter 2 update. now instead of storing 25% of the experience gained, it stores 50% of the experience gained.

the interaction with the Fairy Queen Crown is it will also store an additional 50% of the Dress Card value.

so a werewolf now gives 14 credit instead of 7, and the Fairy Queen Crown increases that by 7, giving a total of 21 credit per Werewolf.
 
Hmm, weird glitch trying to upgrade to chapter 1 final from the version on page one. When I load my save, I have a status with the symbol of a water droplet leaving ripples, that isn't removed by sleeping. I can't use any items, and I get no turn in battles.

If I make a save with the glitch, then move it to the old version, the issue vanishes.
 
Hmm, weird glitch trying to upgrade to chapter 1 final from the version on page one. When I load my save, I have a status with the symbol of a water droplet leaving ripples, that isn't removed by sleeping. I can't use any items, and I get no turn in battles.

If I make a save with the glitch, then move it to the old version, the issue vanishes.

take off your shiny circlet, it's a bug in the current version of the game T_T

<_<;; level 7 is the cap for Chapter 2. the final level cap for the game will probably be around 15
 
i know this isn't what everyone wants to see, but i've got an impossible amount of ideas for expanding the universe to this game, and even though i'm not a good writer, i decided to try starting a prequel story that will go into the history of the most important character we've never seen in Who Hunts Monsters.

http://brewed-war.deviantart.com/art/Who-Hunts-Monsters-The-Hero-Prologue-610492370

if you have any interest at all, feel free to read this, however, i will warn you, it has some spoilers, and it takes place 16 years BEFORE who hunts monsters. this means the Monsters have not become Monster Girls and are not tickle obsessed yet.

there will, however, be some tickling later on when a very, very, very important character appears. so...that's what i wanted to say .-. i hope anyone who is interested will read it and let me know what you think.
 
ATTENTION BROWSER PLAYERS: Yanfly released a script today that allows me to specify if auto-tiles animate depending on if you're playing a local or online/mobile version of the game. With this plugin, it looks like the lag in Kitzel Village and Bitterbug Woods is gone!!!

I don't want to make too many promises, but on my beta-environment i was able to run around Kitzel Village at a solid 60 FPS with none of the massive skipping/drops that is known to occur there!!! it does cut back some of the animation on the maps, which may make them look a bit more static, but i feel this is a fair trade to be able to run the game at 60 FPS.

Edit:

In preparation for Chapter 2, which is still quite a ways off, I've released an update exclusively to Indiexpo. The good news is: this update addresses the lag in some maps, and in my testing has improved it greatly. Every so often lag bursts DO happen, but in my experience, entering a building and exiting seems to fix it.

In addition, there are a lot of new plugins working under the hood. One smooths out the camera movement to make the game just look nicer, another updates the enemy sprites to have "breathing" animations that make them seem much more alive, and yet another allows you to hold "Enter" to double the speed of cutscenes, battles, dialogue, everything!

There is...one tiny, itsy bitsy horrible bad thing though: this update requires a complete restart of the game, due to several of the plugins that have been added. With any luck this will be the ONLY update that forces a restart of the game. The plugins added are necessary and do a fantastic job of improving the overall quality of the game, but they do, unfortunately, break on old saves.

Thankfully, with the new Double Speed plugin, holding Enter makes it quick as can be to get back to where you were. On a fresh load it will have you almost through the intro sequence before the music even loads!
 
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ATTENTION BROWSER PLAYERS: Yanfly released a script today that allows me to specify if auto-tiles animate depending on if you're playing a local or online/mobile version of the game. With this plugin, it looks like the lag in Kitzel Village and Bitterbug Woods is gone!!!
Sweet!

Didn't yanfly do a bunch of scripts for VX Ace too, back in the day?

this update requires a complete restart of the game

Not super enthusiastic about the save loss. Would be nice if there were some kind of item / code to quickly get back up to speed. I don't have a perfect solution for this. Some passworded item/event to skip to the end of ch1 with full item loadout, all soul eggs, all switches correct, etc. would probably be ideal, but having to change that event when you mess with other things in the future (for each chapter?) might get kind of tedious.

Providing a good save file might be a simpler way to do it. Will need to figure out the specifics on how to load a full save into the browser, though. I know with indiegogo, it's a little weird, because the game is actually inside an iframe (so the localStorage doesn't correspond to the indiegogo game URL, but rather the URL of the embedded iframe on that page).
 
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Sweet!

Didn't yanfly do a bunch of scripts for VX Ace too, back in the day?



Not super enthusiastic about the save loss. Would be nice if there were some kind of item / code to quickly get back up to speed. I don't have a perfect solution for this. Some passworded item/event to skip to the end of ch1 with full item loadout, all soul eggs, all switches correct, etc. would probably be ideal, but having to change that event when you mess with other things in the future (for each chapter?) might get kind of tedious.

Providing a good save file might be a simpler way to do it. Will need to figure out the specifics on how to load a full save into the browser, though. I know with indiegogo, it's a little weird, because the game is actually inside an iframe (so the localStorage doesn't correspond to the indiegogo game URL, but rather the URL of the embedded iframe on that page).

>_< i tried really hard to find a way around it, but from feedback i've gotten there are A TON OF BUGS in the current release. the shiny circlet not the least of them...so i wonder if the things i've been adding along the way haven't been meshing well?

i can try to get a save that starts after chapter 1 put together though when i do the full release .-.
 
sorry about the lack of updates >_< this chapter is really giving me grief...i'm having to test a handful of new engines for it and it's slowing me down.

that and the 21 tickling scenes .-.
 
Played through the fairy queen quest-line. Liked how all of the fairies had their own puzzle and combat style. It was a fun way to foreshadow how to beat them individually before bringing them all together in the end. Would've liked a way to archive the individual defeat scenes with them though. I think they're the only ones who haven't left an egg of sorts.

Looking forward to more of Angela's backstory as well. Though I'm not sure whether she has a split personality, or just a heavily repressed bitter side.
 
Played through the fairy queen quest-line. Liked how all of the fairies had their own puzzle and combat style. It was a fun way to foreshadow how to beat them individually before bringing them all together in the end. Would've liked a way to archive the individual defeat scenes with them though. I think they're the only ones who haven't left an egg of sorts.

Looking forward to more of Angela's backstory as well. Though I'm not sure whether she has a split personality, or just a heavily repressed bitter side.

lurk is right ^_^ Titania's soul prison gives you the option to watch the guardians' scenes.
 
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