Skip to main content

Other stuff

Katawa Shoujo for Android:  mega.nz

Katawa Shoujo is a VN where you bang crippled girls.  There's a bit more to it than that but you'll have to play it to get the nuance.  It isn't the best thing out there if you're looking for a wank, but it's got enough explicit material that it can still probably be considered pornography.  It's also quite a good VN, especially if you aren't normally into VNs.

I'm posting a non-torrent link to the (fan-made) Android port here, since it's apparently difficult to get a hold of.  I'll remove the file / link if the authors of either the original game or the Android port ask me to do so.

Comments

Popular posts from this blog

WIP 3: Finished and named (Orval Creep n' Hammer)

It took a while, but the game's finally finished. I present to you:   Orval Creep n' Hammer . Alright, so I'm not great with names.  Believe it or not this is the best iteration that myself and three other people could come up with. Features: Stars four women Multiple animated sex scenes Wood paneling There are currently a couple of known issues, both particular to the GNU/Linux version.  Basically, typos that I forgot to correct before uploading the files.  Oops.  😢 It's a simple enough game, give it a download and try it out (approx. 700mb). Links: Game manual (PDF) Win32 mega.nz Google Drive GNU/Linux x86_64 mega.nz Google Drive Screenshots Spycam watching Alyson bathe Laptop's store page Madeline doing you a favor l33t She doesn't remember you!?  The insolence.

WIP 3, sex system update

The last week has been fruitful, at least in regards to the quality of the sex scenes in-game. The previous system consisted of a bunch of still frames (jpg) packed into a binary file and forming a very crude type of animation.  It worked, but it was slow to load and a brute-force effort at best. I've since updated the system a bit, though, finally figuring out how to successfully play video files with SDL2 in a useful way.  After that, it was a matter of tweaking the structure of the bin files that contain the animations (cleverly named 'VID' files, go figure) and re-writing the tools and scripts used to create said files. I also tweaked the in-engine system for handling the scenes to make that a bit less crap, as well. The results are dramatically better and far less resource-intensive (less VRAM used, less disk space for the VID files, etc.).  What this means to the end user is that the game will be slightly less obviously shitty, so that's nice. How the in

FGAME, beginnings

FGAME (working title still) is going to be a relatively short game, with only five or six concise 'acts' that take place throughout.  As such, I didn't expect to spend very much time building the skeletal structure of the code, or the plot, or the standin character art. As usual, I've underestimated the amount of work that actually goes into creating a fucking game, even a fantastically short one.  You'd think I'd know better, but no, it's a lesson that just doesn't seem to stick. Still, some honest-to-god progress has been made.  I've learned some of the renpy ropes and have already built the majority of the locations that can be accessed, and the player's means of accessing them.  None of the final art of course, which is going to take the longest by far, but... baby steps. I've also finalized the plot structure, events, etc. and started in on the script in a proper fashion.  The first 'act' is done, though I haven't