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Hi! I'm always scouring the internet for Omo related games, and have always kind of wondered what people consider to be both their favorites and some of the best the Omo-game sector has to offer! Some of my favorites have been the Delete Voice series, for example! It does what I really like in Omo VNs with desperation and leaking before the big wetting. What do y'all have for your Omo-game picks?
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I have started work on a Little RPG and would like some feedback on these Pokemon like Elements of a Little. Is there anything I am missing? Do the interactions between them make a semblance of sense? Bratty Weak: Care, Fussy, Playful. Resist: Cute, Silly Care Weak: Cute, Curious, Shy. Resist: Bratty, Fussy Creative Weak: Bratty, Curious, Shy. Resist: Fussy, Playful Curious Weak: Fussy, Shy, Silly. Resist: Care, Playful Cute Weak: Bratty, Curious, Playful. Resist: Care, Silly Fussy Weak: Bratty, Care, Creative. Resist: Cute, Playful Playful Weak: Care, Curious, Shy. Resist: Bratty, Silly Shy Weak: Bratty, Fussy, Playful. Resist: Care, Cute Silly Weak: Creative, Curious, Fussy. Resist: Bratty, Playful
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Welcome to my lowest-level challenge playthrough of MojiQue! If you've been on here long enough, you've almost certainly heard of MojiQue before, as it's an RPG Maker game fully dedicated to Omorashi, with multiple game mechanics and story beats alike centered around it. (Here's the download page for anyone who wants more info on the game.) I tried out the game myself a while back, and while I did have a lot of fun with it, and would recommend it to anyone on this site into RPG games, I did find it to be a bit too easy for the most part, as I only ever got a game over to the game's optional superbosses, not any of the battles in the main story. So that got me thinking, how difficult would a lowest-level run of MojiQue go? The game gives you the ability to avoid all random encounters, as well as plenty of ways to grow your characters without traditional level-ups, so it seemed pretty possible to beat it at a very low level. I love speedruns and challenge runs of games in general (and have way too much time on my hands), so I figured I may as well give it a shot myself, even if I'm rather inexperienced in these kinds of challenge runs myself. So yeah, the challenge here is pretty simple: We'll be attempting to finish the main story of MojiQue at the lowest possible level of EXP possible. This means that we'll only be doing story-required battles, and will be avoiding all random encounters unless absolutely necessary. However, as long as our party's levels are not increased, everything else is on the table. This mainly refers to the many stat-increasing items that we'll be picking up as we go through the game, which raise your stats but don't raise your level. As for this thread itself, I'll be documenting the playthrough here in text, screenshots, and the occasional video captured via OBS for boss fights. Aside from the fact that I don't want to provide voiced commentary for personal reasons, Youtube doesn't usually play too well with a game like MojiQue, and watching someone just walk around the overworld and read dialogue for hours would probably end up being pretty boring anyway, lol. You could also see it as a throwback to how Let's Plays got their start on forums in the 2000's 😉 Without further ado, let's get into the game!
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Probably not, but I'm not going to let that stop me! Seriously, though... I've got an itch to write omo RPGs, but I also have a chronic case of half-finished-project-itis, so I want to limit the scope of my first project to something that would have some value to others. And since my primary skill is programming, I figure the thing I want to do is make a reusable omorashi system, so that other people can pick it up and build their own games on it. This would take the form of a "tech demo" omo game with no real plot, just some simple events and things you could do to see it in action - other game writers could then load my game up in their copy of RPG maker and build actual content on top of it, or copy my stuff into their existing game. My design priorities for this thing are, in order: Usable by non-developers I don't want to make someone have to be a scripting supergenius to use this thing. Unless you want to change some fundamentals of how the system works, you should be able to do everything you want just from the Database tab. And if you have an existing game you want to add my system to, you should be able to just copy my script(s) into yours and add a few database entries. Fetish flexibility I want to cater to as many varieties of omo fetish as I can manage. The system should support peeing and pooping; toilets, pulling down underwear in public, or going in the underwear; everything from full incontinence to iron bladders; status effects from needing to go or wearing dirty underwear; and if I can manage it, maybe even a humiliation system more complex than "I'm wet -> I'm embarrassed". Customizability You should be able to change and tweak the most obvious things about it. It should be easy to turn off pooping, adjust the characters' level of incontinence, create spells and effects that affect a character's bodily functions, create new types of underwear, and so on. And my feature priorities: Bladder/bowel simulation This is the core - without this, there is nothing else. Characters' bladder and bowels would fill, things would happen when they start needing to go, and they would start leaking and eventually have an accident if they go too long without a toilet. Characters could be made incontinent in varying degrees and in realistic ways, and it should be possible to change a character's incontinence level during gameplay, both temporarily and semi-permanently (i.e. the character has some base toilet-training stats, and those stats can be temporarily modified by status effects or what have you). Actions and Events This is almost as fundamental as the bodily functions themselves. It should be easy to add new actions for going to the bathroom (or not going to the bathroom - e.g. a "hold it" combat action that reduces defense but also reduces the chance of leaking), and easy to customize the effects of existing combat or non-combat actions on the bladder or bowels (e.g. dashing or attacks make it harder to hold it). And it should be straightforward to simulate other things. It should be possible, while on the world map, to have it transfer to some other map (maybe even based on the current map tile) if a character starts needing to go; and you should be able to do things like simulate being in class for an hour and summarize how much the character leaked when she didn't have access to the toilet. Underwear There would be stats that can be used to customize how underwear reacts when the character goes to the bathroom in them - you could make a lace thong that soaks through on the slightest dribble or industrial-strength diapers that don't even feel wet until they've been used a couple times. Humiliation In addition to bladder and bowel stats, I'd like to be able to represent a character's humiliation as well. There would be a temporary "humiliation" state variable that would increase in the event of accidents - and there would also be a statistic to represent how much a character is affected by humiliation. And these stats could even be used to restrict actions - a character with a high sense of shame might repeatedly fail to use the "Pull Down Panties" action when they're all alone in a forest, and a shameless character will have no trouble using the "Wet Self" action in the middle of a crowded auditorium. So with that, I would like to invite comment, especially from other people who make or might want to make RPG Maker omo games! Biggest question: Would you even use this sort of thing at all? What system do you use to make games? I've got RPG Maker VX Ace right now, and the v0.1 of my thing would only be for VX Ace, but I have no problem investing in other game makers provided they have enough scripting support to do the things. For the more experienced RPG Maker developers: How would you expect to use a system like this? If you wanted to make a character incontinent, what would you do in the game editor? How would you expect to create a "diuretic" item? How would you expect to turn off pooping? That sort of thing. I only just got VX Ace a few days ago, so I'm not all that familiar yet what the common use-cases are. Right now I'm still heavily fiddling with the bladder/bowel model. If someone already wrote one and would like to give or license it to me, I'd be appreciative!