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ShadowRx

Shadowriter, the
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has anyone else tried PASTING TEXT into this PIECE OF SHIT?!


It FUCKS ALL THE TEXT and replaces it with FUCKING WINKY EMOJIS!!!!!!!!!!


WHAT DIPSHIT CODED THIS!?

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AMAZON STOCK


I will be resuming release of stock-amazon renders soon (for those who want to use them in their art), but to avoid flooding inboxes I will release them under Scraps first, then convert them back over to their gallery folders.


This means if you want to see the stock in your inbox, watch my Scraps, if not don't watch my Scraps, those just watching Deviations will be unaffected by the postings. (scraps are off by default)


--

Last Legend (for RM2k3)


I know it's been a year and a half since the last release (and I was expecting to put one out LAST June), but the wait is almost over...

I have a bunch of small improvements to the content, and a couple new features ready to release soon, including:
* ability to meet/recruit 4 of the 5 secret characters in-world (2 encounters were improved and 2 others added)
* improved message randomizer prevents consecutive duplicates (now adds ((2~n)-1) rather than rolling (1~n))
* red-bones now behave like blood-skeletons
* many new and powerful enemies added
* the secret dungeon is now properly guarded, no RNG walking encounters-- all guards are visible mobs in the dungeon
* Z-II style wandering mobs have been added to the overworld map, regular walking encounter rate has been lowered to compensate
* the Athletics ability now also boosts movement speed (a must for the secret dungeon), and improves 'locked door opening skill'
* a couple of new scenes were added for when certain characters are present while encountering other characters
* the Glorious Handmirror has been added and programmed, and is only awaiting content images... (progress pictures will be added later)


--

HardLife


I am working on several features/systems, including:
* rebuilding the karmic-upgrade system to be compatible with the new stats and metrics systems
* fixed a limitation with transferring objects and arrays across OOP events through Twinescript/SugarCube <<link>> macros to javascript callback handlers (using the ... spread operator for arguments, and allowing a parameters object to be included)
  -  was previously impossible, causing many lengthy workarounds and debug sessions, I have added a standardized method to circumvent this limitation (for the karmic upgrades and) in the future
  -  the method has minimal overhead, as in-game objects like characters are stored in an alias-index (the string alias is used to fetch an object reference, rather than copying the object itself- which would have broken references and wasted a lot of memory)
* I am planning to add a few new locations soon, but I want to finish overhauling the location/passage system and add room-navigation... which should mean these will be added around v0.273; the new locations include City Hall (for changing legal name, searching property records, etc.), the Hospital (ER/EMS coma and severe injury recovery, elective surgeries, etc.), and the public Library (skill books, newspaper archive, and computer/internet access)
* I just finished the new modal(pop up) system (used by karmic upgrades), and have plans for additional modals in future, including:
  -- sub-targeting and single/repeat action selection for the new-UI
  -- an on-demand action menu for the new-UI to save screen real estate, and allow easier use/selection
* Aspect levels and a core-leveling system to underlie the existing training-only based system
* adding Abilities for Walk/Run Speed, Throw Power, Jump Power(height, distance, load, impact), Climbing Power, Grip Power (crush, climb, grapple, etc.) and others
* Adding a Skills system (needed by Ability formulas and later Jobs) with Aspect-Affinities (physical skills, mental skills, etc.)
* Updating the Lifting system to use the calculated Lift Power ability rather than the old method that based only on the 'Power' Qi Energy
  -- for those who missed it, the change awhile back to Energy formulas (STR*SPD --> STR+SPD+Caliber) severely nerfed lifting power at higher levels. this change will fix that and be part of a consistent/universal core for all such ability calculations
  -- the Ability formula does include Power and Vigor Qi-Energies, Lifting Skill, Physical Aspect, STR Stat -- plus the muscle-mass and xSTR power multipliers from the old system, the new lift values will be much higher (compare your current 'power' energy to what the ability formula shows your base lift at)
* Abilities and Athletics menus have been split- the former has the aforementioned formulas, the latter will have average and record statistics for specific lifts, sprinting distances, and any other relevant contest records
* Character Creation is in planning, and I hope to add it to the preview builds between engine v 0.272 and 0.28; it will be released in the public version with the new-UI in v0.3; it will be built in stages, and I plan to combine some RNG genetics with a base-point upgrade system and the ability to use player-earned karma (independent of gamesaves/character-karma) to further augment them
* Player-Karma (characters will keep their Light/Dark energies-- possibly converted into a shard format, players will earn a colorless variety for unlockables and upgrades at the same time) and a Discovery/Unlocking system for content independent of individual save files (such as having immediate access to hidden Locations, Powers, Skills, Characters, etc. on New Game start)
* Achievement-Unlockable, Karma-Purchasable, and Discovery-Based content (things that unlock with play-time, progress/power-levels, encounters, etc.)
* An optional linking system for those wishing to preserve player progress/unlocks across browsers/devices. Note: since this information is not stored in gamesaves, it cannot normally be exported/imported or backed up against accidental deletion with browser history clears. Online play will have to be enabled to sync progress/unlocks, but can be enabled/disabled at any time in options. (once the online-play feature is added)
* Online play mode and a proper website for the game. The game will still be single-player, but online play will allow progress syncing, daily cooldown events/rewards, downloadable content, and an automatic karmic-allowance/stipend for supporters. The game will remain free to play, but linked accounts and supporters will have access to more content and features.
* DLCs- once the website is up and ready, I want to start working on a downloadable delivery system for new and updated content. Some content may be exclusive to this method, and there will be a mix of free, unlockable, and supporter content for it.


--

Kendra (the Game)


* On hold until HardLife v0.3/new-UI is released
* will use the same HL engine/core with a few tweaks:
 -- the Aspect leveling system will feature a more prominent role, and regular stats will likely be hidden in the UI
 -- dynamic creation of locations and NPC-groups (like classroom students) will be developed for this, and ported back to HardLife
 -- game will feature Progress Pictures for Kendra and at least some NPCs, as it will use a much simpler level-based metrics system
 -- game will be timed/have a limited play-span (High School; 9th to 12th grade; in 5-minute increments)
 -- systems developed for her school will be ported into HL for Sue's high school content


--

Kendra (the Story)


* the next chapter is 1/2 written and I hope to get back to it soon
* the plan now is to continue the storyline until she hits the max rendered/mapped-out progress (level 10), then, rather than her continuing as-is to level 35, she decides to go back and relive the misery that was high-school... with the added perk of her newfound powers (which she has scaled to fully unlock over the course of the 4 years)
* thus, the game will be a direct sequel to the story, despite appearing to start 3 years earlier

--

Valkyrie Sword (for RMMV)


Still pretty early in planning/development, and on hold until HL v0.3+, but it does feature an expansive map system (tiles max-resolution maps together to make small continents/zones for gameplay, using a ~4x4 grid of of 500x500 tile maps)... as such it will hit the 999 map limit for RMMV before the ~10 zones per world + ~10 worlds + sub-maps are added, and will need some additional plugin and tool development to overcome that limitation. (such as swapping out maps in the editor in 1k batches)

The lead character in the game is the product of Kendra having inappropriate relations with a Celestial Valkyrie, producing a "corrupted" offspring that was later discovered and outcast from her Celestial home, but upon whom rests the survival and continuance of the entire Omniverse, her judgmental sisters included, from the endless hunger of the Synn (the devourers and destroyers of whole Universes, plague to the Mortal Realm, and danger even to the Eternal Realms-- and with whom the Celestial Valkyries are engaged in an eternal war).

Her boundless need to procreate may be the one thing that can unify these warring races, and save us all.


--

Club Xado


(Still on paper, also on hold for HL v0.3+)
Planned as a VN centered around the owner of a number of Amazon themed clubs... a man who is cursed(or blessed) with a bizarre aura, and  other abilities that causes the women in his life to become freakishly strong... and gets him in quite a bit of trouble. (almost a Good Luck Chuck for women wanting to become Amazons, if you will)

This is probably the game I should be working on right now as it requires almost no programming and is almost purely graphical and story content. Though if I wait and tie it into the HL engine, it will make it easier to include Amazon on Amazon combat scenes. ;)


--

the Rescue (game)


I have an early AJAX/XHR based prototype done with a PHP/MySQL back end, from before I started learning Twine. It's been on hold since HardLife was started, and will remain so until I can redesign/implement it inside the HL engine.

This was planned to be an NES Shadowgate style exploration game, with a destructible environment (such as the ability to make doors wherever you want), and will rely heavily on layered images for the scene-view. As such, it will require HL v0.3+ to begin incorporating features.


--

Art


Current plans for art are to slowly finish rendering the last 25 stock packs (we've already completed 245 of them) and release them under scraps to avoid spamming watchers, then sort them into the stock folders.

Once those are complete, I will begin planning out the base-characters for Last Legend, so I can render the progress images for them (16 stages for each of the 11 female characters; 4 stages for each of the 6 male ones; all of which begin at a scrawny stage 0, whether or not the character in game is ever that small)

After that, I will likely go back to working on the base-figures for the dancers in Club Xado. (of which we have made/released about 1/2 already) I'll wait to make their progress graphics until we're ready to start on that game.

Along the way I'll continue planning out and testing the layers to add graphics to the HL engine. (this work has already given us the ability to use body-damage/integrity graphics in the new-UI branch, and has been released in a private alpha preview)

Next will be working on additional story character-models and illustrations for the following series: 
* Talyasha
* Helena vs Jen (from Dreyanna, prequel fight to Best Laid Plans)
* Helena: the Best Laid Plans
* Tara
* Dreyanna
* the Awakening
* Echo
* Julia (growing up, careers, encounters with: Carol [sister], Nix [Carol's friend], Xado [grade-school crush], Carlyne Morgan [super-alien])
* Carlyne
* Blade Ball (untitled amazon story set around 2050-2080)
* Xado (in Sunday-comics format skits)

and more...

--

Life in General


That's about it... still hard at it and trying to juggle my time between developing content for you guys, and paying the bills. The latter eats a lot more time at the moment, but I'm hoping one day they can be one in the same. So if anyone wants to help out, leave feedback/comments on the games and other works you want to see more of and/or hop on over to www.patreon.com/ShadowRx and unlock the supporter version of the game (with the cheats menu, Lisa Irons, and content & feature previews).
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For those (few) of you who have not "upgraded" to Windows 10, I have just two words of advice:

DON'T.


EVER!



Or, as Admiral Akbar so succinctly put it,

"IT'S A TRAP!"



The OS has finally BECOME Ransomware! Pay Microsoft $7 a month, FOREVER, or LOSE ACCESS to ALL YOUR SHIT!

They give you 2 choices now: The Spyware/Bloatware "home" version, and the Ransomware "enterprise/LTSB" version... which is basically just Windows 7/XP with an ongoing expense attached.


Do some research if you don't believe me. LTSB is what their OS should be, as an OS... Stable and Unchanging, with Security Updates ONLY, not all the bullshit Bloatware, Adware, and Spyware! But, the only way to GET LTSB is to buy an ENTERPRISE LICENSE. And, if you don't want to pay for hundreds/thousands of machines at once, the only other option is their just released E3 SUBSCRIPTION MODEL, which they charge $84 per year, or $7 per month via your Microsoft Live Account. (the same account that can already hold your EMAIL ransom if you made the office 365 mistake, I might add)


We should all save ourselves a heap of trouble later, and just learn to use Linux now! At the very least, back up ALL YOUR FILES and work, onto a Filesystem that Microdicks can't fuck-over (in other words, don't rely on NTFS or ExFAT in the event M$ get's really hostile with us users... [and you thought them giving power-users the bird on system control, scheduled-tasks, and updates was bad!] Those are all proprietary formats they can fuck over both legally and technically, should they chose to. They lost the rights to the antiquated FAT32, it's now an open-standard, but not well maintained/updated... CDFS isn't much better...)


Microsoft Actually thinks that an OS qualifies as Software as a Service...

If I don't pay Adobe for my CS "Service" I lose the ability to EDIT image-files with their program, NOT THE FILES THEMSELVES!!! There's an enormous fucking difference. And, WE PAID FOR THE FUCKING COMPUTERS, THEY ARE OUR PROPERTY NOT FUCKING MICROSOFT'S! It's time they left our shit alone and stopped trying to force us to use it their way! Seriously, what fucking right do they have to TELL ME what HOURS (and how fucking many) I'm allowed to use my computer??????? We should be telling those shitheads what HOURS they can do their shit, not the other way around!!!!!!!!

FUCK PROPRIETARY SOFTWARE! THIS SHIT HAS GONE ON LONG ENOUGH! (and now their poised to totally fuck over the market/all the users, that they have tricked into paying them for all these years... the same people that made them a multi-billion dollar company in the first place...)
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Fuck Microsoft. Forced Fucking update corrupted LogonUI.exe! Now I can't type into any system dialogs... damned lucky I didn't setup the desktop with a fucking windows/live account this time or I'd be unable to log the fuck in to my own computer!

I thought they only fucked up the calculator app, since it didn't respond to keystrokes... then I discovered feedback hub was the same. Thought, maybe that was still calc.exe's problem... then I noticed that the settings app wasn't accepting keys...

This morning, after trying to wake my computer back up I found I couldn't dismiss the lock screen with the keyboard... I had to click a fucking search-advertisement to get out of that screen!

I'm running SFC now, but if they Borked that too...

Oh, and the fucks at Microdick also locked all the forum threads about this issue...


So help me, I'm gonna fucking put Ubu on all my computers, even if I can't get half my shit working in Wine... I'm so sick of this update shit! (anybody know a good firewall that can block SYSTEM ACCESS to the internet? How about a CPU-level firewall that can prevent shithead programs from even starting?)

Oh, and if overriding the "metered connection" setting to download a 2+gb bloatware, samsung-esque update was about SECURITY... then fucking defender would do it to get DEFINITION UPDATES (which it doesn't... so fuck those lying asshole and the piece of shit OS's they rode into power on)


Now, here's the real question... why the fuck does LogonUI.exe have to be RUNNING for the KEYBOARD TO WORK in system apps? Why does it have fuckall to do with the keyboard in the first place? Is THIS window's new KEYLOGGING SOFTWARE? I mean for it to be REQUIRED and WORK with ALL SYSTEM APPS it would have to be ACTIVELY MONITORING KEYSTROKES, would it not? Am I to assume that it only listens when a system app has the fucking focus?

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I've been asked a few times which figures I use for my characters... as there are so many, I figured I'd make a journal with the full index:


Victoria 3
www.deviantart.com/shadowrx/ar…


Victoria 4
www.deviantart.com/shadowrx/ar…
www.deviantart.com/art/Argus-K…
www.deviantart.com/shadowrx/ar…
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www.deviantart.com/shadowrx/ga…
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www.deviantart.com/shadowrx/ga…


Victoria 5/Genesis
www.deviantart.com/shadowrx/ga…
www.deviantart.com/shadowrx/ga…
www.deviantart.com/shadowrx/ar…
www.deviantart.com/shadowrx/ar…
www.deviantart.com/shadowrx/ar…
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www.deviantart.com/shadowrx/ga…
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www.deviantart.com/shadowrx/ga…
www.deviantart.com/shadowrx/ga…


Victoria 6/Genesis 2 Female
www.deviantart.com/shadowrx/ga…
www.deviantart.com/shadowrx/ga…
www.deviantart.com/shadowrx/ga…
www.deviantart.com/shadowrx/ga…
www.deviantart.com/shadowrx/ga…
www.deviantart.com/shadowrx/ga…
www.deviantart.com/shadowrx/ga…
www.deviantart.com/shadowrx/ar…
www.deviantart.com/shadowrx/ga…
www.deviantart.com/shadowrx/ga…
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Victoria 7/Genesis 3 Female
www.deviantart.com/shadowrx/ga…
www.deviantart.com/shadowrx/ga…
www.deviantart.com/shadowrx/ga…
www.deviantart.com/art/Sasha-H…
www.deviantart.com/shadowrx/ga…
www.deviantart.com/shadowrx/ga…
www.deviantart.com/shadowrx/ga…
www.deviantart.com/shadowrx/ga…
www.deviantart.com/shadowrx/ga…


Victoria 8/Genesis 8 Female
www.deviantart.com/shadowrx/ar…
www.deviantart.com/shadowrx/ga…
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