NokiMo
muhuhu
muhuhu

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Hentai Fighters VR 1.3.1

Thank you for your patience. As mentioned in my previous progress reports, this update includes the features I had announced. Please check the release notes for details.
Next, I will be working on completing the special moves for the remaining characters.
Enjoy!


Download links

(Since posting this, I discovered an issue with the behavior of the free camera and a bug where the settings weren't being applied correctly, so I have created a fixed version.)

The following are the updates.

Hentai Fighters VR 1.3.1 Hentai Fighters VR 1.3.1

Comments

I think making it playable on Valve Index would probably require SteamVR support, and honestly, I haven't decided yet exactly when that'll happen. My plan is to eventually sell the game on Steam once it's reached a point I'm satisfied with, and at that time I'll definitely add SteamVR support. I think a good milestone for that would be after completing all characters' special attacks, so realistically it'll probably be sometime after that—maybe later this year or sometime next year. But if there's enough demand, I'll definitely prioritize it sooner!

muhuhu

when will you make all of your vr games accessible to valve index users and not only quest ?

SkunkDarky

How old are all the characters.

epi tim

Update Nevermind, I was able to get it by waiting until the character appeared before hitting fight, might want to grey them out in next update till they load. I can't seem to start the match on my meta quest 3.

Tiger T

- I’m not sure changing the ai behavior will fix that as there have been times I’ve perfect guarded & was unable to counter, I was able to block the remainder of the combo, but I couldn’t launch an attack quick enough, so maybe you could set the first attack within 1 sec of perfect guarding to come out faster? - That is exactly what I was referring to about the hitboxes, but if it messes things up against normal sized opponents (makes specials & grabs harder to dodge), don’t worry about it as it is only present in a specific scenario - Making the super meter auto fill a toggle-able option would be perfect! - Marth is great haha I’m glad that helped clarify - Absolutely, your idea for it was perfect!

RandomPatron05

I've mentioned it before that I like to make the girls much taller because I like giantess content a lot. But the grabs will all whiff if the height difference is too large. Although from messing around with these mechanics I can see that even if you change too much about the height it causes clipping between the characters. For example with Sophie's bike butt crush, in third person it does look like taichi is getting fully swallowed and encased between her butt. But in 1st person you can see the inside of the model.

spacegunk

I checked out Asuka from Tekken, and it’s a similar mechanic to Marth’s. I now have a clear image of how the counter works—thank you!

muhuhu

- Regarding the perfect guard. You’re right that currently, even if the opponent performs a perfect guard during a combo, the next hit in the combo can still land. I agree with you that the next hit shouldn’t connect after a perfect guard. I believe this happens because the AI’s behavior routine isn’t accounting for that situation properly. After a perfect guard, the AI is programmed to immediately counterattack, but sometimes the attack takes too long to trigger, or the AI may not be inputting the attack as quickly as possible. This seems to be an issue with the AI’s thought process, so I’ll work on fixing it. Thank you for pointing this out. - I now understand what you mean regarding the hitboxes. You’d like the hitboxes to extend vertically in front of the character, not just near the attack area, so that the attacks still land even when there’s a height difference. That’s definitely a possible solution, and I’ll look into it. - You’re right that in a single-round match, it’s difficult for the special meter to fill up enough to use a super move. It’s quite easy to implement a system where the special meter increases over time, so I’ll add it as a feature that can be turned on or off and gather feedback from everyone. - I used to play as Marth in that game back in the day, so I know exactly what you’re referring to. Brings back memories—thanks for the clarification! - I’m glad we’re on the same page regarding the block breaker idea!

muhuhu

If you're talking about those type of counters you should look at the 3d fighting game tekken and asuka who has a long parry stance, if you hit her, she will counter you but only when in that stance.

spacegunk

-You have a good point about the perfect guard already doing a lot, but in most games if you perfect guard you can launch a counterattack. I’ve noticed that if I’m comboing & the girls perfect guard me, I can typically still land the next hit in the combo, which I don’t believe should be the case. (This is something of little concern, don’t stress it too much haha) -So what I mean w/ the hitboxes is that if the character using them is too tall (you’ve messed w/ their size in the character select) special attacks / grabs miss, however trying to accommodate that might mess up hitboxes for regular sized opponents & make those moves harder to dodge so I’d leave it as is considering it only effects a very specific circumstance -I suggested the special meter increasing over time simply because in a 1 round fight, it is sometimes impossible to even get a super (again, not that it matters that much cause we can just do multiple rounds) & if you’re exclusively dodging, instead of blocking, your meter won’t increase. I feel it just gives more balance to multiple play styles -A good example of counters are the ones in Super Smash Bros (Marth for example) the character enters a counter stance & if you attack them in that stance a counterattack is triggered, the stance lasts about a second & leaves the character open to attack if they time it wrong (high risk, high reward) -Absolutely love the idea you have for the block breaker, especially the part where it bounces you into the ropes if you’re close enough, so in that regard I’d say we’re on the same page! Thank you for taking the time to provide me w/ your thoughts!

RandomPatron05

I really appreciate your detailed feedback, as always. Regarding the points that need fixing: - For the AI’s defense, for example, when a combo fully connects, on Easy and Normal difficulty, the AI sometimes drops its guard mid-combo and takes the hit, but on Hard, I’ve adjusted it so that doesn’t happen. However, you’re right that Easy and Normal seem to perform perfect guards more frequently, which I think gives the AI too much of an advantage. So, I’ve adjusted the frequency of perfect guarding to be lower on Hard. I might also reduce the frequency on Easy and Normal in the future. At this point, it’s a bit hard to say whether the new AI’s defense is better than the old one. - As for stunning the opponent after a perfect guard, I wonder if that might be a bit too much. Perfect guards already negate damage, restore stamina and special gauges, and allow the player to act immediately with no delay. If we add even more advantages, it could potentially break the game’s balance. What do you think? - Regarding the hitboxes for special moves, I’m not entirely sure I fully understand what you’re referring to. Should pins and grabs also be adjusted? I do realize that some characters’ special moves are easier to land than others—Layla and Miyabi, for example, are easier to hit with, while Shady and Marie are much harder. Characters like Leila and Miyabi, whose special moves have hitboxes around their butts, are easier to land because of their wider hitboxes. Perhaps I should consider expanding the hitboxes for characters who are harder to land hits with? Regarding your suggestions: - As for the special meter increasing over time, I hadn’t really thought about doing that. Is there a particular reason you’d want it to fill up faster? That said, I’m thinking about making the special meter increase when you taunt. - I’ve also thought for a while that counter moves could be an interesting addition, but I’m not quite sure how to implement them yet. Do you know of any systems in other games that might serve as a reference? Are you thinking of something like the punish counters in Street Fighter 6, where you deal more damage if you hit during your opponent's recovery time? - As for block breaker moves, I’ve been considering something similar. I was thinking of creating attacks that cause the opponent to stagger even if they block successfully. If they get knocked back into the edge of the ring, they stagger even more, which would create an opportunity to attack. Does that sound like what you had in mind?

muhuhu

I’ve had a chance to dive into this now & I LOVE this update! Here’s my feedback for ya! What works: -Multiple rounds option -New HUD -AI combos more based on difficulty -New animations are so good (aside from grabs & pins, I play exclusively 3rd person now) -Farts & attacks slowing your progress in pins makes them much more effective -Fixed the issue if a girl got knocked out of the ring What could be fixed: -AI difficulty feels about the same in terms of defense, I actually find easy perfect guarding more often than hard quite often -Perfect guarding should stun the opponent for a sec so that they can’t continue their combo (it currently doesn’t always stop them) -Special Moves, pins, & grabs’ hit box should hit in a vertical line in front of the girls so the attacks don’t miss when you make them bigger What I suggest: -Special meter slowly increases over time (similar to stamina, but at a slower rate, rate could also be another setting in the character select) -Actual counter moves that immediately punish the attacker (maybe 2x the damage of a regular attack at a high stamina cost) -Block breaker moves & an animation for having guard broken that lasts long enough to counterattack, so you can breach the girls’ defense w/out grabbing (high stamina cost) I’ve definitely got more, but I know you’re cooking up your own ideas so I’ll save those for the next big update. Thanks always! Can’t wait for the next update!

RandomPatron05

やったぁ!無敵モード実装だぁ!!

カタツムリ

Okies ty ty! I just wanted to make sure it wasn't just me!

RealismFades

Do you take suggestions for stuff to add?

Bruce 796

Sorry, the free camera and CPU vs CPU mode aren't available in the APK version. Those features are currently only for the PC version. But it might be interesting to allow watching CPU battles in VR as well.

muhuhu

i still cannot figure out how to activate freecam or ai vs ai on the apk install for my quest 2. is there a doc i can look at on your google drive for quest 2 controls? i check the ai vs ai box but i am always player one even if i choose a different character,

RealismFades


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