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MilkyNail (MariaMod) profile
MilkyNail (MariaMod)
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MilkyNail (MariaMod)
Hello! My name is MilkyNail(MariaMod) and I create porn games. That's my little hobby. I publish updates every (other?) weekend! IF YOU SUBSCRIBED, SEE THE PINNED POST
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MilkyNail (MariaMod)
Public post

Inventory, to store your vases


Hello everyone! I recently had an interesting thought. Some of you might remember my posts five years ago when I was working on my first and most successful project Young Maria. They were surprisingly similar to the posts I write now! Five years ago I was learning Twine (editor for text games) just like I'm learning Godot now. And I think my next project will be similar to YM in many ways...

Well, let's talk about what I actually learned in these two weeks! First of all, I failed to add aiming to the bow shot. I also failed at adding inventory and user input override. But I tried something new - every time I got stuck, I moved on to another task. It's a new approach for me, and I think it's much more rewarding in terms of time. And in the meantime I was still trying to learn something new.

Anyway, the new basic inventory system was a success! It can actually store multiple items, stop the player when it's open, and everything. This was my first serious work with UI and InterfaceLayer. I also added three vases as pickable items to test the inventory. DeepSeek taught me how to make three interactable vases out of one scene with a "generic vase".

What's next? Well, I'd like to add the ability to move items in the inventory with the mouse. And then I guess I'll have to learn how to split a base player script into different categories. Like, movement script, attack script, interaction script. This needs to be done as the code grows and becomes harder to navigate.

Thanks again for your support. These last days I'm working like a good little developer and very proud of my little achievements! [No more abandoned projects]
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MilkyNail (MariaMod)
Public post

How To Shoot A Bow


Hello-hello everybody! The epic trip I had in March has had some consequences and now I’m recovering from a little surgery. Sad, scary. But I’ll endure.

In the meantime, I managed to make some progress in learning Godot! First, I downloaded an open-source sprite sheet and familiarized myself with how to use it. I decided to add an animation to a melee attack, and now the main character can swing a sword! With an attack cooldown, but without a classic 3 swing attack (for now). While working on this animation, I learned more about AnimationPlayer (which plays… animations) and got a better understanding of tween(), which is a useful tool for super simple animations.

Second, I decided to add a ranged attack. A flying arrow. And for some reason I couldn’t stop making it more and more complex. For now, the arrow charges (from min to max charge), flies from the designed point, makes a curve and sticks into the ground with a shaking animation. After a few seconds it slowly disappears. Oh yeah, and it damages enemies on impact, sure! I also added a nice little “sticking into the ground” effect where the tip gets “buried” in the surface. I had to stop my work while creating a trajectory for the arrow.

I also got carried away and added a little archery target stand! It shows the damage of the arrow, yes. And it doesn’t prevent the player from walking through and shooting from the wrong side. So it works perfectly. Oh, and I added a slow motion effect while you double jump and charge the bow! Like I said, I was just playing while I was learning~

To be honest, I need to finish this little bow thing. Aiming almost works. And I guess the shooting system should come with the ability to aim with the mouse, but… I better not rush with the planning for now. There are plenty of other things to do.

Thanks for your support! I am staying the course and learning a lot. [No more abandoned projects!]
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MilkyNail (MariaMod)
Public post

Back to work!


Hey! I just got back from that trip I mentioned two weeks ago. It was super exhausting, but I had fun. And now I'm back to work!
Before my trip, I started to learn about Godot UI containers. And I also wanted to get used to particles. I love particles and "soft light" in games, yeah... But soft light will wait for now, of course.

See you soon!
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MilkyNail (MariaMod)
Public post

Update on how it's going


Hello everyone! Two weeks into the actual learning through development, and I have to say that I love it. I love working in Godot, yes. It’s so easy! Of course, I still make mistakes (even with the help of an AI tutor). But the progress is so much faster than when I was working on Homelands a year ago! Two weeks in and I can’t stop coding.

Yes, it looks like crap right now. But that’s intentional. The new approach I’m trying is to make code and art separately. So first comes the code. Then the sprites and the actual animations.

What do we have so far? I already know how to work with the basics. Nodes, scenes, signals, singletons, user input, animations (including Godot’s tweens), areas, tiles. In just two weeks I have covered more than 3 months of work on Homelands in Unity! I have already created attacks (melee and ranged), health, thorns on the ground, interaction system and am currently working on the inventory.

What’s next? Who knows! There’s so much to do… Enemies, NPCs, houses, weapons, items, lighting, new scenes. But I want you to know, I’m not aiming to make old Homelands. Right now I’m just creating systems that will be needed in the future game. The bones of the project, yes.

Thanks for your support! I really hope I can keep up the pace. Also, I have to go on a trip in a few days. That means I’ll be working a little less for the next two weeks.

[No more abandoned projects.]
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MilkyNail (MariaMod)
Public post

Next step in my work


Hello everyone! We're here today for some small talk and I'll try to keep it as short as possible. Just know that I wanted to do this for a few months already.

My first game was Young Maria. A simple text game that was my personal great success. Then I got tired and made a few small text games, abandoning each one. I tried to make Homelands, my first 2D game, but was crushed by how difficult it was for me. Then I made a few more text games, but all the time I wanted to go back to Homelands, to 2D.

I decided to "take the L". I'm a sorry developer and adjustments have to be made. A lot of abandoned projects in six years taught me a few things. And I will list them below. These lessons will be my guidelines for future work.

  • I want to make 2D games. Text games are cool, but I want to do more than that. Yes, sorry again, Morning Coffee was also born to be abandoned. It was part of the plan.
  • The next game will be 2D. And most importantly, I will not abandon it. That's my sacred vow. If I get bored? Rest. If the game sucks? Rest, then improve. If people hate it? Ask, then change. Good games have been made for years, I get it now.
  • I know how to make text games, but I'm a newbie in 2D. Don't skip steps in learning, don't pretend I'm a programming pro.
  • Use AI. Don't get me wrong, I hate AI and my games will never contain AI code/art. But AI is good for teaching me how to code and for drawing concepts for my artists. It's useful and I can't ignore it as an indie developer.

For the last few weeks (when I wasn't sick with a cold lol) I've been studying Godot, talking to AI and my coding friends. They pointed out a lot of my mistakes I made while working on Homelands a few months ago. And I'm super happy about that! I won't make a huge list of those mistakes to save your time, so just trust me, I guess...

Thanks to all of you for your support. Again, no more abandoned projects.
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MilkyNail (MariaMod)
Public post

No update today, sorry


But I'm still working every day. And you will hear from me in two weeks, I plan to show the fruits of my work then. I'm working on something big, yeah.
Sorry and thank you for understanding~
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