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HornedLizardStudios profile
HornedLizardStudios
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HornedLizardStudios
Creator of Predation, an adult furry platformer / beat-em-up game.
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Gecko

These teeny tiny creatures somehow manage to be some of the most awesome on the planet, and you can be too!

  • Citizen tag and role icon on Discord
  • Your name in the credits once we make the credits properly in-game! (We will contact you once we’re at a stage where we start adding names!)
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Frilled Dragon

Just like Jurassic Park! Fling out your frills and prepare for a hug from a very grateful us!

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  • Infected tag and role icon on Discord
  • Two weeks early access to major builds and updates of the game. These will come out every 4 months with at least one new adult animation added
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Fire Salamander

Some of the coolest looking lizards around, who wouldn't love/be terrified to see one of these things appear on your shoulder?

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  • QRD Officer tag and role icon on Discord
  • Access to bug-test builds when we release one, these will generally release every month, but does not guarantee new adult content at all! These are mostly just technical improvements
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Monitor Lizard

These things are -scary- awesome, you don't mess with a Monitor!

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  • Janus goonie tag and role icon on Discord
  • A personalized “Incident report” card. You may choose to have this document featured inside the game too!

IMPORTANT! If you are picking this tier and want to get the card, please click here to see the examples, rules and how it all works before you decide! Thank you!

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Golden Dragon

Congratulations! You've been transformed into a mythical beast of yore and hastily spray painted to reflect your new prestige! The irony of being a dragon that gives money away will stun lesser kin into submission, and to the victor go the spoils!

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  • Amberphile tag and role icon on Discord
  • A short (2 – 4 frames) idle animation of your character in the same style as Predation!

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HornedLizardStudios
Public post
Howdy!
Public release time, with a load of tweaks and changes from the subscriber build that should hopefully make testing the intro out a lot smoother and more enjoyable; Tib's made a changelog here for you to take a look at, see what's been happening these last couple of weeks on their end:
---
Hey everyone! It's me, Tib, I'll run through MOST of the changes since the last public update. There are probably more small things but I might not have kept track of everything, but here are the major changes:
-Added one new, and one old but previously inaccessible animation to the
gallery! The new animation is still WIP and has no audio yet!
-Expanded the intro sequence up until the meeting with RJ! Now it's also
obvious when the testbuild ends!
Now onto the smaller things:
-Updated the engine version (4.3)
-Re-worked the dialogue system to use animated sprites for dialogue instead of the much more inefficient “AnimatedTexture” resource
-(Thanks to Sephra) Made sure all dialogue textures face the same direction, making it much easier to position future characters on either side
-Reworked the Map loading system, so that it can be used with the save system that’s in the works
-Laid the foundation for the Input remapping system
-Added zoom / focus mode for the camera: The camera can/will now focus on important things during dialogue dynamically
-Switched the Physics engine to use Jolt
-Fixed an issue where the transition didn't get enabled properly after coming back up from the platform
-Fixed an issue where the player got teleported to the middle of the map when coming back from the explosion on the platform
-Fixed an issue where you had the option to skip the platform by using the second interaction option at the gate
-Fixed the player falling through the world after going back down to the platform a second time
-Fixed the lighting the second time the player went to the platform
-Fixed CanvasLayers having incorrect or inconsistent numbering, leading to
most GUI draws appeared on the wrong layer.
-The Player can no longer sprint if, during a cutscene, the player object is moved through code, and the player holds down the Shift key.
-Replaced the alarm sound with a much better one after the explosion, with echo included to make it sound more believable.
-Reworked the credits a bit, moved the sound attributions there.
-Improved the train-passby event in terms of audio.
-Added some extra dialogue to amber to explain why she was out for a bit
-Re-wrote a few dialogues with RJ to make sure they all fit in the dialogue box
-Lowered the volume of the dialogue typing sound
-Added a light occluder to the entrance after explosion while in the dark to make sure light doesn't leak through the wall in an odd way
-Added a version label to the pause menu, clicking it will copy the version number
-Added the "Train will arrive" display to the dark, after explosion area to fix continuity error
-Lowered the music in RJs room a bit
-Fixed inconsistencies with RJs room and dialogue
-Made the pictures fade in instead of just quickly appearing
---
As for me, I've been working on a guy I hope to be able to get into the next update and his environment to go with it; the hope/intention is he'll be a travelling salesman of sorts, helping Amber out if she happens to come across him (heh) for a price, of course! Now that price is up for negotiation, you understand, and some of the services he provides do require a bit of a hands-on approach to installation, but really you'll find the things he has in mind pretty beneficial in the hazy purple streets of Cyprium!
Get it here!
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HornedLizardStudios

HOTFIX 2 - 0. 2. 7. 2 | Including experimental linux build!

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HornedLizardStudios

Hey everyone! It's testbuild time once again! I know, long time coming, I won't explain a great d...

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HornedLizardStudios
Public post
Hello everyone, it’s me, Tib again! As promised before, we’ll be doing monthly devlogs, as it’s a much better way to keep up with things! First of all, this month I had my birthday, so I didn’t get as much work done as I would’ve liked, but I still managed to get a couple of things done, which I’m really happy about! I’ll give you a rundown of the things that I did during this time!
-Updated the engine version (4.3)
-Re-worked the dialogue system to use animated sprites for dialogue instead of the much more inefficient “AnimatedTexture” resource
-(Thanks to Sephra) Made sure all dialogue textures face the same direction, making it much easier to position future characters on either side
-Reworked the Map loading system, so that it can be used with the save system that’s in the works
-Laid the foundation for the Input remapping system
-Many small bugfixes
-Added zoom / focus mode for the camera: The camera can/will now focus on important things during dialogue dynamically
-Switched the Physics engine to use Jolt
Of course, I’m not fully focused on getting an actual gameplay update out so the game can be in the same state the GameMaker version was a while ago, except with us being able to easily update and add new things to it! That’s it from me, but if you ever have any questions, you’re free to ping me in our discord at any time! ( https://discord.gg/hornedlizardstudios )

---
Howdy everyone!
little addendum from me, hope you're all keeping well etc. and that it isn't unseasonably cold for you like it is here in merry old England; work's been carrying on as usual, switched back to the 2D for the most part once I'd gotten the level creation bug out of my system and am currently filling out some of the longer animations for level 2; but I couldn't resist making an attempt at a cool pistol for Amber:
This chunky guy's had some extensive modifications to it as you can see, but started it's life as a low powered stun gun used by the public facing QRD officers; imagine a tazer but the charge is carried through a stabilized field, similar to ball lightning (as far as a dolt like me understands the concept; worked for the cacodemons, works for me); the regular models are very slow and habitually set on full charge, but with a few tweaks and some cooling bolted on the side it's become one of Amber's more reliable methods of warding off anyone who'd like to get too close; shame they don't allow it at nightclubs or the main narrative might take a very direct turn!
Also, though not as interesting just yet, I bought a little doohickey that lets me plug instruments into the computer so I now have the ability to sound out of tune without intending to; still getting to grips with it but I do very much enjoy making the tunes for the game, and now I get more options to play with when I get the urge!
Anyway, back to the caves once more, take care!
-S
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HornedLizardStudios
Public post
Howdy Everybody,
Sephra here for another update; been a little bit, though it has been full of work from all of us at least! Tib will take this one for the most part but I thought some animation previews were in order, show you a couple of new things I've been working on:
This guy has gotten an update, with the plan being to have him as an enemy you want to avoid, ideally; with the AI being able to pursue the player, search around and generally be pretty threatening I thought we'd need an enemy that really makes you think twice about going down a particular corridor, or maybe find some way to dispatch them before proceeding; otherwise they can be quite nasty:
I now notice some faults with that one, but to distract you from that here's this walk cycle that I got very into getting as correct as I could with the gun:
I do love making these enemies I must say; we also have our planned expansion of the story underway, with a certain mouse getting some more animations too:
There's some more story-related ones I'll save for the course of the cutscenes but still, more hot mouse action on the way too!

Lot of animating overall, which has been enjoyable but as with anything like this it can start to get tedious after a while; to that effect we've been spending some time in addition to working on the 2D stuff to trying our hand at an expansion of the 3D stuff too, maybe make it more than a fun little thing and have it be a playable side-story of sorts that lets us spend a little time learning different game making things and taking a break from the usual; turns out 3D map making is something I can quite easily lose hours in, and this way you (hopefully) get a cool Furry Cyberpunk-ish thing that offers something a little different from the usual and we get to shake things up a bit and have a new set of toys to play with when we need a rest. 
Anyway, Tib has more details so I'll hand it to them; have a good day everybody and I'll speak to you sometime soon!
-S
Hello everyone! It’s me, Tib, and I thought I’d share a few updates! First, I want to apologize. I’m still learning how to organize projects, keep deadlines, and properly estimate how long things will take. I also mentioned that we’d do more frequent posts, but clearly, that didn’t work out either. However, I’m starting to discover what works better for both me and Sephra. Right now, putting out a single, big Devlog near the end of each month seems to be a much better plan than trying to force something out every week or every second week. That’s what we’ll aim for from now on, as it’s a much more achievable goal than scrambling to rush something out weekly.
On another note, as Sephra mentioned, I wanted to talk about our new “direction.” Don’t worry, Predation, the 2D platformer/beat-em-up, isn’t going away at all. In fact, we’re still working on the AI and populating the rest of the Chapter 1 maps to continue its story. However, both Sephra and I realized that burnout is a huge issue. I’m still learning how to manage it, but I’ve found that working on something different for a bit helps. However, working on personal projects felt wrong. The idea of a retro shooter mixed with a few other genres, set in the universe of Predation (with neon lights, some loose cyberpunk elements, and a dystopian future), has recently captured my interest, and Sephra agreed. So, instead of working on something entirely different to avoid burnout, we decided to expand the existing 3D aspect of Predation and build an entirely new storyline and gameplay on top of it. We’re still developing the story and determining the plotline, but it will take place before the events of Predation, serving as a sort of prequel. The gameplay will be a mix of classic Doom-like shooters and puzzle elements inspired by the Condemned series.
VIDEO PREVIEW HERE: https://youtu.be/KXfo-1zB6kg
The idea behind this decision is to avoid burnout, as I mentioned earlier. We can work on the 3D parts for a few days, and when we’re ready, we’ll switch back to the 2D aspects. We’ll create some assets, I’ll do some more coding, we’ll test a few things, and when we need a short break, we’ll jump back to the 3D parts to keep things fresh. Forcing ourselves through it all just won’t work, and it took me a while to realize that it only made things worse.
If you want and can, please let us know what you think of this approach going forward. While we do what we do because we love it, we’re able to continue because of all of YOU, our lovely supporters. We’d love to hear your thoughts, whether there’s something you think we can change or any ideas you might have for us! Let us know in the comments here or, even better, on our Discord server! ( https://discord.gg/hornedlizardstudios )
Thank you again for all of you, and I can’t wait to share more of what we have in store for you all <3
-Tib

(Sephra at the end, video wouldn't upload as an attachment so link only I'm afraid, but check our other places and you'll find the file if you'd really like it!)

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HornedLizardStudios
Public post
Howdy everyone,
Sephra here, bit of an interim post just to apologize for not having the big flashy update thing here as quick as planned; as usual things started happening, work led to more work and we ended up releasing it on the Discord first so we could see what people thought on a smaller scale; we hope to have something up soon with all the more tweaks and fixes. Tib has more to say on the subject so here:
----
Hey everyone! A quick side note from me, Tib! A few of you might have noticed that I finally started using one of the beta channels again! More specifically, I will start using the "frequent-changelogs" channel to ramble about what I'm currently doing and working on, as well as give proper changelogs about what was changed or what I fixed! So if you're interested in following the development more closely, especially now that I'll only be working on one thing at a time until I'm happy with that something, feel free to join our discord server, and if you're a supporter of ours, I'll be writing a bunch of things in there, and you are more than welcome to discuss those in the "test-discussion" channel! Please note that these channels will only appear if you're either a bug tester, or you support us! Thank you so much for all the support again! <3
---

While this extra work was happening, as an example of why these things sometimes get delayed, we had this idea:
This here is the interior of the save station, and the plan is we have this as the save screen itself; the station will also heal Amber up and provide her with a refill on medical aid, and I'm currently working on the healing animation; don't worry, anybody with trypanophobia (yes, I googled it) it won't involve that!
However I think you'd agree this perspective offers some unique possibilities as far as further animations go; some maybe contain traps, or other hazards only made more perilous by the addition of a saucy POV shot.
Oh and because I showed you the WIP earlier here's the exterior shot of the Schottmeister station finished:
That'll be it from me for now, stay tuned etc and don't forget to check out the Discord for those more frequent updates too!

  • S & T
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