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

Predation - PUBLIC TESTBUILD (vGodot 0.2.1.0)


Howdy everyone,

Sephra again to announce the new PUBLIC TEST BUILD of the game!

You can download it here!

So far we've got the Gallery, for reasons I'd imagine obvious, and a new Credits that we're currently working out the ins and outs of, as you may have been made aware via DM; we want to be as accomadating as we can without infringing anyone's privacy or wishes, but the current main thing is the fact we've got a work in progress implemented for it and we'll have it up to scratch soon enough.

In other news, we've got a new member who's going to be looking after the more social side of things so me and Tib can spend time in our respective fortresses of isolation making stuff and focusing on the work; her name's Sammy and we're hoping that this will make for a much smoother experience for everyone vis a vis the social media type stuff which, shockingly, I'm about as effective as a mahogany frying pan at; pixels I can do, posts I struggle with! 

Anyway I shall hand it to them for their intro:

Howdy! As the lizard prime has said, I'm Sammy/SamanthaYote! You may recognize me as one of the moderators of the Discord, or as the Lead Bugtester for the project. When Tib and Sephra approached me to ask if I'd be willing to step into a larger role, I was all for it!
In addition to my previous job, I'll now be taking over the Social Media aspect for Predation! So... I guess you'll be seeing a lot more of me, as compared to the mysterious bug tester in the shadows, haha! I'm overjoyed to have this opportunity, and I hope to show you all what I can do!
and in other other news, I've got some previews for you too of the stuff we've been doing; you've seen the game over screen, and of course there's a few things I can't show off on here, but here's some stuff to whet your appetite:









Amber's apartment screenshot 1
Amber's apartment screenshot 2
Amber's apartment screenshot 3

Amber's apartment screenshot 4

blep


Yes, that is in fact 3D; this may not be a particular surprise to some of you but I've been working on 3D-ifying the apartment as a sort of counterpoint to animating, and as you can see I got a bit carried away with the background; the beauty of it is half the work I'd already done as far as texturing goes, and I do think it helps to set the mood; the apartment itself is a work in progress though, excuse the lack of clutter that's the next step xD

Right, that's about all for now, thank you very much for reading and continuing to check back on us, and if there's any bugfixes / feedback you'd like to give please send it on over to the Discord, Tib will be able to collect the data from there!

(psst, Tib here, here's a quick changelog since the previous version <3)

Gallery
  • Fixed a crash that occured sometimes when entering Amber's apartment a second time
  • Fixed a bug that crashed the game when leaving and re-entering the apartment
  • Fixed the radio picker being slightly too small to display all items
  • Fixed the animation picker on the terminal cutting off the last item
  • Fixed the animation picker not having a proper scroll bar
  • Fixed some of the incorrect mouse position calculations when picking an animation in the menu
  • Fixed the x-ray toggle in the options menu not actually toggling the x-ray sprite
  • Fixed some of the tooltips displaying incorrect info in the options menu
  • Increased the animation's size in the gallery by 2x
  • Added an option to pick either 2D or 3D gallery

General
  • Added small sound effects for certain actions
  • Added the credits in the menu
  • Disabled a few options until their functionality is either fixed or properly implemented

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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HornedLizardStudios
Public post
Howdy all,
Sephra again with an update for you, this time hopefully with the video actually in the post itself rather than being an attachment like last time; and one that brings a nice bit of progress too!
So what you are (hopefully) seeing above is the introduction of the enemy AI and the combat system!
Tib's been working for a while on making an AI system for the enemies, by far the most complicated part of the code so far but now, alongside the movement system where they can jump over stuff and pursue Amber, we've now got them able to throw punches too, as well as take them; this is of course just the first test of the system all working together, plenty more stuff to come in terms of the combat and tweaking things so it's a fun experience, but the main thing is we're now able to tweak the existing, working system rather than be building it.

Meanwhile the animating continues, what with the reworking of the combat we figured giving Amber a charge attack would be a nice simple addition to things, doesn't require a button combo but gives some more variety to how you can biff people, and though it's been causing me pain I have been nearing a conclusion with it:
Not quite there but enough that you get the idea of what I'm going for, at least; we've also been looking at the save/checkpoint system and how we're going to be putting that in, which means now we can use the save station I designed many moons ago so I've been starting Amber's interaction animation with that too:

So that'll be nice, when it's finished anyway; conversations with a friend have also opened the idea of these things having several versions, some of which perhaps not so friendly in a variety of ways... or of course too friendly, as the case may be!

Anyway, I will sign off here and carry on with the above, and watch out in the next couple weeks for a version you can test out, if you can bring yourself to punch dear old Goldie that is.

Have a good day everyone, speak to you soon!

-S
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HornedLizardStudios
Public post
Good evening everyone!
Sephra here to give you an update on what we've been up to; we'd planned this for a few days back but ended up getting fairly into what we were doing, and wanted to show you when it was in a good state to do so as a preview!
So with Tib working on the combat and the enemy AI, we've been coming up with things on the side to go with being able to hit things (and with being hit) and one of the more significant ones we thought we'd show off is... at the bottom on here i'm afraid, formatting issue, apologies can't work out how to put the video right here!
For those of you not watching however it is a snazzy video of Amber kicking down a doorway with extreme prejudice! There are also many puddles in the area, with some reflective surfaces that were a triumph to get working properly as I understand it, AND a new HUD too!
Yes the game will now have breakable doorways, either by you or the enemies, which when broken will fly apart into constituent chunks and clatter around in a very pleasing manner; all physics objects, which if anyone remembers my very early attempts at builds for the game you'll know I love making things kickable and having them bounce about for my own amusement, and I'm sure you can imagine the many, many cool things we can do with physical debris flying around the place!
Next the puddles; these are done using a shader, as Tib tells me, which was a fair old learning experience but the atmosphere is going to get a big boost from some dank, wet hallways (ahem) for enemies to stalk down; I'll be busy making the subway very wet in my spare moments, and by the time we get outside (a lizard can dream) the noir/cyberpunk rain is that much closer to being in full effect.

And finally the HUD! This started off as a spur of the moment thing after Tib pointed out we don't plan to use the big round bit in the old one and, admittedly it was one of the very first things I made for the game back when I was just practicing making sprites; now though I think we've got something much better thought out, relatively speaking, and it's animated too no less! 
At the bottom (formatting again sorry) is another video Tib made to show some of the features it's already got; damage taking and reaching max exertion will have some neat visual effects to accentuate it a bit without getting in the way, and I've been working at these variations on it too:

(You'll have to imagine the shards of glass bursting apart from the thing in physics-engine-based glory but you get the idea)
If you consume too many eggplants the meter will burst, unfortunately; it's not a very well designed gadget on the face of it but it does have hidden uses as well.

Whew, right well that's everything I can think of for now, been sat here for an hour or so writing so I think it's time for a coffee, shake things up a bit for me!

have a great day everyone, look forward to the chance to kick down some doors yourself soon!
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HornedLizardStudios
Public post
Gooooood morning, Subscribestar! Samantha here, and I bring some news, nudes, and newts! ...okay, I bring at least two of those things.

We have a dev log update! For the most part, I'll let Sephra and Tib speak for themselves, through the conduit that is my mouth! ...fingers and keyboard? ...you get the point. 
*Zips up the Sephra fursuit*


Evening all!

Or wherever it is you find yourself in the day; time for another update from Me (Sephra), with a couple of suggestive examples this time!

Work has continued to go well with the whole movement/combat making, we've apparently got enough separate animations for everything Amber can do that Tib's had to create a substantially more complex state system to allow for it; considering I doubt I'm close to done on little things she can do (one of my obsessive fixations) it's going to be a lot more so this is definitely good to be getting set up!

Here's a couple of examples that you may find especially interesting:
https://imgur.com/UAXwzSn

https://imgur.com/ga5oRYD


They're two variations on the same event conclusion that I'll leave to your imagination, and they also come with a version involving some spillage; this hopefully shows the sort of thing I want to continue doing while we're building this thing back up, make her as interesting to watch doing things as possible; you'll also find a lot of the base animations are now a lot less juddery and full of little errors too, and while they'll never be completely stamped out she'll be smooth as I can get her for the big re-reveal!


For an example, because I don't know where else I'd show you specifically:

https://imgur.com/7P3jAP1 (Old Animation)

https://imgur.com/S5XMhOa (New Animation)


No doubt will encounter several more changes before the time's out; anyway that's my piece out of the way, will go and carry on working on the elements of the game I can't quite show off here, and leave you with a message from Tib this time too!

*Very quickly jumps out of the Sephra suit, nude as the day I materialized, only to dive headfirst into a Tib fursuit*


Hello everyone, a quick bit from me Tib! The main reason why things are going a bit slow again, I'm sorry, programming is hard, especially with me having some trouble focusing, but I'm getting there! I've been working on the ability to FULLY remap the controls however you like, for both controllers and keyboard / mouse! Along with that, of course, I'm working on the combat for the player and AI, which is going to be the biggest challenge for us. When we do release a testbuild for the combat, we'll REALLY need everyone who's interested in supporting the project to work closely with us and provide as much feedback as possible, so we know which direction to take the combat system to make a fun gameplay loop! Until then, I'll try to post more frequent little updates in the small updates channel on our discord, mostly just showing off technical things, these will probably not have pings attached to them, mainly just to show progress! Thank you again for all the support, hopefully we can get you all something new soon <3

*Climbs out of the Tib fursuit, fanning self wildly as I climb back into the Sephsuit*

Also, before I sign off, I've heard that a few of you have been having trouble seeing the gifs I upload on here; I honestly couldn't tell you why but it was suggested to me to use imgur to try and combat the issue, and for now I figure I'll put all the images used in links at the bottom here just in case; let me know if it works any better!

*Flops back out of the fursuit*

Whew... I really get my steps in, with that... anyway!
We really appreciate the support of every last one of you. While the big update isn't QUITE set to release just yet, we're drawing closer and closer to it, every day! We look forward to seeing your reaction to it! But until then...

This has been your faaaavorite coyote, Samantha, and I am signing out! ...and looking for some lemons. Damn, I love lemons...




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HornedLizardStudios
Public post
Evening all!

Or wherever it is you find yourself in the day; time for another update from Me (Sephra), with a couple of suggestive examples this time!
Work has continued to go well with the whole movement/combat making, we've apparently got enough separate animations for everything Amber can do that Tib's had to create a substantially more complex state system to allow for it; considering I doubt I'm close to done on little things she can do (one of my obsessive fixations) it's going to be a lot more so this is definitely good to be getting set up! 
Here's a couple of examples that you may find especially interesting:


 
 
They're two variations on the same event conclusion that i'll leave to your imagination, though here you won't need as much of one admittedly; this hopefully shows the sort of thing I want to continue doing while we're building this thing back up, make her as interesting to watch doing things as possible; you'll also find a lot of the base animations are now a lot less juddery and full of little errors too, and while they'll never be completely stamped out she'll be smooth as I can get her for the big re-reveal!
For an example, because I don't know where else I'd show you specifically: 
(The old one)
And the new one! 
No doubt will encounter several more changes before the time's out; anyway that's my piece out of the way, will go and carry on working on the elements of the game I can't quite show off here, and leave you with a message from Tib this time too!
---
Hello everyone, a quick bit from me Tib! The main reason why things are going a bit slow again, I'm sorry, programming is hard, especially with me having some trouble focusing, but I'm getting there! I've been working on the ability to FULLY remap the controls however you like, for both controllers and keyboard / mouse! Along with that, of course, I'm working on the combat for the player and AI, which is going to be the biggest challenge for us. When we do release a testbuild for the combat, we'll REALLY need everyone who's interested in supporting the project to work closely with us and provide as much feedback as possible, so we know which direction to take the combat system to make a fun gameplay loop! Until then, I'll try to post more frequent little updates in the small updates channel on our discord, mostly just showing off technical things, these will probably not have pings attached to them, mainly just to show progress! Thank you again for all the support, hopefully we can get you all something new soon <3

---
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HornedLizardStudios
Public post
Hello again everyone,
Sephra writing, thought I would put a quick update out on the things we've been up to lately; has been longer than I realized since posting, sorry about that, but the work has been going on as usual all the same!
The both of us took some time out to attend NFC over in Sweden at the end of last month, first con I've actually been to, and though I'm more cut out for the sorts of holidays where you go look at buildings and museums (which I also did, was very good) I enjoyed myself a lot and it was neat to see our kinfolk out and about! Tib also seemed to enjoy themselves greatly, and we've now met and hugged and all that too which was wonderful ^^
And upon getting back, after a few days of my first con flu as well, we got back to working on what we had beforehand; namely the movement and combat parts of the game. Tib's been doing all the technical stuff as you can imagine, pathfinding and working out the AI stuff involved in that, and while they've been moving along with that I've been working at expanding the enemies' animated actions; namely jumping and falling for each of them to compliment their new abilities to pursue Amber, and some enemy specific new moves too like perhaps some enemies will be able to reach where others can't, that sort of thing, and some new combat moves too to spice things up.
Some examples for you!
So for these new expanded things we're going to be giving Amber more moves too, which is the other area I've been working on that I can show off:

As well as generally continuing the theme of expanding Amber out (heh) animations-wise:
Low health idle variant and:
High uh...you know what variant!

So yes, the next version of things should be a lot more fun to play, as well as having a lot more fun elements to look at xD
Have a good evening everyone
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Hey, a man can dream right? Or, lizard rather! if I somehow managed to get to $3000 a month I will add small close up's to all the animations.

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