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A member registered Jan 20, 2022 · View creator page →

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Not sure what you mean by sound systems. Is it all the sounds that currently exist, or is it the way they are being used?

In any case - the sounds in game depend a lot on what I'm able to find and license. I cannot affort to pay for studio quality sound effects / voices, if that's what you mean. Re: how the sounds are played - they are played by the game engine, over which I have no control. What I can say is that they are positioned correctly with regards to the character they occur on

tag team matches is something I'm considering, but only 2 characters can be part of a fight at any point. threesomes i might do for post defeat actions, maybe. no promises or timelines, and no guarantees they will happen

never. while theoretically possible, this would require exponentially more animations than today (hundreds or even thousands, if not more, depending), and i don't have the capacity for that. due to this being wrestling rather than a traditional beat em up, it requires the characters to be in very well determined positions at all times, which means the animations concern the group rather than each individual

I'm not sure I understand. You deleted tournament.json, and then..? If you mean 40% of your characters have now disappeared, check under Options and Character management, and make sure all body types you want are enabled (checkboxes are selected)

I don't know, tbh. In a month from now at most I guess. It's usually every two months or so when I put out a new free versuon, but it can also happen more often too, if I find issues that I want to address

Hey. I don't know. Normally you should be able to update. Could be a botched download, or something on your phone (e.g. security settings) or google account preventing it from installing. Could be something else as well

As long as you DO NOT first uninstall the older version, you're ok. Simply download the new .apk file, and install (it will confirm it's updating)

Hey, no worries :) Not every post must be a novel :D Enjoy the rest of your day/evening, and take good care

Hi again :) Re: Discord - it tends to have more updates, otherwise I'm also answering people's questions there - but aside from the updates, it's information scattered everywhere. There are a few things that people have asked about that I won't be able to do in any case. One of them is something you have mentioned too - height variation. That one's a no can do, due to all animations being paired and needing to align at all contact points (e.g. different heights would cause kisses / genitals to be misaligned, the hands would not grab the right spots and would likely clip or miss entirely, that sort of thing). Unlike a traditional beat'em'up, where characters are mostly separate, here all actions that happen involved a very closely align setup of both characters (i think they're called paired animations, in general). There is IK (inverse kinematics) that would allow you e.g. to have a bone chain reach a certain position - but I'm not sure it can be easily used on such a scale and for so many contact points (it would require me to define multiple contact points on all animations, basically, and I'm not sure it would be enough in any case, since some bone chains would need to have particular orientations so as not to clip). There are about 440 paired animations in the game, and more to come. Defining grab spots for each of them isn't something that I want to do.

Re: the palm / soles coloration thing - I'm not sure there's any easy way to soften edges and such. I gotta say that's not something I'm prepared to invest time in, in any case, especially with it being a feature that I kinda consider broken from inception. I tend to place the 'good enough' threshold somewhat higher than usual I guess, and it would bug the hell out of me knowing that's there looking bad :)

Re: spitting - the limitation is not around the spit itself, but rather that spitting involves an animation (the lip/head motions for the act). Now, unless you defined very clear and unique points where spitting can happen and baked that lip/head motion into those particular animations, you'd need to blend whatever is happening at that point together with the spitting animation (e.g. standing face off + spitting, missionary + spitting, punching + spitting, etc.). That blending is the thing that Godot doesn't allow me to do from code (it is theoretically possible, but not for such a high number of animations, in any case). Otherwise spitting you can do easily using particles (e.g. same way as ejaculation happens).

The build up of fluids is potentially doable, but it's something that I need to investigate. It's not trivial, normally, and until recently my default position was that it couldn't be done reliably - due to the large amount of body customizations, as you can't really determine where a point is on the surface, when that surface moves and changes arbitrarily based on the user shape customizations. Now I came across something that MIGHT help - but I haven't delved into it so I cannot say for sure if it would work or not.

Re: Slapping - I don't consider that hardcode, as long as it's somewhat limited, so it's not off limits. Biting nipples is a no go however, since - getting back to the paragraph above - you cannot tell where the nipples are (think of all the breast customizations, from a flat breast to a heavy, saggy one, all the way to a perky thing - all these cause the nipples to be in a quite wide area). So you can't bake the mouth position on the nipple in an animation, because that nipple might be higher up and to the left.

Re: the headbutt thing from e.g. a missionary position - how would that work? Because unless I'm missing something, the only way to headbutt someone from the bottom would be to hit them in the mouth - and a head to the mouth thing would be a limit. A headbutt to the abdominal area I'm ok with though, but I can't see it being physically possible from such a position.

I also think I need more clarity on the tackle action things. When you say bearhug to on the ground, grabbing ankles to on the ground - those already exist? Do you mean others?

Re: that gap thing between various options - that's a somewhat creative way of implementing some sort of separation between various categories (because I'm not aware of being able to do it otherwise). It's basically an empty row on the list, but it yields two horizontal lines that should visually enforce better separation.

Have a very good day as well :)

Hey, don't worry about it, I do appreciate the enthusiasm :) And comment whenever you feel like, I don't feel compelled to answer immediately. When last time I said I needed to get to bed was because I did want to reply, but I thought it might be weird replying and then disappearing in the middle of a potential conversation, so I just wanted to give you a heads-up.

And feel free to post ideas - I mean, even if they're not something I want / will / can do, they might still serve as creative basis for a lot of other concepts that could make it into the game. Btw, you should definitely join the BFP Discord. There's an ideas and suggestions channel there, and I also post updates when I have new things - sometimes even a few times a week. The link for is both on the game page and in game under About.

Re: freckles - I never took it as a demand, no worries :) And sorry for the confusion. I am so used to trying to set the right expectations with people that I sometimes don't even think how others might read it.

I'm trying to reply as I'm reading your text, so take this reply as more of a dialogue attempt :) We'll see how it goes.

Re: simplicity - that was what I was aiming for. Having traditional controls here was too complicated and too much. I wanted a game that is accessible, and - in all seriousness - can be played with one hand (well, at least on windows, for android it's a bit more complicated - but android initially came as an experiment to see if the game builds... and, well, it did :) ). Re: limitations, ofc, there will always be some - although I'm hoping to push the boundaries more and more.

Re: the dialogue - the dialogue is a bit of a mixed bag right now. The Default topic library is the most complete there is (think v2.0), currently. The rest, Honorable, Bitch, etc. are v1.0. I haven't yet had time to upgrade them to make use of the newer dialogue capabilities. I'm not yet done with finishing Default. Once that's done, I'll revisit all the others, one at a time, and hopefully the result will be even better. The strength behind the dialogue is that it's based on a conditional system that can evaluate things based on accumulated context (both from the current match and the overall common history of the two opponents - think past matches), as well as variability - something I mentally call optionals (although technically not the most correct term, I guess). Dialogue is also divided into topics, that are ascribed each to one or more actions / intents (e.g. 'intent_undress_self', 'actor_sexual_domination', 'actor_fuck', 'target_ride', etc. - there are quite a lot of topics). A dialogue line looks like this as defined in the game: "listener>is_nearing_orgasm && speaker>is_confident::Gonna make you cum<{% speaker>inflicted_orgasms_higher_than(0) %} again>{, NX}!", "speaker>is_confident && speaker>is_historically_stronger_than_opponent && listener>has_penis::Feeling proud you got <that || your> <weak || limp> cock in my ass, {X}?", "is_first_encounter || speaker>is_historically_stronger_than_opponent::You can't handle me{, NX}!", etc. The optionals are meant to avoid repetitiveness and enrich each line with alternatives. The syntax might seem a bit idiotic, but it's this way for reasons of performance. I have a bunch of (somewhat outdated) guides on Discord on writing your own dialogue. The game supports making your own files - the source dialogue is actually included under .mods\topics\ for the Windows version.

So I guess the above also answers the question below re: past matches and rivalry :) I guess the limit is dictated by the context the game can build about past interactions and how much I expand on this, as well as how much time I'm willing to invest in writing dialogue and conditions. If you want to see what the game records re: past matches, go here: c:\Users\YOUR_USER\AppData\Roaming\Godot\app_userdata\Battlefuck Pit\Memory\ and look inside the files.

The grunts and voice effects are unfortunately a mixed bag because they're based on what sounds I was able to find that have the right sort of licensing and are free (you can see the sources under Credits). I can't afford voice actors. Would be nice, but... :) So believe me, I'm very much aware of these limitations, and I wish this were different.

Thanks, re: the wearables :) I do my best, and it's quite obvious when you know which are older and which are newer that I have made some progress in learning how to model. However, while serviceable, the truth is that they are not in any way great :) Still, progress. The game looks a lot better than it used to look in the beginning, when I was just learning stuff.

Re: the tape nipple covers - as simple as this sort of thing sounds, it's not simple :) Appearances can be deceiving. Let me explain. The nipple area is one of the most deformable surfaces on the in-game body - due to all the customizations that are available for breasts and nipples. A wearable model needs to conform to all these deformations (i.e. deform with them) in order to avoid any sort of clipping. The problem lies in the fact that deformations are not proportional, and various parts of the breasts scale differently compared to others. So what might look like two perfectly nice rectangles crossing in the middle at default settings, can end up two very deformed and unrecognizable shapes that cross somewhere off center, and are either minuscule or huge... E.g. use the Features to apply the Huge nipples features. Now play with the breast/nipple shapes, and watch how they deform. Also notice that the lower side of the nipples fades out on the lower side. That's intentional, because the deformation there is so strong that it ended up looking horrible and totally non circular. You can also see this in how the corset (not sure it's in the free version yet though) breast area looks like on a flat chest vs on a big chest. Ah, or you can just try the bra, and scale the breasts using the included sliders, and see what becomes of the breast cups when the breast get smaller :)

Re: faces - it's a mix between the legacy of the inexperienced decisions in the beginning (e.g. adding shapes and customizations without really understanding some basics, pushing their envelopes too far), and, if we're talking about random characters, then also the potential combinations of everything. Things have improved here too, but it's definitely not a walk in fashion model land :) I don't think it's your 4GB of ram, nor the demo. It's just how things are. Or... hmm, actually, if you're running using BFP_hi_perf_and_intel_card_fix.bat the faces will look slightly worse than normal. That .bat file switches to using the mobile rendering engine, which has less bells and whistles and looks a bit rougher (but consumes less memory and is faster). One thing - a personal preference that helps with this is to use the Pixel art mode. Yes, it switches to large pixels, but besides improving performance, it also hides some imperfections better. It's a matter of taste if you prefer it though. I love it - that's how I play.

Re: changing color of palms/soles/glans - while technically easy, the problem here is that you get a hard edge between the tinted skin and the rest of the body. You can only apply colors on surfaces defined by vertices, which means you get a hard border on the tinted area. The glans is possibly the only one that could perhaps get away with it in most cases, but for the rest, you'd basically see a very hard edged stain of different color. Definitely not nice. It works for nails / lips, because those naturally have a clear edge to themselves.

Re: toenails - lol, I've just checked, and you're totally right, the toenails don't show at all :)) Thanks for spotting this. They're actually missing (the geometry is there, the color / surface assignment isn't). The explanation is simple - at some point in the past I somehow (by mistake) unassigned or reassigned the toenails surface to the body. I need to fix this - and that means for all feet models that show toenails - shoeless feet, and feet that wear heels where the nails are visible. I made a quick fix for the first, and they show up - and are also visible when tilting the model :)

Re: the tilt option - I do plan to improve on that, let you zoom on various body parts, but tbh it's not a priority at this point.

Re: the redness - it's associated with arousal, yes. I can understand how that might be a bit confusing (never thought of alternative causes for redness tbh). I don't plan or want to implement any sort of bruising, in any case. I've been asked for this before, same as for tears and scratch marks. It's a bit too hardcore for what I want the game to be.

Re: going through changelogs :) Don't worry, I mean they're mostly quite big and messy, and might not even be very clear sometimes. But I appreciate that you're taking the time to read them, anyway :) Lol, had a good laugh at the stuff about the 69 thing :D

Spitting cum out of the mouth - that's an interesting idea, but it needs an associated animation that can be overlayed on whatever is playing at that time. I'm gonna pull the 'unsupported by the engine' card here - for some very weird reason, although the capability exists internally, Godot doesn't expose mixing two animations in code (same problem with bone masking (i.e. allowing an animation to influence only part of the body)). So I can't do this sort of thing. However, there is the next best thing: mouth cum, that stays behind if the opponent has orgasmed inside the mouth of the character in question. I gotta be honest and say I don't remember if this is in the demo or not. Actually I think it is. There's cum around the mouth, as well as creampie support. The full version also has the creampie for anal added in.

The chance of not climaxing inside the opponent's mouth - it's doable, but it needs a new animation. Probably in some form of future. It's a nice feature, and I think I already have it on the list (at least for oral), but given that not all actions have even a single custom orgasm animation yet, that will take precedence over adding multiple orgasm options. Suffice to say, I have no idea when I'll get to either of these :) (you're gonna get used to hearing this, I'm afraid :)) )

Re: variations for cuddles and wall fucking. Yes, but same as with the above. Priorities :) Bar that, it may randomly happen that I just feel like doing it (because whatever stroke of inspiration one morning), so it could pop up out of the blue as well.

You might notice though overall that the post-defeat part is less flashed out than the fight. The reason is because I'm frankly more interested in the fight itself rather than the sex afterwards - for me the fight is the game. While not an afterthought, I tend to not give the same level of importance to the post-defeat stuff. Which isn't necessarily the right approach - I will probably need to do something about it in the future.

When it comes to sexfighting and other similar games - my intention has always been to implement sex wrestling, rather than beat'em'up mechanics with grapples. When i started on BFP I was looking exactly for this sexfight / sex wrestling sort of game, and couldn't find it. I sat on the idea for a few years before I actually got over the mental block that kept popping up every time I thought about having to set up a new project and figure out how the foundational bits and engine work... :) And with regards to the update schedule - I genuinely enjoy working on the game and pushing boundaries. Add to it the very non-negligible fact that the game has been my only source of income since last November - as it tends to be a pretty good incentive :)

And don't hesitate to comment (although do consider the Discord as a better form of communication :) )

That sucks, but I'm not sure there is anything I can do. Have you installed the latest version from a week ago (v1.14.24)? One of the issues I guess is that the more I add to the game, the more resources it will need. Try to run it with Half resolution and FSR, hopefully it lowers some memory requirements and allows the gpu to breathe a bit.

No, you haven't gone across as any of those things, no worries :)

(3 edits)

Ah, that sounds like it probably is the issue. RAM is very low (my recommendation would be at least 8GB, just in case), and the video card is very very old. I'm actually surprised you managed to get the game to run at all. If running BFP_hi_perf_*.bat file instead of BFP.exe doesn't inprove things, then probably nothing will. It's likely the card doesn't fully support vulkan, which Godot and the game use for rendering.

The language setting was referring to Windows, not the game. You can safely ignore that, we gave established the issue.

And lol, you're not giving me any trouble. Tbh I suspected older hardware might be the culprit here. As I said, I'm quite surprised you got the game running. :) But nice 

I'm gonna give a quick reply because I'm about to call it a night :)

The thing with the lipstick is that it can't just go with fixed pre-agreed spots - the engine does not know what a kiss is, and is completely agnostic to the actions / animations it plays. To have fixed lip marks means that the engine suddenly needs to know this stuff, and creates weird dependencies. It's not a good pattern. Yes, it works, but prepare for trouble in the long run.

One thing that I should probably throw in because it sheds some light on my approach to game development: I'm basically a one person team - I code, I do 3d modelling (which I'm still learning and not that great at), I make animations, I do game design, I do support and bugfixes, I do a bit of marketing when I can, I answer questions, do a bit of community management. It tends to make for a busy life :) What this means is that I have limited resources (time, mental capacity) and so I need to pick my battles, and also be extremely mindful of what could make my life as a game developer a lot harder. Antipatterns and added complexity and the 'and the kitchen sink' can be my worst enemy. So I try to stick to best practices as much as I can.

Clothing and wearables in general are probably my biggest nemesis when it comes to the game. Adding things isn't quite trivial, due to all the shapes that character customization allows. Clipping is a big issue, and it's horrible to solve, especially when it happens with shape (morph) combinations. You repair something and then it breaks something else. So while I am trying to add as many wearables as I can, it's not so fast going. Add to this the other things I'm working on, and it will be pretty obvious why so many things aren't (at least yet) in the game. I have a long list of ideas, suggestions and requests that is literally hundreds of entries long (not limited to just wearables, ofc). I agree, a lot of things would be cool to have, but when it comes to clothing, I think I need to first cover the basics. I'm now trying to slowly add non-revealing wearables, for example. More things will come in time, for sure.

Re: opacity - some things can't be made transparent, due to the fact that they hide the body part underneath in order to avoid clipping, especially when deformations go differently between the body and the wearables due to differenr distances from the bones to the meshes. In some other cases morphs are applied that instead of hiding the mesh underneath the wearable, they make it smaller. So while for some stuff the transparency thing may work, for others it would not.

Capes and mantles would need cloth physics and collisions to look good, otherwise they'd end up looking pretty wooden. I gotta say I haven't looked into it, but I would imagine it is resource intensive. Performance is something I need to also be mindful of, due to the game needing to run ok on mobiles too. However, ofc, things can be optional. I'd say atm capes and mantles aren't a priority. Would love to have them, ofc, but they'd need to function well enough and look good. Maybe one day.

Vampire and orc teeth are actually available as mouth/teeth shapes starting with v1.22 I think (or around that version). Their length is customizable, which makes things nore customizable than if using a wearable.

Freckles and body paint - maybe when I'm done with the stuff I'm working on now, or maybe a bit here and a bit there. I have put them down on the list, in any case.

Oh, another thing. While I try to take into account feedback and suggestions, I also make no promises and make a special point of setting expectations and letting people know I do not know and cannot begin to guess when I'd be working on / delivering something. Or even if. It's a necessity when you get a lot of suggestions and you know it takes time. Also, I do tend to work on what I feel I want to work in the moment, because it keeps me motivated and interested. There is no grand plan in the order of things, apart from some intentions, a long list of things, and the occasional random ideas :)

This must be one of the strangest issues i have ever heard described. What configuration are you running this on? How much RAM do you have, and what video card? Do you have the latest video drivers installed? Just for the kick, try running the BFP_hi_perf_*.bat file instead of BFP.exe. That switches rendering to use the mobile Godot engine, and is lighter on resources.

I honestly do not know what to say otherwise. It feels like you got parts of the interface missing. Yes, between the characters on the Stage (arena) selection screen there should be a table of arena names, which you would normally click. The background should also reflect the arena you have selected. If you click blindly between the two characters, then click Fight, are you able to get in another arena? Also, are you by any chance running the game on a right-to-left language setting? (although the symptoms don't match anything anyone has ever brought up)

Hey :) Wow, long text. But good.

Re: the resolution thing: heh, ok, this is something that I should guard against. It's probably the fact that you have a lower display resolution. The game starts on the Basic resolution option (950 x 480) if it detects the display resolution cannot accommodate a larger game size. What you did (and this is not on you, as it's totally unclear from how I named the options there) is switch to a resolution option that expects your display to be 1900 x 960 or more.

So you need to revert back to the Basic option. Fortunately you can do this from the UI, in a more unobvious way. Go into Options, since you can still access it. Click on whatever you can from the top-left resolution selector. Press the UP arrow key. This basically selects the next resolution option above the current one. Keep pressing UP until you get to Basic - the window should resize.

If this doesn't work, find the settings.json file in c:\Users\YOUR_USER\AppData\Roaming\Godot\app_userdata\Battlefuck Pit\, and look for "rendering_mode": # (# is a number), and change it to "rendering_mode": 0 (that sets Basic). Save and restart the game.

You can also use Alt + Enter to enter/exit full screen.

Hopefully this takes care of the first issue.

Re: rotating the camera - I find that weird it doesn't work, but fortunately there are some more shortcuts you can use (and more complete, at that). J/L rotate left right, I/K rotate vertically, U/O zoom out/in, and 0 (above O) resets the camera profile. You can also use the keypad, if you have one. NUM 4/6 rotate left right, NUM 8/2 rotate vertically, NUM 9/3 zoon in/out, NUM 5 resets the camera. 

Re: changing the arenas... no, the arenas that are included in the free versions are fully playable. It should be enough to click to select any one of them in the table there before you click Fight.  

Re: the tilt mode in the editor - I agree, there are more refinements to do there in the future. Not a priority for the moment, but it will likely happen at some point. 

Re: toeless legwear - what does this look like? it's just like regular legwear the feet front part cut off? I hadn't thought of that tbh

Pirate jacket - maybe. I suck at modelling (I'm a dev by trade, but I do my own modelling too - with the consequences you can already see.. :) ). The issue with adding in wearables is that due to the amount of body parts shape customization, it's a major pain in the ass to make them not clip in all situations, no matter the shapes combinations.

Re: boxing gloves - they don't influence anything in terms of action choices, and at the moment there is no mechanism to do so

Re: freckles - good idea, will add it to the list

Re: more body paint - added to the list too

Re: the attitude (the expression sets) and the expressions post defeat / victory. That should already be the case: you can see the attitude to expression assignments here:

# The first expression is the main, dominant one
const ATTITUDE_WINNING_EXPRESSIONS:Dictionary = {
ATTITUDES[Attitude.DEFAULT]: ["Anger", "Cruelty", "Happiness", "Disgust", "Seductiveness"],
ATTITUDES[Attitude.CRUEL]: ["Anger", "Cruelty", "Disgust", "Happiness"],
ATTITUDES[Attitude.DISDAINFUL]: ["Cruelty", "Disgust", "Anger", "Happiness"],
ATTITUDES[Attitude.JOYFUL]: ["Happiness", "Seductiveness"],
ATTITUDES[Attitude.MASOCHISTIC]: ["Seductiveness", "Anger"],
ATTITUDES[Attitude.PLAYFUL]: ["Seductiveness", "Happiness", "Anger"],
ATTITUDES[Attitude.SEDUCER]: ["Seductiveness", "Cruelty", "Anger", "Happiness"],
}

# The first expression is the main, dominant one
const ATTITUDE_LOSING_EXPRESSIONS:Dictionary = {
ATTITUDES[Attitude.DEFAULT]: ["Fear", "Anger", "Disgust"],
ATTITUDES[Attitude.CRUEL]: ["Anger", "Fear", "Cruelty"],
ATTITUDES[Attitude.DISDAINFUL]: ["Anger", "Cruelty", "Disgust", "Fear"],
ATTITUDES[Attitude.JOYFUL]: ["Fear", "Anger"],
ATTITUDES[Attitude.MASOCHISTIC]: ["Happiness", "Seductiveness", "Pain"],
ATTITUDES[Attitude.PLAYFUL]: ["Fear", "Anger"],
ATTITUDES[Attitude.SEDUCER]: ["Fear", "Disgust", "Seductiveness"],
}

Attitude only applies to expressions though, and has no bearing on any sort of action choice. That's dictated by the Custom action set.

Re: lipstick marks - detecting lips / body parts intersections would be a performance killer. Dirt accumulation relies on something like this, and has to make assumptions (e.g. that the dirt is flat, or a cloud of particles is a sphere) not to tank performance. And even so, it can be intensive on low specced devices.

Happy playing :) And please don't hesitate to write here if you run into more issues or have other ideas

thanks, you too :)

Happy to hear you like the game :) Re: any sort of pregnancy mechanics though, I'm sorry to say, these are pretty much completely outside the scope

Thanks, happy to hear you're enjoying the game :) 

Re: scenarios, tbh my hope was that people would create new scenarios (like a lot of other features in the game, they're moddable) and share them, however this (or at least the sharing part) hasn't happened. Well, not yet, at least.

It's possible I might add new scenarios in the future, but I can't really tell you when it would happen. Do you have any suggestions? What would you like to see? (I'm not promising anything, but at least it might give me a starting point)

Not a known issue, no, but with the huge number of different devices out there I'm not surprised there might be incompatibilities between the engine and some gfx chipsets / their drivers. What device are you trying to run the game on? How much RAM does it have? My best guess is that it's either an incompatibility with the gfx chipset and/or not enough RAM to run the game reliably (RAM is also shared between regular and video memory)

In any case, I strongly doubt there's much I can do about it. The game is coded at a much higher level, and relies on the engine (Godot - similar to Unity) to handle rendering and all hardware interactions.

Ah... I know what's going on here, and I know how to fix it on Windows, but not on mobile. You have the phone set to a right-to-left language, and for some reason Godot (the engine I'm building my game with) thinks it's a good idea to switch every part of the UI around for that reason... I know on Windows you can run it with a '--language en' option that tells it to force english (the english part makes no difference, since the game is english only anyway) and left-to-right in game (the important thing). However I don't know if you can do this on mobile. I'll try to look for some sort of option to set for the project, but it will be a while until it makes it to the free version. I guess the only workaround for the time being would be to set your phone language to either english or another left-to-right language while playing the game. I know it's not a great solution, but I'm afraid it's the only one I have for the moment, until I get this fixed more generally

You mean there are parts of the user interface missing? That's very strange. Could be a memory problem (but then if the game work fine otherwise probably not), but I guess it could also be some sort of incompatibility between the rendering engine and the phone. What device do you have?

Just to make sure, are you running on Low resolution (best performance) + FSR on Ultra or Quality? And have disabled sweat? I had a look at the device specs, and it's a pretty entry level phone by today's standards. I'm surprised tbh at Hell arena giving you the highest fps - but I'm guessing it's probably because it's quite low poly and only uses 3 materials - which means few draw calls. I'm speculating though, because if you bring in a lot of clothes into that arena you'd increase the number of draw calls significantly, so if that's not the case... I dunno.

For a bit of context - the game is as optimized as I could get it (there are still some optimizations that haven't made it to the free versions yet that I made a few weeks ago, concerning sweat and getting dirty - but those shouldn't be that significant), but there are some things that were intentional and deliberate design decisions, which are creating more work for the GPU:

- Models are a bit high poly, and that's intentional, due to the game focusing on physical interaction. 

- Clothes will cause a significantly higher number of draw calls, due to allowing the user to customize their materials - with one or more surfaces per item (basically every customizable surface has its own material that the player can change, which causes its own draw call). On a mid-tier/high-end gpu, this doesn't pose much problems, and that's what I'm targeting

- The skin features options, which are overlays imposed on the character - giving you make-up and and tattoos and body hair and others - those are also adding to the number of draw calls each

- Rendering is also done in such a way to accommodate the skin features above and the additional shaders needed for generating the sweat and dirt masks, and feed them into a universal shader that takes over rendering from the regular Godot pipeline (because you can't really do these things using the default pipeline - you can do one using Overlays, but not all at the same time). You could try switching on Use legacy renderer, which gives you the pure Godot rendering pipeline, but disables all skin effects as a result.

I'm sorry it's not working ok for you, but there's not much more I can do or know how to do. If you have any sort of optimization suggestions, I'm happy to listen (although I agree that without reviewing the gfx pipeline, what I've just told you is probably not enough to go from)

what device/configurations are you running the game on? have you tried adjusting settings under Options? what sort of fps do you get?

Long loading times and lag are a sign that your device might probably struggle with the game's requirements. It's a 3d game after all, with lots of resources, and it does come with a set of higher requirements. You can turn off or lower some of the options (like sweat and dirt) and use FSR to increase performance and reduce lag (long loading times will likely remain).

When it comes to unfairness in battles, the CPU does consume stamina, but also makes sure to completely decrease their effort on occasion in order to restore enough stamina to not run out. Have you tried periodically decreasing your effort all the way to zero, in order to restore your stamina when it was running low?  You cannot always increase effort and not expect to run out of stamina. The game is actually centered around the idea of effort management - otherwise all you'd have to do would be to swipe up from start to end and win. Effort management is not complex: if you cannot win an action, investing effort and stamina is pointless, so it's better to cut your effort down to 0 and restore stamina. You need to do this periodically, if you want to win.

Also, under Options there are various difficulty levels, that make the game easier or harder.

Both the player's and the CPU's stamina also restore over time if not used, and except for the hardest difficulty level, the CPU's stamina actually restores slower than the player's.

Hope this helps, if you decide to give the game another try. I'll take your feedback on board regardless, since I realize I probably need to do a better job of providing clear instructions

Effort is controlled by swiping up or down (drag with one finger basically) on the screen.  Up increases your effort, while down lowers it and restores stamina. You need your effort to be higher that the opponent's (the bar at the bottom needs to be over the center line; if there are two lines above the bar then above the second line - the center interval acts as an equal effort area). Hope this clears it up a bit

Thanks for talking the time to write your thoughts. What would you like to see improved?

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Thanks :) There are no perks per se on Patreon, apart from getting the latest and greatest now. Patreon also gets a new version weekly (every Friday)

The free version is usually an older Patreon version with some additional fixes, quality of life improvements and minor additions from newer versions (because I don't believe people should have to wait for another month or two to get a bugfix, if that bug has already been fixed). 

And while the Patreon build gets updated weekly, the free version gets updated every 1-2 months, with a version that's 6-8 weeks months older than the one on Patreon at the time of the update. E.g.  I've updated the free version last week, which is based on v1.10. Today I've released v1.19 for Patreon. That means there's 9 versions (weeks) between them, today. This gap will increase to probably around 12-16 (16 would be the absolute max), at which point I'll update the free version to something that's again 6-8 weeks older than the Patreon version at that time (this will be in 3-7 weeks from now). 

Hope it made sense. The idea behind doing it this way is that I want to make the game available for free for people who can't afford to support it, while also being able to make a living from developing it (given that it's my only source of income after I got laid off last november).

Re: differences, at this point it goes a bit like this: 

- actions* and action branches*:  reverse_straddling branch (10 actions),  prone_stand_up action,  defeat_cuddle action, defeat_reverse_face_sit_wand action, 69 branch (4 actions, available for all genital configurations), straddling_grapevine branch  (3 actions), kneeling_test_of_strength (4 actions), post_defeat_bearhug_dominant_fuck action (this is based on an action that exists in the free version, but is now available post defeat).  The following actions now support anal penetration, in addition to being previously vaginal only: straddling_bearhug_fuck, straddling_cowgirl, straddling_fuck, straddling_reverse_bearhug_fuck, straddling_reverse_bearhug_fuck_intro. 

*a branch is a series of actions, and an action contains 1 or more animations that get played in a certain succession or randomly

- Extra wearables: sports shoes, corset, hotpants, jockstrap, bra (push-up, strapless), socks (medium height), some new item variants based on existing items but with a different pattern. There are a bunch of extra fixes too for wearables

- More anthro characters: female croc, cow, male wolf, female snake (cobra)

- Training mechanics (for sexual endurance and effort only at this point)

- Support for creampies and mouth cum stains after an orgasm

There are probably a few less important ones that I can't remember right now. You can have a look at the posts in the devlogs for more details.

The same way you downloaded it the first time. There is a Download section on the game page, and there are two files there - a .zip file for Windows and an .apk for Android.

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I literally posted an update (free) a few hours ago?!


The free version went from 1.3 to 1.10

Have a look here: https://skydna.itch.io/battlefuckpit/devlog/1520628/free-version-of-battlefuck-p...

New anthro characters are being added instead

No. Due to how the game works under the hood (unlike a traditional beat em up), it would require exponentially more animations to be able to accommodate a 2 v 1 matches

Probably in a few weeks

Thanks, that's really kind :)

Hey! :) Glad you're enjoying it.

Re: your question: Probably not, I honestly don't know. But it's pretty hard to sell something that I'm offering for free (albeit as an older version). Ideally I'd like to keep this up and not pull the plug on the free updates, unless I really need to due to financial constraints. That way people who can't afford to pay for the game can also benefit, and I get a bit of exposure and good will too. Patreon is for getting the latest version* here and now, basically - while supporting the development (*well, you actually get four, since I release new versions on Patreon every week, and the subscription time is a month anyway).

I also don't know when the game will be 'done' - because I don't have an exact idea re: what 'done' means. I keep adding things. Content I can probably keep adding forever (i.e. animations, wearables, arenas and so on). It's a project I enjoy working on, ultimately.

More likely I might spin off some other games based on the same animation engine, and try to see if I can offer them on Steam. But I have no concrete plans at the moment.

It should work on a reasonably new Android phone, with at least 6GB (8GB recommended) of RAM, yes. Best is to probably just try it.

Lol :) If you ever decide you want to try modding, please reach out on the BFP Discord. I'm happy to try and support anyone who wants to develop mods

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Both download mirrors, basically. Both served files of different sizes. Claimed they were 8.08GB, the actual downloads were actually 729 and 817MB respectively. I see you've taken down the download links.

This is what they both contain: an Instaler.exe, Instaler.py, log.txt file and data, lib and renpy folders.

This looks fishy. Downloads from external sources, with weird host names. Different file sizes. Extracted files contain a python script with an install option, that create some very sketchy files that get added to Windows startup. 

I'd be very very careful. Caught it in time, hopefully, and currently scanning my computer and trying to assess any damage.

Thanks, that's very kind, I really appreciate it :)