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Azaleadev

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I’m Azaleadev, a new developer and pixel artist currently developing Magical Girl Azalea, a animated pixel art action platformer game.


At the moment, the project is in its early stages. I’m focused on creating the basic character animations, including running, jumping, attacking, taking damage, and dodging.

For the demo the game will some systems, such as:
  • Enemy grab attacks
  • An arousal bar
  • A clothing durability system with dynamic clothing overlays for the character
My goal is to make the controls and animations feel smooth and responsive as i can

While also incorporating erotic enemy interactions into the gameplay. If everything goes well, I plan to release a demo before April 2025.

Below, you can find some previews of the character design and animations I’ve worked on so far for the game.

I'll be posting development progress on my X / twitter every now and then

(Please note that these are still in development and may not represent the final product, as I’m continuing to adjust and polish the animations.)


idle_c.gif
idle_u.gif
idle3_n.gif
jump_c.gif
jump_u.gif
jump_n.gif
run_post_c.gif
run_post_n.gif
run_post_u.gif
 
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Well, your character animations look decent. But it's hard to judge when there's so like to see yet.
 
It's good to see art and animation already look like they're going somewhere when the game's so early. I'll watch for it. Good luck with this.
 
Pixel art looks really good and if the sex scenes are as good as the animations, there's a potential gem in here. Good luck on your game
 
Ty, i'm trying my best to release a demo asap, but it will take me a few months since there's a huge ammount of work to do, i'll post the big updates here when i can
 
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Definitely like the look of the art so far. I'll be keeping an eye one this.
 
Another Magical Girl Azalea quick update incoming!

The attack animation and its clothing are almost complete! I just need to review it a little bit, and then it's done.


How the attacks work ?
  • It's a 3 attack chain. Between each attack, there's a cooldown, and once it finishes, the next attack starts.
  • The 3rd attack completes the combo.
  • There's attack input buffering, meaning if you press the attack button twice during the first attack, the next one will automatically start after the cooldown ends.
  • You can resume the attack from where it stopped for a brief moment, even when changing states.
The goal i'm trying to achieve for the future is that want to allow players to cancel attack animations with other moves, so players can try to chain attacks and skills together.

Whats next ?

Now with the attack animation done , the next step is creating the character secondary animations, which includes moves and actions to make the game and combat feel more dynamic

These are animations like:

Aerial Attack
Dodge / Dash
Wall Sliding
1 Projectile Spell
Plus 1~2 more attack moves

Compared to the first animations I’ve made so far, these should have fewer frames and poses—maybe with some small transitions—but overall, they will be shorter animations.
 
Development is going smoothly!

Over the past few days, I’ve been focusing on code refactoring and improving my state machine structure.
Now i can easily add new moves and integrate them with other states easily, also the character controls feels even better now.
With that sorted, I’m now going back to animating the other moves for Azalea.

Even though this update was mostly coding-related, I still have something cool to share:



The dash animation is done! I also implemented afterimages, which I can now use anywhere in the game with ease. I’m really happy with how they turned out, i might have spent way too much time just watching them in action when i was developing
 
Development is going smoothly!

Over the past few days, I’ve been focusing on code refactoring and improving my state machine structure.
Now i can easily add new moves and integrate them with other states easily, also the character controls feels even better now.
With that sorted, I’m now going back to animating the other moves for Azalea.

Even though this update was mostly coding-related, I still have something cool to share:



The dash animation is done! I also implemented afterimages, which I can now use anywhere in the game with ease. I’m really happy with how they turned out, i might have spent way too much time just watching them in action when i was developing
The character and animations look amazing, but since I can't see anywhere I'll just ask: How's the porn part going to be in this game? Is it gonna be enemy grabs, traps, gameovers?
 
The character and animations look amazing, but since I can't see anywhere I'll just ask: How's the porn part going to be in this game? Is it gonna be enemy grabs, traps, gameovers?
Enemies will have a grab move, if it lands it will start the sex state which will have its animation,there's also going to be traps such as tentacles on the floor which can also trigger sex, it works kinda like Eris Dysnomia or Seal of Lutellaria, once the sex state starts you gotta mash buttons to escape.
as for the game over i haven't decided yet how i'm going to implement it, if its going to be a scene with the same sprite resolution on a higher resolution one on a panel
 
Enemies will have a grab move, if it lands it will start the sex state which will have its animation,there's also going to be traps such as tentacles on the floor which can also trigger sex, it works kinda like Eris Dysnomia or Seal of Lutellaria, once the sex state starts you gotta mash buttons to escape.
as for the game over i haven't decided yet how i'm going to implement it, if its going to be a scene with the same sprite resolution on a higher resolution one on a panel
Dope I was hoping for that. Any info on which tags will this game have, or is it a surprise?
 
Dope I was hoping for that. Any info on which tags will this game have, or is it a surprise?
Gameplay-wise, it's an action-based Metroidvania.

As for H-content, I'm planning to include the following tags:

Yuri
Demon Girls and Monster Girls
Tentacles and other lewd creatures
Corruption
Lewd Debuffs (Lust Crest, aphrodisiacs, etc.)
I haven't decided yet on including Futanari or pregnancy.

Since I don't want to delay the demo release too much, I'll be cutting some systems that would allow me to implement certain tags the way I want. Such as a debuff system or a lewd stats system for corruption. However my goal is to add them over time in future updates.

For the demo, I'm planning to include two enemies, both fitting under the Yuri and Demon Girl/Monster Girl tags.
 
All of those tags attract my interest, and the possibility of pregnancy and futanari enemies only adds further to my excitement. I look forward to being able to try the demo.
 
The animations teased so far show a really good foundation, but now the list of planned content has me personally invested beyond a doubt. Looking forward to the demo!
 
Gameplay-wise, it's an action-based Metroidvania.

As for H-content, I'm planning to include the following tags:

Yuri
Demon Girls and Monster Girls
Tentacles and other lewd creatures
Corruption
Lewd Debuffs (Lust Crest, aphrodisiacs, etc.)
I haven't decided yet on including Futanari or pregnancy.

Since I don't want to delay the demo release too much, I'll be cutting some systems that would allow me to implement certain tags the way I want. Such as a debuff system or a lewd stats system for corruption. However my goal is to add them over time in future updates.

For the demo, I'm planning to include two enemies, both fitting under the Yuri and Demon Girl/Monster Girl tags.
That's great to hear, sounds exactly like the kind of games I've always loved. As for the tags you're not sure on, maybe you could go the direction "Mystic Knight Maya" went and have removable tags? I understand that will inflate developing time a lot but giving the players an option to turn off certain fetishes might be good for the game.

And yes, I mainly say this because I want futa ingame
 

Wall sliding is complete and feels super smooth! This will make movement more dynamic and allow for more vertical level design in the future.

Next one on the list is Magic Casting!

Also, I’ve adjusted my plans a bit.
I’ll be cutting three player moves from the demo to speed up its release. (1 ground attack move , aerial attack and one aerial move)
The aerial moves attack will come when we introduce the second enemy which is an airborne one!
 
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