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Games thread 19: Happy Hog Holidays Anonymous 12/02/2025 (Tue) 15:35:08 Id:b268a9 No. 100003
Link to previous thread: https://bbw-chan.link/bbwalt/res/97852.html https://youtu.be/yXQViqx6GMY?si=_zpt2XI-ovNPzhHR Tis that time of the year again, a time to give without expecting something in return. To celebrate this, we are going to share games of women getting fat. Merry christmas and happy new year!
>>101460 >>101462 I think it only works out when the fetishes stack, furries seem to be the most motivated of all fetishst so you're only going to get the most detailed wg stuff out of them but only by proxy.
>>101460 Low IQ = making money High IQ = spending entire life working on something and giving it away for free almost comedic levels of chan begger mentaility
>>101460 nobody cares buddy, just share links this thread's been full of lonely people discussing weightgaming and AI.
>>101472 the entitlement is off the charts with this one. all devs are 'low IQ', sure whatever buddy just put the fries in the bag
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>>101476 I'd argue all the beggars and supporters of these supposed "low IQ" devs are truly the ones worth examining and judging in terms of IQ. >>101460 Any "low IQ" dev making a profit be laughing at your feelings
>>101460 I think this is a really poor framing of what's going on here. For every incredible indie game on steam/itch there are (literally) hundreds of thousands of scams, asset flips, and half baked projects that never even got posted. In terms of the proportion of good to bad games I dont think there is a huge difference in within this niche. The problem is that this is an incredibly small category. Even if only 1% of "real" games are worth playing thats still thousands of hours of games to play. But if 1% of games within a very small category are worth playing then you can play all the good games within a week. Hence why it seems like there is way more bad games because there are just numerically so few good ones. Also if im a talented game dev I can make way more money making non-fetish games. The problem
>>101449 Just draft Vote and Self Discipline for bosses or some other powerful combo. Vore let's you one shot any enemy at the cost of gaining the opponents HP as fullness and instantly taking overstuff damage, but self discipline makes it so you don't gain fullness that turn, so it's a free one shot 2 card combo.
anyone know any games with good sex scenes
>>101504 Fatgeria comes to mind. It's not animated but the images are nice.
>>100508 This guy's got it >>100009
What are the best non-VAM, non-AI WG games?
Again, humbly asking: https://akuraisnight.itch.io/afatteningidlegame Anybody willing to share this or Reflection's latest build or maybe One potion please's latest?
>>101462 OkuSim: A Cute Wife Simulator came out with a new demo that's a total rehaul of the original. It's pretty good, gets a bit repetitive after a while, but it's still a demo. The problem: save it on itch. The game has some pokegirl cameos, and the mods recently banned the guy who was making May and Misty sprites for SFRPG. Another L for grot and the mods if they remove this game.
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>>101554 >OkuSim rising from the dead to update before weightgaming kills itself never backed something up so quick. guess that's what he's been up to for the past few months
>>101554 >Another L for grot and the mods if they remove this game. they probably will because it features concerningly descriptive fatal child vore, and its not even "they might as well be adults" like may or misty but actual elementary age children that are terrified for their lives. detention room in the school so you can avoid it
>>101535 It really depends what you want. I will never stop being a shill for Project Realism. It has other aspects outside of WG which are entirely optional.
>>101554 Just saw this sneak peek the creator uploaded. Oof, yeah, this game is getting scrapped off WG. It's a pretty prominent game in the project category. Just another reason to let the site die.
>>101462 >WG needs a completely new body shape every stage >and that depends how many stages you want, all the way up to blob size. thats only the start of it, implementation is another beast in its own right. let me go over it all from start to finish. first is actual asset creation, as you said. lets take RPGmaker's norms as the baseline. >four directions >three sprites each >you can technically cut three of these since in most cases left/right sprites will be exactly the same, with maybe one or two minor edits. so thats 9 sprites that take effort per stage, of which 3 will need to be a new and completely unique shape. (while with AE/BE you can just make the ass/breasts bigger and leave the rest of the body normal) i'd say the bare minimum for a worthwhile game where only one character gains would be 6 stages which puts you at 54/18 which isnt a lot, but like i said: bare minimum. chances are you'll likely want more in some capacity. more characters, more stages, maybe stuffed and naked variants. it can easily lead into needing well over a thousand sprites, and several hundred of which will have completely unique shapes. and this leads into the next problem, implementation. RPGmaker absolutely spoils you on this front, all you need to do is make a state machine that slots in the right sheet for what you want to display. suppose you want to make your game in unity instead for more freedom. your state machine now needs to include every single ANIMATION. going back to rpgmaker norms for this >6 stages (4 directions, you will want an idle animation even if its just one frame, and you'll need a walking one obviously. so eight animations here. >1 level of stuffing (x2 sprites needed) >naked or not (x2) this alone requires you to make a state machine that points to 192 individual animations just for something extremely basic you're currently sitting at 32 animations needed per stage. want 10 weight stages and 2 levels of stuffing instead? you now sit at 64 animations per stage and a total of 640. and since you're not using rpgmaker, you can add more types of animations as well. suppose you want to add animations for sitting and laying down ontop of that >four directional walking and animations, four directional sitting, likely just one laying. >you'll likely need between animations as well. so +4 for directional standing-to-sitting and +1 for standing-to-laying. >then 5 more for sitting-to-standing and laying-to-standing this puts you at 23 per stage already >2 levels of stuffing (x3), naked or not(x2) 18x6 gives us 138 animations per stage then ten stages puts you at 1380 animations. at some level, you will need to define ALL of these manually. actual implementation is an exponential problem where every little addition can snowball into needing to make and define hundreds of animations.
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>>101544 https://drive.google.com/drive/folders/1sQcbLGY_WLzasSHiCeJunw_XjDOtsM7v?usp=drive_link
>>101453 https://gofile.io/d/onABU4
>>101573 *Sigh* Open up Blender. Make a base by using a cube (should be one at launch), add a subdivide modifier to it (menu bottom right, modifiers), Loop cut it in the middle on the vertical axis (ctrl + R and using your mouse) then remove one of the halves. Add a mirror modifier on the Z axis, reforming a full cube. Extend the bottom into a rough legs shape using Extrude (E), subdivide with loop cuts (Ctrl + R) and scale (S) to shape up legs. Add another cube (Shift A) combine the objects (ctrl + J) place it ontop of your first cube, then bevel its bottom (ctrl + B + mouse) do so for the first cube as well on its top, once you got a good enough bevel, delete the underside of the top cube and the top side of the bottom cube and link them together by creating faces from the verticles after you select them (F). You're now left with what looks like two spheroid objects, and if you properly shaped the loop cuts on the bottom one, a fairly humanoid shape without arms. Select one of the loop cuts on the top of the torso and extend them with extrude again (E) until you get an arms length, loop cut them (ctrl +R) and scale them (S) and make a loop cut that leaves space for a thumb, extrude it (E). You don't need a detailed model, just something roughly human. Add bones to the scene (Shift + A) starting from the hips of your character, pointed up. Use extrude (E) to add three more bones along the back of your character. Do it again for the legs and arms, and one for each feet, oriented in the direction the feets are facing. Then add two additional bodes for the knees facing forward, two behind the feet facing backward, and two for the arms facing backward from the elbows as well, those will be controller bones, look up 'inverse kinematics' tutorials on youtube if you wanna know how to set those up. Move the camera object in your scene and set it to orthographic view with a very low resolution, something that doesn't exceed 100pixels. Add a material to your character in the material menu bottom right. Edit it or go to the shading tab. Connect a color ramp output to your Material input in the shadergraph (by right clicking the bottom screen, add, then searching for color ramp), make it a constant from its drop down menu on the node. Connect a Diffuse BSDF output (add it like the color ramp) to a Shader to RGB input (same as above, add it), then the Shader to RGB output to your color ramp input. Pick a good contrast of skin color / shadows in your color ramp for your character, you want something visible, make it as many layers as you want for your style, it's just basic cartoony cell shading. Add a solidify modifier (bottom right menu) to your character with backface culling to create and outline for your character. Use the controller bones to give your character a pose, use Scale and Loop cuts ( S and Ctrl R respectively) to shape your character as you see fit, inflate them, deflate them, give them a big dumpy or massive breasts, it's your dreamscape do what you want with it. Once you're done with what you want to do, press 0 to go into your camera view, take a screenshot of your pixelated, hopefully RPG maker sized character in the pose you like, and stick it in a RPG maker spritesheet. Congratulations, you can now make dozens of sprites in a few minutes, change skin color, change shape, change proportions, change directions, everything in a few clicks. I could probably print 600 sprites in a day this way if I felt like it. Not gonna invest my time though, you do you.
>>101585 Won't invest time, can make literal hundreds if not a couple thousand after a couple games and good will from the community if opens pat. account. And I thought grot was terrible with money. Yup, I'm believing that guy saying this fetish is full of low IQ dunces is true. Fucking idiot.
>>101586 Why would I need to open a pat and make fetish games when I get a paycheck that'll give me ten times that amount without having to work all day? I have a dayjob that pays better than this. Look up '3D to Pixel - Making a RPG Maker Character Sprite Sheet in Blender' on YT if you don't believe what I said is true. Takes literally 20 minutes to make a very basic character, 24 sprites, multidirectional from blender, ready for RPG maker. Claiming the amounts previously stated were unrealistic and would take too much work for a videogame is just untrue. Someone even remotely competent and bored enough to do it can do it, it's just nobody even wants to bother. I certainly won't, I don't care enough for that fetish to put time into it, I have other hobbies.
>>101587 Which goes back to the original point, it takes a fuck ton of time to create for a base. Now add clothes, create designs. Learn, moron. Go back to flipping burgers and jo-ing to something illegal.
>>101554 I would have never guessed out of all games, OkuSim would be this based. In the 3 years since the initial demo, man just got really into anime and vore, even to a level that discomforts me. Bravo, one last middle finger to WG. >>101587 >Look up '3D to Pixel - Making a RPG Maker Character Sprite Sheet in Blender' on YT if you don't believe what I said is true. This is a really cool idea but I highly doubt it takes only 20 minutes for a full sprite and still requires a healthy amount of Blender knowledge to get it right. And maybe this is a me problem, but I feel like learning blender to make sprites for RPGmaker/2d games is something of a stretch, even if it does make a bunch of bases (not clothes...) real fast. Still, I wouldn't be too against learning, especially if I can get fatty diagonal sprites.
>>101589 Hey smartass, making clothes is basically selecting the verteces for the body, Shift D to duplicate them, right click extrude along normals then swapping the shader color. It takes even less time. >>101590 It's a bit of a time spent to save thousands of hours hand-drawing things in the long term, having a pipeline helps immensely in being productive, I'd argue forcing yourself self-imposed limitations is making you work more for it. I was just giving an easy solution to a problem.
Does anyone have the Reflections APK? Please, My PC broke.
>>101590 >In the 3 years since the initial demo, man just got really into anime and vore, even to a level that discomforts me dude was a vore/preg artist (and total weeb) way before it was cool, he's been drawing vore for over a decade. to me it's surprising he didn't go for something more vore or preg focused, but i guess weight gain is an easier starting fetish for your first game. the detention scene people are sperging over is similar to the original jill comics or oogies-wife's older stuff, where it plays up the movie-monster horror aspect of vore (shit like eating defenseless people and kids) and combines it with a hot milf. it's intended to be both turn on and chilling with its casual disregard for life, and is a good barometer for whether you're into vore for the taboo-breaking 'treating people as food' part or just here for bellies. and if it's not scary, go see a psychiatrist.
>>101596 Totally, it doesn't surprise me either. What preg, vore and weight gain all have in common is belly fetishism. Likely why this board is a mixbag of two of them, and there's a preg board just over yonder. It isn't the only game to do that either, and there's even games combining all of those, and other fetishes like furry such as famished. WG/Preg/Vore/Milf/Inflation just goes hand in hand and some people will just go into a rabbit hole of going through all of them if you're a belly fetishist, especially when one over the others lack in material and you end up jumping boats.
I'm asking for the latest build of Feeder Simulator.
I'd like to know if anyone has the latest Opportunities to Stuff. It's gotten more polished since I last played it.
>>101535 Gorge Valley easily, even though its still long from being finished
Can anyone upload SFOAS from weirdmidnight pls?
The sultan's harem 0.8.1 I've got fatima at 8/8 and lela at 5/8 and it's telling me i can't speak to lela without talking to fatima more first? any got any idea how to get past this point?
>>101613 dang the scripts are all encrypted rypc and unren can't unren it due to some error in unren... TLDR I have no idea how to fix the code myself like I usually do in renpy, but maybe someone here does? this update is really lacking if the three lela stages can't even be viewed due to a bug, but maybe the bug only effected me? Anyone got a save file for sultan's harem 0.8.1 with Lela just reaching stage 6/8?
>>101585 first, this requires to at the very least be decent with blender. second, you'll still need to touch up the sprites once they're done otherwise the game will look wrong. while yes, it will speed things up greatly, its not a magical miracle cure to the problem. also if you decide you dont want to make an RPGmaker game, none of this solves the problem of a weight gain system requiring you to manually define literal tons of animations that you wouldnt need to otherwise. you could at that point decide to switch to 3d models wholesale, but then you have a whole list of new problems like clipping, but im not well versed enough in 3d modeling to go over all of them.
>>101616 Well yes, of course you need to touch them up, texture and details won't add itself, but not having to take care of perspective, redrawing poses, and the capacity to do inbetweens through interpolations would still save a lot of time than having to animate by hand, and since you're reducing resolution you still wouldn't need to be extremely good at it since its for RPG maker and making it a 48 pixels image afterward would turn the detail into a fine paste anyways. You can combine skills for this. And yes learning how to manipulate blender on a very basic level and learning to do this would take time, I'd say if someone dedicates themselves to it you'll need about a week to learn blender controls and shortcuts, and then you'll need perhaps another week to find where all the features I mentioned are located, it's a learning process that takes time. But learning to draw pixel art, properly creating inbetweens, drawing proportions by hand in said pixel art with color and light theory applied to have a result, something the 3D will do for you, learning perspective and having to do all 600 sprites like mentioned in the previous post ALL BY HAND takes SO MUCH MORE time and is also a skill. So yes, I still think it would be a valid shortcut, as of "what if you swap from rpg maker and decide to go 3D fulltime" well, good if they decide to do that, but the hypothetical that was submitted about was for a RPG maker game, if they want to do something more complex, the more power to them, if they really are passionate about 3D hand drawn pixel art, well guess what, a lot games already use 3D software to make it. Deadcells, Crosscode, Octopath traveler, all those games are using a similar technique, this isn't something revolutionary and a lot of companies do it so, the more power to them, it's a skillset for your belt.
>>101613 I think he just put the wrong thing there and all the Lela stuff is locked behind Rileigh progress. Or at least I remember something like that happening once playing through it
Would it be possible to make a game where you could type in a weight gain scenario you want to see and then have an ai create the weight gain story with images? With people wanting so many specific characters, stories and events to be made wouldnt that be the best thing for everyone? I remember playing something like that where you had a character on the side which you could customize and was in certain scenarios and you then just typed out what you wanted them to do. I know its ai, but for this specific example I feel like it would be impossible for a normal person to create hundreds of fan requested scenarios in a short period of time.
>>101654 That's just ChatGPT you retard. It's not a game at that point. Just text and slideshow. Go get it, son.
>>101654 well there's that AI story game called Infinite Worlds, there's a thread for it with a bunch of weight gain/fat anon-made stories on the AI board >>101654
>>101535 Into the Depths, is a great one if you like Slay the Spire.
>>101618 >600 sprites i see you're a little confused. everything past "the next problem" in my initial post is about actually implementing it into your non-rpgmaker engine of choice and not asset creation when i say creating an animation i mean actually defining things like a walk cycle. lemme outline the process for unity. step 1: defining the actual sprite boundaries. unity includes a built in function to define sprites by forming boxes on the sheet, but its still a tedious process however you go about it. unity includes tools to "automatically" assign sprite boundaries, but these suck ass whatever the case. you're going to need to hand define every single sprite. if you're not using unity, chances are you'll need to define sprite boundaries in the code which'll require you to have the sheet open in an editor so that you can get the boundaries and sizes for each sprite, and also where you want the anchor to be. this is also going to be tedious however you're going about it step 2: assembling the animations unity also includes a feature to make this much easier, but it is still tedious. you need to pick out a few sprites out of literal thousands (hope you have good naming conventions), set the animation speed/frame rate so that its just right and a bunch of other things. if you're not using unity, you'll probably need to do this in the code as well. this step is also tedious. step 3: the animation state machine that will take up more lines of code than some of the notable mechanics of your game. only god can help you now unity uses a GUI implementation, but the code result is the same and aside from being slightly better to organize its not going to be any easier, in fact with this many animations i'd say its going to take significantly longer. not counting bracket lines since they're meaningless: you will at the very least need two lines per animation within this state machine. the line to set the animation itself and defines some final characteristics about it. at least one check to make sure you're throwing out the correct animation. you'll also likely want another line that'll check if the given animation is already playing, which is +1 line. so going with the prior example of >10 weight stages, 3 stuffing states, naked or not, 4 directions both moving an idle, 4 direction sitting, laying, between animation states with out 1380 animations. the most efficient way to do this will be several nested switch and if statements. you'll need >1380 lines to set the animations >1380 lines to check if they're already playing then for actual checks... >first layer, weight: a ten case switch. +11 lines >second layer: naked or not: switch statement, +3 lines per branch, x2 branches (currently, 10 branches for +20 lines.) >third layer, stuffing level. switch statement, +4 lines per branch, x3 branches ( currently, 20 branches for +60 lines) >fourth layer, direction? (up, down, left, right, none).switch, +6 lines per branch (currently, 60 branches for +300 lines) we also have two distinct paths here. the U/D/L/R path, (the 'A' path, x4 branches), and the no direction path (B, no multiplier) >fifth layer A, current directional state? (walking, idle, sitting, stand-to-sit, sit-to-stand) IF statement, +5 lines per branch (240 branches, +1200 lines) >fifth layer B, current directionless state? (laying, stand-to-lay, lay-to-stand), IF statement, +3 lines per branch (60 branches, +180) so this gives us a grand total of 4520 lines of the most tedious and mind numbing thing possible, you arent making any new mechanics, you arent drawing. you're literally just copy pasting thousands of lines, modifying EVERY SINGLE ONE OF THEM, and then scrolling through EVERY SINGLE ONE OF THEM to make sure that all of your assignments and checks are correct. and formatting standards put brackets on their own lines, so you can pretty easily add... about four thousand to that. im too tired to recalculate all of this shit for an accurate number its 4:30AM im grabbing a "midnight" snack that might as well be breakfast and going to sleep. if you're wondering about the optimal animator method, imagine an absurdly long nightmarish IF statement that'd make yandev's crap look good. it'd also be significantly less optimized than the above once the game has to start digging through the higher weight stages since it'd need to go through all of the animation checks in prior ones first (which in this case, will be right around a thousand) for a normal game this performance difference wouldnt be noticeable, but here it will be since by the nature of what you're making you're going to have literal tons of animations to sort through.
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and the autism above aside. looks like okusim is getting kicked off the site.
>>101679 >Work on a game for multiple years >Get the game slapped off the site for having poke girls and child vore (both of which are optional to see) >Meanwhile Free Cities is still fair game on the site I knew it was bound to be banned from the site, but a part of me can't help but feel upset for this dev
>>101581 I can't download it...
Shit, did the wrong number I meant i can't download the google drive things for reflections and a fattening idle game
>>101641 still no luck BUT I got to the end of rileigh's content before I did lela's, maybe if I redo everything and try to max lela before rileigh it'll unlock? I guess that's the one thing I have not tried yet
>>101681 >underage vore? death >underage sex, something that can be done irl? A-OK and they wonder why people take issue with moderation. at least pretend to be consistent
>>101681 I’ve said this before in another thread about this exact topic, but WG is all about the plausible deniability and whether people make a fuss. They’re total corporate douchebags. Free cities? Apostles? Growing perspective? They all have disturbing content involving children, but the difference in these games is that the content is more clearly warned about and there’s far more barriers to access the disturbing content. In Okusim, it’s right there in the open and was not warned about, which is what got them their lock. It’s completely bullshit mind you, don’t think for a second I’m defending WG here, I’m just explaining their stupid and downright corporate system in regards to this shit.

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