Showing posts with label release. Show all posts
Showing posts with label release. Show all posts

Sunday, January 18, 2015

It's Evolution.... Just Evolution....

The Realm now has 100 posts. Only took me over two years to do it. No matter how long it took, I do think it's something worth celebrating. And I have just the things. 

Remember that wolfling run I mentioned last post? Well, I had a bit of an ulterior motive for running it beyond just my amusement....

Meet the Darwin Grendels, named after the famed Charles Darwin and created from the results of the wolfling run. They are very robust and can live in all sorts of environments short of a toxic world or underwater. They also breed very quickly, making them ideal if you want to just watch a population in action. 
At long last I feel I've satisfied my desire to make my own GoM-like breed, and I have to say I'm pretty happy with the final result.

That's not all I have, however. The Darwin Grendels had to have come from somewhere....

The Garden Grendels are the forerunners of the Darwin Grendels. Their genome (or genomes, rather) were taken straight from the Grendel Garden and composed into an egg agent, and they're offered alongside six grendels from the population at the end of the wolfling run. They aren't as refined as the Darwin Grendels are, but they should prove to be just as capable as their descendants. 

And that's still not everything. This last release is only tangentially related to the Darwin and Garden Grendels, although it was tested and eventually became part of the wolfling run. 

The result of my latest collaboration with Mea, this acorn patch plant will add a much-needed seed to the Garden Box. The acorns themselves are fairly unremarkable, though your creatures will likely find them delicious. 

Phew, that was a fair few releases. Actually, there would have been even more had I not burned myself out towards the end (though chances are the stuff I had planned will be created and released at a later date). 

At any rate, I hope you enjoy the new releases! Until the next one, folks.

Thursday, January 8, 2015

We'll Drink a Drink a Drink....

So today I had a hunch to make something, and so I did. It's nothing really spectacular, but it seems like a good first release of the year.

This is a conversion of Steve Dismuke's Medicinal Compound for C3/DS. It is most efficacious in every case, whether it be helping a sick creature get better, or for healthy creatures looking for a quick way to get smashed. Might not want to let that latter category overindulge themselves.

All credit for the original Medicinal Compound goes to Steve Dismukes. It was one of my favorite C1 COBs, and I hope he doesn't mind the fact that I've converted it over to C3/DS.

Thursday, December 25, 2014

'Tis The Season....

...To spend time with your loved ones, eat lots of cookies, open presents, and maybe go completely bankrupt because Christmas is just that commercialized these days.

Tralalalala, lalalala.

I'm no Santa Claus, but I do have some gifts for you to enjoy today. Neither are actually Christmas-related other than being released today, but I hope they're enjoyable anyway.

Release #1 actually ties into one of my CCSF releases....
 I may not have considered the pack of grendels I released to be a full breed, but some tweaks to the genome later they now are. This version of the Artemia Grendels has all the features of the pack, along with some further refinements to make life in Artemia Sea easier for them.

The next release also happens to be an aquatic breed of sorts.

*Brief interlude to actually finish the banner because I somehow forgot to do that earlier*

....Ahem. 
This is a new genome for the Aquanorns created by Tomtschek. They're mostly similar to the originals, although they've been freshened up with all the recent advancements I put in my genomes these days (including the CFE and some CFF edits) and have some new features they don't share with the originals. 

Sadly I wasn't able to squeeze a third thing in. The closest thing I managed was updating the Featured Freak, and what better way to celebrate the holidays than with a cold-loving...dragon? Well, Abaasy wasn't intended to be really festive. 

Have a Merry Christmas, everyone!

Sunday, December 21, 2014

Post-CCSF Stuff

The CCSF is now over. Actually, it's been over for a while now; I've just been too lazy to update the blog.

It was a considerable improvement over last year's, I can say that much. Despite the fact that CCaves glitched out three days into the festival and delayed it for quite a while, what was there was still pretty enjoyable. KittyTikara did a wonderful job handling it all, and it was nice to see that the CCSF got a dedicated section that was both noticeable and actually looked like a CCSF website.

That being said, it still fell flat in other areas. There was a grand total of *one* big release (which I submitted); everything else was either a genetic breed, simple agent, or a creature pack. Furthermore, while there were quite a few contests, participation in them was utterly abysmal (Not counting my genetic breed contest, which was started before the CCSF, the most entries any of them got was two, and only one of them even got that many).

A lot of this can be chalked up to the aforementioned CCaves technical difficulties and to the fact that it took forever to get this festival planned. In spite of all that, what we got was enjoyable for what it was. However, it really doesn't bode well for future festivals.

In fact, I wouldn't be surprised if there just wasn't a festival next year.

The community just isn't what it used to be. We're certainly not dead; new members are still coming in at a regular basis and everyone who's still here is reasonably active. However, a lot of wonderful people, many of them skilled developers, are no longer a part of the community. And what remains just doesn't seem as lively.

Given this state of affairs, I don't see the CCSF getting any better. Unless the people who really cared about the CCSF return to the community, or the current community gets a massive boost in activity, I doubt the tradition is ever going to return to its former glory.

I'm not saying there's no point in keeping the tradition alive. If there's still people who want to keep it going, then by all means. I'm just not expecting a whole lot out of it from now on.

Okay, enough of the downer stuff. I think it's about time I get the stuff I released on my own place, isn't it?

Release #1 is the Spam Norns. These are essentially an updated version of the breed of the same name created by ToxicNorn (ToxicNorns?). While they aren't completely immortal or age as fast like ToxicNorn's, they still breed really, really fast, and are really social on top of that. If you want lots of norns quickly, then these guys are for you, but everyone else might want to be careful lest they overrun whatever world they're placed in.

Next up is Artemia Sea, the sole big release of CCSF 2014. This metaroom is based upon the tank from the Amazing Virtual Sea Monkeys and is designed with the comforts of swimming creatures in mind. It's filled with life from Creatures 1, Creatures 2, and the Amazing Virtual Sea Monkeys, although there's a few completely new organisms floating around in there....

Finally, there's the Artemia Grendels in the event you need some creatures to fill up Artemia Sea. This pack of grendels was produced from a wolfling run I ran in Artemia Sea while the room was in development. They have a number of differences from normal grendels, not the least of which is that they have gills and will drown if you don't get them to water as soon as you import them. I don't consider these to be a proper breed...at least, not yet. Might want to stay tuned. 

I initially held off on this since I wanted to make a bonus release. However, there's a certain holiday coming up very soon that would be a better time to release some things and so I decided to just upload my CCSF stuff and get it over with. 

Now, there's also my genetic breed contest that I mentioned some time ago on this blog. It's technically over since it ended on the last day of the CCSF.

Um...about that. Despite the long period time it was open for, the contest got only three entries. The winner of these three entries was decided quite a while ago, and I could post which one I liked the most. 

The problem is that this is far fewer entries than I would've liked. I was hoping to get six or more by the supposed deadline. I guess the lack of participation is sort of my fault for not making it more visible. 

I do have a new idea for the whole thing, but that'll be for a later date. For now, consider the contest to still be open. I'll close submissions when I work the kinks out of the idea. 

I think that's everything I have to say for now. Until the next one, folks.

Friday, February 14, 2014

Gotta Whole Lotta Love

Happy Valentine's Day to all of you! Granted, as of the time of this writing, the day is almost over, and I imagine it's probably already over for some of you. Even so, I hope you all got some quality time with your significant other (or at least some candy if you're single like I am).

Unfortunately, I can't give you candy over the internet, so this new release is going to have to do.

The Sweetheart Colorful Grendels are the first of the Colorful Grendel sub-breeds. Coming in an array of bright, hopefully lovely colors, they're best known for their love of pushing other creatures. In fact, they're so friendly that they can feed by interacting with their fellows! Just keep them away from Hardman Norns; they take the phrase "Make love, not war" to a decidedly ridiculous extreme.

Tuesday, February 4, 2014

Tiny Little Water Bugs

After that little rant in my last post and some Googling, I figured that doing some CAOs might very well help me with the issues I've been having. To begin, I decided to code something quick and easy to help me ease back into it and Creatures in general. Converting an agent to the Garden Box would be a good place to start. And so....

I decided to turn the C3 aquamites into a GB agent. They're based on the originals and behave similarly for the most part, but they're much more interactive than the originals and are less prone to dying out (and the originals were pretty extinction-resistant as it was). 


I think I'm going to focus mainly on Garden Box agents for the next couple releases, and keep things reasonably simple as I work my way back to being able to focus on more complex agents and breeds. Until the next one, folks.

Tuesday, December 31, 2013

Happy New *Arg*!

The holiday period has finally reached its end (more or less). I hope you all enjoyed spending time with your families, opening presents, eating delicious food, and whatnot. I know I did, anyway. 

To wrap up the holidays and 2013, how about I release a couple things?


Inspired by (among other things) Clohse's Sea Monkey Marina and Angelneko's Little SeaMonsters, Reef Gliders are amphibious norns who gain the ability to swim at adolescence (as well as a slightly carnivorous diet). They're not overly complicated, but I'm pretty happy with them. 


Next up is a fairly big update:

What? The Deep Abyss again? Yes, but this time with more stuff - this release comes with the plants, finally giving your deep-water-dwelling creatures something to munch on. Make sure to read the readme before installing this version, however - there's important information for those updating from V1 in there.


That's all for big releases, but I also have two smaller updates for you. 

First off is a Chione update. I've updated the mapping a bit - the ice over the lake is now "air" instead of "drained soil" (meaning plants can no longer grow there), and the space right before the surface cave (where the door is) is now "drained soil" instead of "air." Nothing particularly noteworthy, but it does set the stage for future updates (when the ecology starts coming in at last). 


The final thing on the list is an update to my swimming agent. It should help your creatures swim better with less incidences of them being unable to reach objects. Just in time for the release of the Reef Gliders, huh? 


Finally, here's an update about the blog. I know I haven't been updating it recently despite the fact that I am still playing Creatures right now (and making stuff for it, to boot). The fact of the matter is that I simply haven't had much to say lately. That being said, I might decide to document the grendel wolfling run I've been doing here (for something a little more informative than my bibbles over at CCaves) or maybe even a reboot of Tevaela, since I do still have quite a lot of time off before I have to go back to college. 

For now, just enjoy the releases! I'll see you all in 2014.

Thursday, November 14, 2013

Another CCSF come and gone

Disclaimer: This post is a bit blunt. Do know that I mean no offense towards any participants, and that I believe that everyone did their best.

Today marks the final day of the CCSF 2013. To be brutally honest, I found this year to be really underwhelming. Don't get me wrong; it wasn't bad by any stretch of the imagination. However, nothing about it was anything to write home about. The releases were mostly genetic breeds and agents, with only three metarooms (one of which was mine) and no full breeds. Furthermore, none of the other happenings really got me hyped.

However, I will say that I really like Clohse's Sea Monkey Marina, particularly how it blended the sea monkey stuff with original stuff. I don't know if I'll ever get around to making a world around it (might try to make a personalized version of it first), but it is quite fun to just watch. Furthermore, it did help me get my motivation to finish the Deep Abyss back.

With my thoughts out, I do think it's time to post my own releases here, yes?


My breed release consisted of the standard Colorful Grendels. They're extremely simple by my standards; they're based on the ChiChi genome with a few edits to make them more grendel-esque, and they're colorful. This initial pack consists of five colors picked at random by the egg agent.


That's not all I have that's related to the Colorful Grendels, however. As I stated on the website and in the readme, I plan on making more color variants and even sub-breeds as time goes on. To end the festival, I decided to make and release the first color pack for the Standard Colorful Grendels.

This second pack will let you hatch five new color varieties with the Standard Colorful Grendel egg agent in the initial release. Not much else to say here, really. 


My other release was the yearly metaroom: the initial version of the Deep Abyss.

I apologize for the lack of an ecology, playthings, or even basic food sources. Alas, my mental issues got in the way and I wasn't able to complete those in time. Hopefully, the basic room will give you enough to play with while I'm finishing it up. 
When will the final release be out? I would like to get it out by the end of the year, but at this point you should know that my word on when things will be out holds no value. It really depends on when Mea gets all the necessary sprites done, and when/if I can force myself to work on it. Do know that it's going to be a while. 


And that's all for now, folks.

Friday, July 26, 2013

Dabblings in BD....

....Have resulted in something usable.

If you've ever used Trix's Maraquan Grendels, you may have noticed the issue adolescent and older grendels have with their arms. If you haven't noticed it, the issue is that the lower arm tends to detach at the elbow and that the grendels seem to pick things up with their wrists as opposed to their hands.

Being as OCD as I am, I found it to take away significantly from my enjoyment of the breed. The thing is, there used to be a fix for this issue made by Trix herself. However, she forgot to upload it to her server when she updated her website, and as a result it was lost forever. I didn't have any luck finding it, so I instead decided to dive into the BD files and fix the issue myself. It was tedious, but the result?

I succeeded in recreating the fix, and therefore putting the Maraquan Floating Arm bug to rest. If you found the floating arms as annoying as I did, then you'll find this fix will drastically improve the breed's presentation.

Monday, July 22, 2013

Another Year, Another Birthday

As the title says - today is my 21st birthday. That means I'm finally free of the last bit of legal prohibitions - I can now drink alcohol, etc. Does that mean I will drink alcohol, etc.? No (alcohol has more cons than pros as far as I'm concerned).

I wasn't going to miss the chance to release a breed this year, if the crapton of releases that came before this one are any indication. I could have made a jab at my newfound ability to drink by making a breed revolving around alcohol, but decided that a serious breed would be more worthwhile. Unfortunately, this is where I break the streak of aquatic releases. Instead, this breed is more suited for an ocean of a different sort - the sea of outer space, as a passenger aboard of the Capillata.

Corny metaphor aside, the W-Runner Grendels are simultaneously a breed designed for wolfling runs and a breed designed for Docking Station. They have the advantage of being able to follow smells and navigate doors and lifts from birth, unlike normal creatures who have to wait until childhood. In addition, they do not get homesick and love using portals. They're more even-tempered than normal grendels to prevent their anger from getting in the way of their survival, but if you think they're completely friendly you're sadly mistaken.


And speaking of portals, you may be wondering how there's an open warp portal behind the grendel up there when the DS server has been offline for who-knows-how-long. Here's your answer....

These altered warp portals let your creatures travel from place-to-place in your world, while simulating the appearance and feel of the warp jumps of lore. 
Do note that there's a bug with these: if you have a closed portal in the same world with open portals, your creatures will sometimes get warped to the closed portal. It doesn't happen often, though, so hopefully you can live with it until I can figure out just exactly what's causing it. 


To end this post on another corny philosophical note: the way these grendels jump through the warp they love so much symbolizes my anticipation and worries for the future. With any luck, I'll still be here next year, bringing you yet another breed to enjoy. Time will tell, though....

Thursday, July 18, 2013

Yet Another Aquatic Release

Every single post this month thus far has been a release, and this post is no exception. Let's get to it, shall we?

The first release is a breed, albeit one that isn't quite as complex as some of my other ones.

The Swimming Aqua Grendels are...well, Aqua Grendels that can swim. That said, they do have some differences from the normal variety besides the obvious - chief among them are the swim bladder edits from the Astro Tetras.


The next release is quite a bit more significant. 

I've been talking about the Sea Garden for quite a while, and decided it was about time to do more than that. Since the full pack is taking forever to finish, I decided to release it in parts. 
Part one consists of two plants: the Sea Pen and the Coralroot. The sea pen provides creatures with an underwater source of fruit, while the coralroot does the same for food. With these, the lack of aquatic fruit (and too a lesser extent food) has been addressed. The coralroot has the bonus of providing aquatic creatures with entertainment once it's been eaten. 


So, is that all the releases for this month? Nope - my birthday's coming up within five days, and just like last year there's going to be a breed release for that too. In fact, since it's my 21st, the swarm of releases is a bit of a preliminary celebration. Stay tuned; there's more to come.

Wednesday, July 10, 2013

Need more aquatic stuff? How about some norns?

In a similar vein to the Twilight Norns, it's time for me to release a norn breed for the third release post in a row. I've talked about these guys a bit, but I think it's time they got a proper release.

The Coral Reef ChiChi Norns are exactly what it says on the tin: ChiChi Norns who are adapted to live on a coral reef. They cannot breathe above water, but they have an adaptable diet that includes critters and bugs, and they're very social. They also change colors as they progress through their lives. They took a little while despite not being that complicated, but I'm pretty pleased with how they turned out.

Monday, July 1, 2013

More Anemones!

I assume most of you remember me going on and on about the Oasis/Biodome Anemones and how unsuitable they were for creatures. Well, I finally decided to stop just saying I was going to make a revamp of them and actually made said revamp.

These new anemones can now be interacted with by creatures. While they're no longer "critters," I decided to turn the two varieties into a "plant" and a "weed." Peach Anemones (right) are pleasant for creatures to interact with, but they best watch themselves when thinking about touching Purple Anemones (left) - not only does it hurt for most of them, fully grown purple anemones are slightly toxic. In addition, the anemone spores can now become dormant when creatures start getting hungry, protecting the anemones from getting wiped out.

But that's not all. You're probably wondering where those wonderful tints went. For those of you who value beauty over a faster computer, I made a version that has those tints intact.


Friday, June 28, 2013

C2 Anemones for the Garden Box

So I've been in a bit of a development rut lately, which is a very bad thing considering my birthday's coming up and I need to make a breed for that, and I'm also trying to make four breeds for the CCSF. This all on top of having a ton of unfinished projects (such as the Coral Reef ChiChi Norns).

This release is an extremely simple one, but it's an attempt for me to get out of that rut. If nothing else, it'll help liven up your oceans.


The anemones from Creatures 2 are now available for use with the Garden Box. They're classified as "plant," and will amuse any creature who decides to play with them. Beyond that, they're pretty much living decor for any saltwater area.

Thursday, June 20, 2013

An Old Release

So Draggy's recent experience with Creatures Village reminded me that I actually did some development for that game. Granted, it wasn't a whole lot, but it did make playing the game a little more interesting.

This little update will double the maximum size of your Creatures Village population (from 4 to 8), in addition to giving you more eggs to start with and letting the females lay more eggs. There are some side effects to this (the extra population bubbles sometimes obscure a detail or two, and sometimes your norns will lay an egg that can't be messed with until someone dies), but I found it did improve my experience with the game quite a bit. Maybe other CV players will find it useful.

Tuesday, April 23, 2013

The Rise of the Forged

If you've been reading my bibbles at Creatures Caves and/or been poking about on TCR, you might now that I've been working on a version of the Grendels of Minimordor.

First, some backstory - the original GoMs were not my creation, but Minisauron's. In stark contrast to my own habits (where I make multiple breeds), Minisauron took a single breed and refined it over the course of many years and in-game generations. The ultimate result were the Arimeides Grendels of Minimordor, and later on the Ueber-GoMs (who are more of an update to the Arimeides). If you haven't tried out either of these, you should - they're an absolutely amazing breed, and a very unique one at that. Both the Arimeides and the Ueber-GoMs are available at Minisauron's section at the Norn Adoption Center, the Mini-Blackgate.

Now, onto my own GoM variant. For a while before making these, I was scrounging about trying to either find a breed to use for a wolfling run or trying to come up with an idea for my own. Eventually, I settled on the Ueber-GoMs, as they are one of my favorite genetic breeds. They worked for the world I set up for them, but I couldn't help but notice how stupid and idiotic the males were - in a few generations time, they were outnumbered by the females, with a breeding script that strongly favored male eggs.

Since the Uebers didn't work out as well as I hoped, I decided to make my own variant. I originally wanted to base their genome on the Ueber genome, but Ueber brains crash the genetics kit, and I've yet to find another genetics editor that can even open their genome. So instead, I went back a breed and based them on the Arimeides, where I came up with the name and backstory for them....


The word "Facticius" means "Artificial" or "Man-made" in Latin, which reflects upon these GoMs' history of being artificially enhanced as opposed to (mostly) naturally bred like the Ueber-GoMs were (a history also reflected by their alternate name: The Forged). They share many features both with the Arimeides and the Ueber-GoMs, but also bring a new set of features to the GoM gene pool (most notably Vampess's CFE edits).

I tried contacting Minisauron about this new variant and seeing what he thought of them, but unfortunately the e-mail address I had for him was apparently defunct, and the only other way to get a hold of him was through DS (which is no longer a viable option since the server's been down for practically a year). However, the readmes for his GoMs said he didn't mind people distributing or modifying the packs...so I'm hoping he won't mind me releasing an edited variant of them.

Tuesday, February 19, 2013

So Much for Schedules

That hiatus I mentioned a while back is still unfortunately ongoing (real life is getting demanding). I have absolutely no idea when I'll get back to my old projects - it's definitely not coming back this month, I can say that much. I imagine it'll be shortly after Creatures Caves finishes upgrading, though I make no promises.

In the meantime, I figured I'd release something for you to mess around with while waiting for the CCaves upgrade to finish and to make up for this blog's relative inactivity:

 After my Oasis review, I mentioned that I made a swimming agent that allowed creatures to retreat from each other. After some more tweaking, I decided that it was in a releasable state (there weren't any autokill errors, anyway). And so, here it is. There are still some bugs with it (notably, you might have creatures start swimming backwards), but for the most part it's a major upgrade from the original swimming agents that fixes almost all of their major bugs. I'm proud of it, and I hope you'll enjoy playing with it.

Friday, December 21, 2012

Merry Christmas and a Happy New Doomsday

Right, this place has gone unupdated for a little too long, I daresay. My absence wasn't so much due to a hiatus or anything - it was because I was planning on releasing Chione for my new 50th post. However, I promised to release it only after Survivor filled up, and that's taking a freakishly long time.... Hence, lack of updates.

Where did the Oasis review go? Well, I deleted it mostly for the sake of my own sanity. It was a rant moreso than anything worth leaving up; just my disappointment at finding out how useless the room was for keeping creatures in. It sure as heck wasn't worthy of being the milestone 50th post. I'll post a far more fair review of the room at a later date.

Second thing: It's been a long while since the CCSF 2012, and I've just been plain lazy with putting my stuff up on my own website. So I'm going to take care of that now.


My main contribution to this year's CCSF was this redone version of Jennie's Aquanornia. It's a lot emptier than the original, but that's because I took most of the C3 stuff out of it. It's now more or less an aquatic Biodome, and you can set it up how you please for your aquatic creatures' comforts. 


Second thing: the redone Aquatic Terrarium plants for the Garden Box. For the CCSF they were all in one .zip file, but here I'm packaging them separately. The sponges have had some bugfixes since the last release, but they're otherwise the same as last time. The Gumin Grass behaves somewhat differently from its original counterpart; it throws out fully formed seeds as opposed to growing them first, and will throw out fully developed sproutlings instead of seeds should the population get low. The seeds also go dormant if creatures outnumber the plants and seeds. These ones have been updated slightly since their release at the CCSF; they no longer throw out their seeds so quickly and the seeds themselves stick closer to the bottom.

And now, we move on to the completely new stuff. As you might now, today was the widely predicted date of the end of the world. Predictably, jack squat happened. So, in celebration of the world's continued existence and the upcoming holidays, here is a crapton of releases!

 I know I said I wasn't going to release Chione V1.1 until Survivor started. That's taking forever, and my patience is wearing thin. So instead, I'm releasing it as an early Christmas gift for the CC. 
It's still empty of native flora and fauna, but now the room has teleporters and elevators, plus a weather system and some mapping fixes (no more stuck baby creatures!). I also moved it so that it no longer conflicts with the Biodome (though it might still overlap some other metarooms; I didn't bother to check to see if there was any in its new location). 

Next up: a new genetic breed! These guys aren't the same breed I was going to release for the CCSF, but they're pretty similar in concept to that breed. You can consider them a belated addition to my CCSF releases. 
The Aqua Grendels are pretty much generic amphibious grendels - they're amphibious, have a diet skewed towards critters and bugs, and heavily resistant to coldness. They're more placid than normal grendels, but that doesn't mean they're entirely norn friendly - they're still likely to attack your norns, only they'll do it out of crowdedness instead of anger. 

Baby Aqua Grendels go for bugs by instinct - they won't start going for critters until adolescence. However, there aren't that many (edible) aquatic bugs to go around. With permission from Moe, I decided to change that....
These here are Shrimpton - the cute little water bugs that normally swim around in the waters of the Oasis. Since the originals weren't really receptive to creatures, I gave them some new code. They still behave similarly to the originals, but they're now classified as "bug" instead of "critter", and your creatures can play with and eat them. Make sure you have some plants lying around, though - they need them to lay their eggs.
Thanks to Moe for letting me rip the Shrimpton from the Oasis, and thanks to Ghosthande for making the Vendor sprite (as part of the Biodome Pack - there's some interesting stuff in bd-launchers.c16...).

This next release still ties into the Aqua Grendels, though it isn't as necessary for their comfort.
This update to the Aquatic Terrarium lowers the floor above the right entrance to the fish nursery, preventing baby creatures from getting stuck there and making the right tank navigable for non-swimming creatures. If you want a place for your non-swimmers to roam, but lack the space for a new metaroom, then this update might be for you.

Finally, I release a pack containing a look into the past....
This here is a large pack of C2 and C3/DS genetic breeds that I completed and zipped up, but for whatever reason didn't see fit to release before now. Most of it's pretty old, but don't that let that discourage you. Take a look; maybe there's a breed that tickles your fancy in there.

Yeah, a lot of stuff here. Hopefully, this will satisfy everyone's desires for a Christmas release (the Sea Garden, again, is nowhere close to being done and probably won't get released until sometime next year). Happy Holidays from Grendel Man, y'all!

Sunday, September 16, 2012

I'm back, baby

...Well, kinda.

I've decided against retiring - as annoying as some people can be, I enjoy being a member of this community, and I enjoy contributing to it. Sure, sometimes I get a little bored, but as far as I'm concerned I'm going to be a part of this community until I die or until there isn't a community to be a part of. On top of that, Creatures is my favorite franchise; sometimes I get a little bored with it, but ultimately I've been playing the games for almost, if not over, ten years and I see no reason to stop now. Yes, there will be hiatuses, but you won't have to worry about my departure.

So what's the best way to celebrate this decision? Well, how about a genetic breed release? This one isn't quite as fancy as some of my more recent works - actually, it's quite a simple breed - but it was a nice way to ease back into development, and the previous version of it sorely needed an update anyway. So, without further ado, I present...


Not a whole lot to these guys: they're exactly what it says on the tin. They're banshee grendels that are (mostly) nice to your norns and aren't angry all the time. They feel at home in the norn home (though they still enjoy the grendel home, mind you), and have the same sort of camaraderie with norns as they do with other grendels. They're great if you like the banshee's appearance, but not their anger issues.


It'll probably be a while before I get back to work on the Sea Garden and the breeds going with it (in fact, I might not get them done in time for the CCSF - I have a backup plan in that case, however). In the mean time, this release should hopefully tide you over for a while.

Thursday, August 16, 2012

Creatures 3 Sponges for the Garden Box

I apologize for all the rage in my previous post, but I really needed to get that out. Moving on.

For those of you not in the know, Amaikokonut recently released the Garden Box - a specialized agent injector that is meant to make filling up a world with plants and critters much easier. A lot of other people have already gone over how amazing this thing is, so I won't spend too much time on it. Go check out the Garden Box Central forums if you want to download it and its addons.

Unfortunately, the Garden Box didn't contain any aquatic plants at launch. As such, I took it upon myself to convert the C3 sponges to the Garden Box. I actually finished them a while ago, but was going to also convert the Gumin Grass. Unfortunately, I ran out of ideas for the latter, so instead of sitting on the sponges for several months or more, I decided to release them separately.
They're similar to the original sponges in most aspects, but they do have a few differences, not the least of which are the special seeds they throw out when the sponges are outnumbered by creatures. Not much to say about them, really. But it's something for the otherwise empty Aquatic Plant category in the Garden Box, right?