Vore War V32I

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Vore War V32I

Postby Aurilika » Thu Jul 19, 2018 7:48 pm

This game is a continuation of darkevilme's game Vore War. It is a turn based tactical game with rpg elements in a vore related world. There are many many races available.

Strategic v21.jpg
Strategic View


Tactical V21.jpg
Tactical View


GameplayOptions.jpg
Some of the options


UI is designed for 16:9 resolution, but I'm leaving the option to pick resolution open so people can use what they like, it's just that other resolutions will have some extra blank space on the full screen UIs

This project is basically on maintenance at this point. I didn't want to abandon it completely because there were still races being worked on that I didn't want to waste people's efforts on, but I had basically burned myself out with a combination of the sprites and events. I'm still doing bug fixes and some minor features, but most of my energy is going towards my other project on here, Unbridled Hedonism.

Recent Changelog
Spoiler: show
32I:
Fixed a careless error where entering the content settings screen would throw an exception, sorry about that.

32H:
Added an option to have leaders randomize their name and appearance when resurrected (though they still keep their stats), as a way of recognizing that they died.
Added an option to require confirmation if you try to load a game while you're in a game. The option is right there in the save/load window, and remembers what you set it to.
Fixed an exception when selecting transfer when there was a non-pred unit on your side.
Fixed an issue where sometimes units would not report needing an upgrade in the bulk item menu even if they did.
Fixed converted corpses sometimes not being oriented correctly. Now it should be foolproof, any living unit should be reoriented to normal standing position.
Fixed units being able to be converted into special mercs in pure tactical even if the option was disabled.

32G:
Added an option to prevent special mercenaries from being able to convert other units into copies of themselves, it can be a balance issue, or just a silly thing if there are multiple copies of the same special running around.
To fix some gender issues, in-game conversions will randomize the name and appearance of a unit if the two races have incompatible genders. I.e. going from something without genders to something that has them, or going from a race that can only be one to many. (Restrictions mostly appear for monsters.) There's also an option to force it to do the full randomize each time.
Fixed the conversion logic not correctly recognizing all items that shouldn't be there, it should now correctly remove all monster/special items in the first slot.
Monster empires now have their max army size properly set (which prevents them from going beyond what you specify as their max when they gain new units from conversion)
Fixed rebirthed prey being not oriented correctly.
Fixed a missing case where you could still convert a leader through one of the modes.
Fixed a fairy clothing piece that was layered incorrectly.

32F:
Changing a units race (either by conversion or the unit editor) will now strip any unique weapons they shouldn't have, and lock/unlock the inventory as appropriate. So a monster being converted to a cat would lose their unique monster weapon and have an unlocked inventory again. A cat being converted to a monster would gain the monster's unique weapon and have their inventory locked (though they do get to keep whatever their second item is)
Hireable village units now display their gender as well to be consistent with mercs/adventurers
KuroTenko conversion no longer works on units deemed immune to conversion (like leaders, eternal units, special mercenaries, etc.)
Fix for a couple of improperly flagged random digestion texts that could cause exceptions when triggered.
Fix for manually regurgitating enemy units not taking away the exp gained from swallowing them (was accidentally modified when I did the fix for endo regurgitation)
Fixed a couple exceptions relating to non-preds and the right click menu.
Fixed an exception related to breast feeding.
Fixed the functionality of 'drowning armies' in the map editor to work correctly again.
Fixed a bug that could cause the overheal exp gains for breast feeding and cum transfer to occasionally be insanely high values.
Fixed a bug where turning off the overheal exp gains didn't actually stop the exp.
Fixed a bug that caused crypter gender to not work properly. (They weren't intended to be gender restricted, but their gender would get effectively overridden.)

32E:
Fixed a couple of common exceptions that people discovered, sorry about that.

32D:
Incorporated Scarabyte's restoration of the old alt vore mod by KuroTenko. If enabled, it causes other vore types to have various additional effects.
Also it includes a revamp of some of the combat log text, and some shortcuts, like hitting right alt to set the screen to a specific zoom level.
Units will now keep track of their number of deaths and display it in the info card if it's more than one. (Basically appears for saved copies, resurrected units, lucky survival, eternal, etc.)
Fixed a glitch that could cause infinite recruitable units for players if multi-race flip was disabled and the village only contained one race and it wasn't the original race.
Bug fix for the AI for rebels disbanding their armies to save money even though they weren't charged maintenance.
The level setter in the cheat editor now supports 5 digits instead of 3 (this was requested)
Loading a saved game or going to the main menu should now clear any lingering subwindows (like notifications, or the small devour window), which fixes them becoming unresponsive until the game client is restarted if this happened
Adjusted the accuracy bonus for the low tier weapons to be slightly more noticible, by changing when the bonus is applied. It's still more efficient to always use the heavier weapon, but this gives the weaker ones a bit more utility.
Fixed an exception related to copying an army appearance to Demi-frogs.
A few minor sprite updates for some monsters by Selicia and HarryS

32C:
Taurus has holiday related clothes now.
Fixed a new rare exception. (For those wondering it's older versions of windows in specific time zones)
Transfering a monster army to a player now works properly instead of leaving the monster army and duplicating it and all the units.
Some fixes to Imp/Goblin sprites, including exceptions relating to changing their gender in the unit editor if they were wearing a specific outfit.
Also lowered the power of the clumsy trait a bit.
Added the clumsy trait to the correct frogs this time (though it fits for both so it will probably stay that way, though people can always modify it themselves)
Fixed a bug where really big panther bellies where overrunning from the sprites they were supposed to be.


32B:
Fixed a random rare exception that probably existed in V31A
Fixed an exception related to the troop scatter option.
Fixed a missing trait for the demi-frogs that was intended to balance them out.

32A:
Fixed an exception that would always happen if Zoey was present in her Holiday gear due forgetting to reslice a sprite.

32:
Added a holiday mode, that is active from Dec 1 to Jan 15 (Though it's already half over for this year), that adds holiday related decorations to the snow tileset, and adds clothing options (mostly santa hats, but there's a little variety for some reaces) to a bunch of the races. This can also be manually permanently enabled, or disabled, but defaults to the automatic mode based on the date. Note that characters will keep their customizations even it's turned off, but no new characters will generate with those, and they also can't be manually added to a character when it's off.
Imp and Goblin visuals got a major redesign to higher quality sprites.
Fixed a bug where armies didn't charge maintenance, apprently this failed getting properly fixed before. Since some people may be used to it now, there is the option to change the army upkeep. It will stay on 0 for loaded games to prevent a lack of money apocalypse, but new games will default to the old value, 3. You can manually reenable it in the in-game settings screen.
Added a couple additional levels of cheating AI, they basically increase the modifiers applied, and they also start getting bonus starting experience.
Fixed up some miscellaneous sprite issues for a few races.
Added a feature to the dropdowns, primarily intende for the race and traits dropdowns. Pressing a key with the dropdown open will scroll so that the first entry that starts with that letter is near the top of the visible area. So if you typed 'f' with the races open, it would scroll down enough so that fairies are visible at the top of the scroll bar. It also technically works for some other dropdowns, like the empires in the cheat menu, though it's far less practical when things aren't in alphabetical order (though it could still be useful in some situations)
The biter trait will no longer kill a target, instead leaving them at 1 hp, and forcing them to surrender even if that option isn't on. This prevents you from accidentally killing targets you meant to digest.
Added Reanimator and Reformer traits, basically more selective versions of the eternal trait, one making a unit come back only if it's killed by weapons or spells, and the other makes it come back if it's digested, with the other case being permanent death like usual.
Added an option for troop scatter. If enabled, retreated units will go to a random village individually, instead of the closest one, scattering defeated armies around more. (Also serves to break up eternal armies when defeated instead of sending them all to the same village)
Can now set the starting population for villages in a game.
Added an option to disable adventurers or mercenaries.
Added an option to have multi-race villages change appearance based on the most populous race within them. (Not automatic because there are some minor side effects for having villages change race, and people may prefer the normal graphics)
Added a cheat option to change the current population of a village.
Added a simple particle effect on armies that have an available level up during your turn.
Changed the logic so that eating a unit endosoma gives no exp, instead of giving exp and taking it away when regurgitating. (Cleans up a bug, and makes it simpler and makes more sense)
Mercenary/Adventurer info card now displays their gender.
Added the Inedible trait, which makes a unit unable to be eaten.
Can now using the cheat menu to change the relationship with goblins.
Can now cheat to replace races as special mercenaries (added by request, may have some minor bugs, but most people won't end up using it, doing this also enables breeding for that unit when it's in a village controlled by that empire)
Fixed a bug that could create a unit of an undefined race on very rare occasions.
Updated the random BV choice option so that the inital vore is still random, but any vore after that picks the breast that has less in it. (It looks better that way, and it makes sense that characters would balance the load in most cases)
Non-gendered monsters should now have their gender left off of the info panel, rather than displaying them as herm.
Claiming a gold mine with an army now prevents undoing that, so you can't just undo it and keep the mine.
Monster spawning has been slightly reworked. They can now spawn on any turn, rather than only on turns past the third turn, but to fix their early game issues, and just to make them more fair in general, they can't move on the turn they spawn.
The Ill trait has been renamed to Illness to avoid name collision with a few other traits (the parser would see 'ill' in the name of some other traits (like thrillSeeker), and it's simpler to rename this trait than redesign that.)
Added the Gazelle as a monster race.
Added a race of Demi-frogs as a main empire race. To keep the naming standards consistant, the monster frogs were named to FeralFrogs, so that Demi-Frogs could just be Frogs.
Hippos have had some additional vore sprites added, including the expanded breast vore sprites.
Fixed a few errant pixels on Avian bellies.
Added a cheat trait for unlimited vore capacity (basically a far more powerful version of the stretchy insides trait).
The dropdowns in the army cheat menu will no longer spill off of the screen.
Fixed a few rare minor exceptions.
Went back and removed the 'new character graphics option' that would give you the old old graphics for like 10 races if you disabled it. That gets rid of a bunch of old sprites and cleans up the codebase a bit. If you ever want to experience those again you can always play an old patch, but I don't think very many (any?) people played with those 10 old races graphics and 60 or whatever new ones.


January 18th - V32I Released -- As usual, savegames should still be compatible.

Switched to Mega only because Mediafire seemed to be increasingly flagging the files, let me know if you need a different download method.
Win 32 - https://mega.nz/file/MbRhBQxS#hhzxuhX_rZChcZMzD6XW8sWmzDcdaAajtluhBQI5uWo (I recommend using the 64 bit version for memory reasons if your computer supports it, but 32 bit is probably still okay if you avoid huge maps)
Win 64 - https://mega.nz/file/heYnlYyb#XlxurC6MXYxPDbz2HFAR55ZmGpoL37KVmElf34LRe8g
Mac - https://mega.nz/file/FaBjTaAD#3x8wBuDqUcbDXDGg-JRX64qEisr0PB2k_BY1kb6ohq0
Linux 64 - https://mega.nz/file/UaAXGSBB#DOXOUjYm4TBP-2S9jZCz6KoNWAszAEFbtM9IImogKc4


For those that want to check out the source code / unity project you can check it out here : https://mega.nz/file/cTRXyajL#5XauGeYcsY60StF55Bm2vI55PqYpoXSeExekMO6g6UE . It's not the greatest quality code, but it's not terrible either. You can also view all of the graphics in there as well.

Discord server https://discord.gg/qTQSztP

I now have a Patreon. My focus is more on Unbridled Hedonism, but if you enjoy my games, feel free to contribute. I will continue supporting this game to a lesser degree as well. https://www.patreon.com/Aurilika
Last edited by Aurilika on Mon Jan 18, 2021 1:23 pm, edited 207 times in total.
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Re: Vore War V08

Postby GreenSlime » Thu Jul 19, 2018 10:49 pm

Ooh, this is interesting. Changes sound really cool and male chars/male vore are really rare. Definitely will be following this.

I actually did some light spriting (armor pictures) for original vore war, but, sadly, I never got to releasing it and it got lost together with my old hard drive. I could try drawing something again.

Armors were combined with weapons due to old game's limitations, though, so, i guess, adding separate armor slot will be the first suggestion.
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Re: Vore War V08

Postby Rayen » Thu Jul 19, 2018 11:33 pm

I wish I wasn't so busy with my other work or I'd love to do more spritework on this again. I remember playing with them and making those character sprites. (Though I'm not really proud of the doggirl tails now that I look back at them. :V)

Anyway, glad to see someone working on this again. I wish ya all the luck with any additional features ya plan to add. :V
Disclaimer: I am a lazy bastard.
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Re: Vore War V08

Postby RediQ » Fri Jul 20, 2018 1:02 am

Woah, I'd never heard of the original Vore War, but I'm glad you're doing this.

A tactics rpg with a vore-driven combat system is something I'd thought about making for a long time before actually starting my own (very different) game, so I'm excited to see this and looking forward to watching how it develops... Would help with art if I could, but, well, that's the part I'd also be lacking if I'd tried to make something similar.
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Re: Vore War V08

Postby Anesthetic » Fri Jul 20, 2018 3:11 am

Hey cool. I always loved this game. Awesome to see someone actually pick up a mantle and run with it. Most of the time someone says they are going to do this and all we ever get is Ambitions, and planned features. You actually succeded.
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Re: Vore War V08

Postby Zomulgustar » Fri Jul 20, 2018 3:22 am

Interested, but I keep getting an "Unable to connect to mediafire" message.
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Re: Vore War V08

Postby RediQ » Fri Jul 20, 2018 5:26 am

I dunno if this is a bug (feels like one?), but whenever I level up a soldier, the game becomes impossible to interact with after I choose which stat to upgrade. Just in case it matters, both attempts I tried putting the level into Speed.

The screen stays dimmed like it is while you select which stat, but the stat-selection box vanishes so I'm just stuck softlocked on a dimmed screen with no apparent way to back out or select anything else.


Edit: Also, this one I'm less sure if it's a bug, but on the strategy map I'd see enemy towns labeled as "garrison: none" and then have to fight a battle against 16 enemies anyway when I tried attacking. Is that just an intentional advantage given to the ai to have automatically full garrisons versus the player, or is it not intended?
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Re: Vore War V08

Postby darkevilme » Fri Jul 20, 2018 5:39 am

I just want to say openly for the record. I have given full permission to Aurilika to continue vore war in this fashion and I am happy to see him taking up the torch of my old project.

Congratulations on your first release Aurilika. I'll give the game a try sometime soon.
edit:
Gave it a try
it seems level up selections don't work properly. It doesn't undim after you've made your choice.
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Re: Vore War V08

Postby nnnddt » Fri Jul 20, 2018 1:00 pm

Don't know if it's me who didn't see it, but i don't see where i can go for equip a specific item to a specific girl.
And same than others before, lvl up a girl don't allow me to play further, what is problematic when your ennemies have an army with plenty of leveled up girls.
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Re: Vore War V08

Postby Aurilika » Fri Jul 20, 2018 6:38 pm

RediQ wrote:I dunno if this is a bug (feels like one?), but whenever I level up a soldier, the game becomes impossible to interact with after I choose which stat to upgrade. Just in case it matters, both attempts I tried putting the level into Speed.

The screen stays dimmed like it is while you select which stat, but the stat-selection box vanishes so I'm just stuck softlocked on a dimmed screen with no apparent way to back out or select anything else.


Edit: Also, this one I'm less sure if it's a bug, but on the strategy map I'd see enemy towns labeled as "garrison: none" and then have to fight a battle against 16 enemies anyway when I tried attacking. Is that just an intentional advantage given to the ai to have automatically full garrisons versus the player, or is it not intended?


Okay, I've released a fixed version that fixed the level up bug. The good news is that the saves should be compatible (note that they are just saved in the directory). Hopefully the autosave feature prevented people from losing to much to what was effectively a freeze. The dimmed screen was a relatively recent addition to make the level up menu more clear, but I apparently forgot to add one line of code in the right place, everywhere else the dimming turned off fine. :oops:

That garrison thing is a bug and definitely not intended, I'll look into it. Edit: I can't seem to replicate that bug. If it happens again, try to get a save for it. I think what might be happening is that the AI (assuming you're playing against the Full strength) will wait until there's an army within attacking distance of a town before raising a garrison, so maybe you're seeing no garrison the turn before and then not noticing that it changes? A garrison of 16 should be listed as 'huge' under my system for making enemy numbers vague inspired by Heroes of Might and Magic.


nnnddt wrote:Don't know if it's me who didn't see it, but i don't see where i can go for equip a specific item to a specific girl...


The way the shop screen currently works is that you enter into the shop screen for a particular girl, and can sell her items or buy items for her.
Last edited by Aurilika on Fri Jul 20, 2018 7:44 pm, edited 1 time in total.
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Re: Vore War V08

Postby Aurilika » Fri Jul 20, 2018 7:08 pm

GreenSlime wrote:Armors were combined with weapons due to old game's limitations, though, so, i guess, adding separate armor slot will be the first suggestion.


This is relatively easy to add, the question I ended up on is do you make separate versions of the army for different size bellies or do you just have them take off the armor when they eat someone? I couldn't find a great answer to that. I'm not afraid to add more layers, as I was going to try to add a separate layer for eyes, but the ones I tried to draw looked worse than the current set (which are actually part of the hair) that are still in the lower resolution.

Rayen wrote:I wish I wasn't so busy with my other work or I'd love to do more spritework on this again. I remember playing with them and making those character sprites. (Though I'm not really proud of the doggirl tails now that I look back at them. :V)

Anyway, glad to see someone working on this again. I wish ya all the luck with any additional features ya plan to add. :V


Well, I was the one that edited them to a higher resolution, so I'll repeat as I said in the credits (that are in the help menu). If it looks good, it's probably because of you, if it looks bad, it's probably because of me :D
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Re: Vore War V08

Postby RediQ » Fri Jul 20, 2018 9:29 pm

Aurilika wrote:That garrison thing is a bug and definitely not intended, I'll look into it. Edit: I can't seem to replicate that bug. If it happens again, try to get a save for it. I think what might be happening is that the AI (assuming you're playing against the Full strength) will wait until there's an army within attacking distance of a town before raising a garrison, so maybe you're seeing no garrison the turn before and then not noticing that it changes? A garrison of 16 should be listed as 'huge' under my system for making enemy numbers vague inspired by Heroes of Might and Magic.


This... might be what happens.

I'm sure it's because I'm bad at the money management aspect somehow, but I didn't consider that it was possible to just have the cash on hand to be able to suddenly do that while also having one or more well-equipped huge armies roaming the map.
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Re: Vore War V08A

Postby Absentia » Fri Jul 20, 2018 11:59 pm

Glad you decided to continue this, when he said he had no plans on continuing this before, did feel like a little bit of a waste, it had a solid foundation and plenty of potential, look forward to seeing you develop this more.
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Re: Vore War V08A

Postby Slayerhero90 » Sat Jul 21, 2018 8:50 am

oooOOOOooooooh. checked out vore war a while back and wasn't happy with it; maybe this'll suit my tastes better. gonna be watching this develop
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Re: Vore War V08A

Postby Lonewolf » Sat Jul 21, 2018 10:55 am

I played the old version of vore war, and I have to say this is a huge improvement on the game. Great job!

If you are open to suggestions. I have a few quality of life changes:
* A -levelup available- indicator of some kind would be a nice on the army info screen
* A -buy expensive all- button to give the stronger version of weapons to your army
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Re: Vore War V08A

Postby GreenSlime » Sat Jul 21, 2018 3:21 pm

Could you post or send me a spritesheet? I think I lost the old one and Unity is harder to interact with in this regard, i'll try doing something with armor/weapons/models themselves.

Another thing is skin tones. The ones in old Vore war were somewhat... yellow-y. Thee are many hex codes for more natural skin over the internet.

these ones are good:

https://i.pinimg.com/236x/5d/7b/ac/5d7b ... design.jpg
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Re: Vore War V08A

Postby Aurilika » Sat Jul 21, 2018 5:18 pm

Lonewolf wrote:I played the old version of vore war, and I have to say this is a huge improvement on the game. Great job!

If you are open to suggestions. I have a few quality of life changes:
* A -levelup available- indicator of some kind would be a nice on the army info screen
* A -buy expensive all- button to give the stronger version of weapons to your army


Thank you, and I'll definitely implement both of these changes.


GreenSlime wrote:Could you post or send me a spritesheet? I think I lost the old one and Unity is harder to interact with in this regard, i'll try doing something with armor/weapons/models themselves.

Another thing is skin tones. The ones in old Vore war were somewhat... yellow-y. Thee are many hex codes for more natural skin over the internet.

these ones are good:

https://i.pinimg.com/236x/5d/7b/ac/5d7b ... design.jpg


I'll play around with the skintones to find what works well. Here's the current spritesheet for you, and in case anyone else wants to poke around with it.
sprites.png
Character Sprites
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Re: Vore War V08A

Postby Jade86 » Sat Jul 21, 2018 9:07 pm

are you going to implement other vore actions like anal or unbirth or cock vore ?
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Re: Vore War V08A

Postby Jadex » Sat Jul 21, 2018 9:17 pm

heya the only thing I kinda wanted in the original game was a mode to run either ai vs ai or player vs player so it would be real neat if you could get that to work

• Neato apparently you already got that setup
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Re: Vore War V08A

Postby Aurilika » Sat Jul 21, 2018 10:43 pm

Jade86 wrote:are you going to implement other vore actions like anal or unbirth or cock vore ?


I do have something in mind for unbirth, but as for the others, as it stands now I don't know how I'd differentiate them other than just being a simple text change.

Jadex wrote:heya the only thing I kinda wanted in the original game was a mode to run either ai vs ai or player vs player so it would be real neat if you could get that to work


That's already in the game. You can play with 4 human players, or you can play with 0 human players, or anything in between. (The options menu also lets you adjust how fast the AI moves so that you can keep up). I did that pretty early on because it helps with testing features.
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