Dragonsnow / DrDragonTim / Snowdragon6450, and the Changed Community - Chinese Furry Shotacon artist and game developer behind Changed, the Furry EPI game responsible for minors getting exposed to transformation fetishism.

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This is supposed to be Changed's promotional background on Steam. The young half-naked adolescent boy being molested by syringes and furry semen creatures and the game isn't even age restricted on Steam. This shit is furry Elsagate on steroids.


off topic

I was digging deep on who drew this, and found what possibly could be the artist. mxl on furaffinity (their content is pure hell hole).
 
Not sure if this accurate but it does feel Rapax has the same thing the Creator of Meep city has going on where they are desensitized to the material, they are talking about to a large fault like it's very clear Changed should have been 18+ from the start instead of doing this weird middle road approach where you're trying to make game a porn one and at the same not and it feels very weird to be insistent on not wanting that.
 
Not sure if this accurate but it does feel Rapax has the same thing the Creator of Meep city has going on where they are desensitized to the material, they are talking about to a large fault like it's very clear Changed should have been 18+ from the start instead of doing this weird middle road approach where you're trying to make game a porn one and at the same not and it feels very weird to be insistent on not wanting that.
I mean the game is made by a paedophile and much of the community are paedophiles so the "middle road" approach was probably intentional
 
For furshit, Changed's dialogue is pretty tender (despite the grammatical errors), and the art style is fine for what it is. The fetishes were a deadly blow upon launch, though. All this guy had to do was keep the fetish shit out, hire a translator, and release it in early access, and it MIGHT have been only marginally smaller (and also less controversial) than NITW. I like that this game doesn't try too hard to be too meta like Undertale, NITW, and even Cult of The Lamb to a certain extent. I can't comment on the tone of Cave Story, Hollow Knight, Maple Story, and Celeste, but if we say Changed competes with THEM more than Undertale (despite having a more Undertale-esque artistic direction), then it was total shit at launch, since it's heavily flawed (despite the surprisingly personable art style and characters for an indie game). Without the fetishes, it could've had the mixed aura of boykisser fans (as in some are just sparklefurs and memer kids) instead of the TOTALLY degenerate grooming aura of Changed fans.

What am I saying, though? Sonic 06, Big Rigs: Over The Road Racing, and many other games could be salvaged with more time, but they were released incomplete for money, just like Changed. That makes it crappy based off what I saw, unless Dragonsnow pulls a Cyberpunk 2077 and overhauls everything (in the case of Changed, it would be making the controls/difficulty less clunky, fixing the grammatical errors, and either removing the fetish shit or at least making a fetish-free version maybe as a separate game as a few recommendations). Rare indie kemono representation, a throwback to arcade-like gameplay with simple stories, and mere potential that was never met doesn't excuse it.
That likely was not going To happen Hell with how Dragonsnow words the way he created his game it comes more as it was always meant to be a Fetish and Escapism fuel kind of game and in that sense the story and gameplay pretty much don't really matter much since it was never really made for that kind of purpose.

Also, if Dragonsnow's code for Changed is borrowing or stealing from Chinese RPG Maker sites that explains one of the reasons why the game is extremely tedious to play since it's not even his own code and he is pretty much relying on who ever made those scripts to make it good.
 
Also, if Dragonsnow's code for Changed is borrowing or stealing from Chinese RPG Maker sites that explains one of the reasons why the game is extremely tedious to play since it's not even his own code and he is pretty much relying on who ever made those scripts to make it good.
He is also just generally bad at game design. His whole philosophy (to me) is just make so many situations where passing is nearly impossible and most of the time you'd get molested.
 
regarding the tweet I shared earlier, I made a diagram to see if rapax was true or not on the "stomach" part.

1247473864.png

I'll let anyone leave their thoughts about it.
 
regarding the tweet I shared earlier, I made a diagram to see if rapax was true or not on the "stomach" part.


I'll let anyone leave their thoughts about it.
The closest Imma say is they are kind of off since you can see the nose touch the pelvis area first before the rest of its head does but it overall looks like it's in the middle of both the stomach and pelvis area, so it's not exactly fully on the stomach as they are saying.
 
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Reactions: ItsLessThanNothing
What is "Safe For Work fetish"? I've only heard it in Changed community. Is it another excuse to groom children with EPI?
Yes. Furries have been grooming people since the times of the Sonic fandom and possibly earlier with this same excuse of "It's not porn! Look, there's no penis, vagina or nipples!" as they post very obviously evocative imagery of their bizarre deviantart fetishes onto the open web to be crawled by google images. The only reason Changed is so startling is not just because the stakes are higher with the web having grown larger, but because they are also far more aggressive in their approach.
 
Yes. Furries have been grooming people since the times of the Sonic fandom and possibly earlier with this same excuse of "It's not porn! Look, there's no penis, vagina or nipples!" as they post very obviously evocative imagery of their bizarre deviantart fetishes onto the open web to be crawled by google images. The only reason Changed is so startling is not just because the stakes are higher with the web having grown larger, but because they are also far more aggressive in their approach.
Reminds me of this one fangame "Eggman Hates Furries" where Sonic and Tails kiss at the end for no reason.
You just don't get that kind of "jumpscare" anymore. It's usually worn on the sleeve.
 
The SFW Kink idea/concept is funny and makes little sense in general since it's effectively a paradox as I doubt anyone would want their coworkers to see their weird stuff and with the kind of genre Changed is specifically tied to it doesn't take a rocket scientist to pretty much say that it is not very SFW by definition of kinks being more NSFW and given the kind of route Changed specifically is going to it makes even less sense as either the creator is likely trying to make his game 18+ anyway due to him realizing that he should have did that from the very start and is now trying to fix that or him trying to in his own way save face.
 
Yes. Furries have been grooming people since the times of the Sonic fandom and possibly earlier with this same excuse of "It's not porn! Look, there's no penis, vagina or nipples!" as they post very obviously evocative imagery of their bizarre deviantart fetishes onto the open web to be crawled by google images. The only reason Changed is so startling is not just because the stakes are higher with the web having grown larger, but because they are also far more aggressive in their approach.
I think the reason why this is the case in Changed particular is because in some Asian countries porn depicting genitals is illegal (such as Japan) which is why porn there is so over the top because they can't show that shit
 
Also, if Dragonsnow's code for Changed is borrowing or stealing from Chinese RPG Maker sites that explains one of the reasons why the game is extremely tedious to play since it's not even his own code and he is pretty much relying on who ever made those scripts to make it good.
this may likely be the case since looking at the internal works of original and special edition is like night and day.

both games are made in rpg maker vx. and looking at the script editor, there is clearly a difference.

here is the list of scripts in original version.
1740431176510.png

and here is for special edition.
1740431325780.png

the scripts are more organized in original version compared to special.

there is also two extra scripts in orignal. the "steam" and "super".
1740431733555.png

taking a look at steam one, it reveals this.
1740431930842.png

link for the github.

and taking a look at the super one reveals this.
1740432119046.png

from the name of it, it's likely made to make the game be more optimized.

Code:
#==============================================================================
# A N T I L A G    V X
#------------------------------------------------------------------------------
#  Author: Andrew McKellar (Anaryu) (anmckell@gmail.com)
#
#  Version: 1.3b
#
#  1.2 March 5th 4:15pm EST: Implemented feedback from (Zeriab) and other ideas
#     for updating sprites/events that are off-screen/parallel also added
#     off-screen updating for events that are set with a specific move route.
#  1.2a March 6th 5:09am EST: Changed on_screen to use Graphics module instead
#     of static values. (Zeriab)
#  1.2b March 7th 12:36am EST: Changed Game_Player to use standard functions
#     instead of special ones. Changed empty array check to use proper empty?
#  1.2c March 10th 10:13pm EST: Updated events that used a tile and a character
#     on multiple pages to be drawn as a sprite correctly. (eugene)
#  1.2d March 14th 4:12am EST: Fixed errors with vehicles, passability,
#     and airship landing.
#  1.2e March 18th 1:47am EST: Fixed errors with passability and tileset
#     graphics in multi-page events.
#  1.2f June 9th 4:34pm EST: Fixed errors with diagonal movement having the
#     turn_ok setting passed in while the original functions didn't use it.
#  1.2g June 20th 7:49pm EST: Fixed bugs regarding diagonal movement for
#     events (last update was just player!) and fixed bug with jump function
#     not updating location.
#  1.2h September 20th 10:35am EST: Added a check so changing graphics on a blank
#     event from another event, or using Show Animation or Show Bubble will
#     activate the event automatically and set it to be in use. Also added two
#     new globals to allow you to choose how far off-screen updates will still
#     be performed (see below.) Also fixed efficiency loss by having several
#     math functions in the on_screen function (called constantly) and moved
#     those to initialize function instead.
#  1.2i November 29th 6:14pm EST: Fixed issue with balloon use over non-event
#     characters.
#  1.2j December 22nd 3:59am EST: Fixed issues when 'moveto' or Move Event
#     commands were used.
#  1.3a December 26th 1:02am EST: Fixed layers for events that are 'tile' graphics
#     and made them use the passability. Also added the 'unless $@' to stop the
#     F12 bugs.
#  1.3b August 25th 11:25am EST: Added catch for blank events that are 'Same
#     as character' to count as collidable (following default VX behavior instead
#     of default XP behavior.)
#
#
#
#
#  ** NOTE: You can switch "BLANK_EVENT_COLLISION" by setting it to "XP" now, this
#           maybe be necessary for old projects using this script that depend
#           on events with "None" for graphic to be passable.
#
#  This script modifies background functions, only other low-level or map
#  modification scripts should conflict.
#
#  Please credit if used, no need to ask for permission for commercial use.
#==============================================================================

# If true this will allow the system to ignore all events that are off screen
# unless you add "DOUPDATE" to their name. (DOUPDATE events will always update)
#
# If false this will means the system will ALWAYS update EVERY EVENT on the map
# - this should only be used if you experience weird compatability issues due
# to some custom scripts, it's better to try putting the DOUPDATE flag on events
# that do special things or have special settings that don't work when this
# flag is set to true.
#
# X_OFFSCREEN_SQUARES and Y_OFFSCREEN_SQUARES are how many squares in the X and Y
# direction we should update events. Default of 1 means any event one square
# off-screen will still be updated. The larger this value, the less efficiency
# you will see from the anti-lag system, however it can be used to make large
# events update instead of hang on screen.
#
# BLANK_EVENT_COLLISION defaults now to "VX" and can be changed to "XP" to make
# it not collide and block events, even on the same layer, if their graphic
# is set to 'None' (added so games using this functionality aren't messed up)

ALLOW_SCREEN_IGNORE = true
X_OFFSCREEN_SQUARES = 1
Y_OFFSCREEN_SQUARES = 1
BLANK_EVENT_COLLISION = "VX"

#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :pmap
  attr_reader   :emap
  attr_accessor :etilemap
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias :pre_antilag_setup     :setup unless $@
  def setup(map_id)
    # Run normal initialize
    pre_antilag_setup(map_id)
    # Add events to emap
    @emap = {}
    for event in @events.values
      #if not event.ignore_location
        loc = event.x.to_s + "_" + event.y.to_s
        @emap[loc] = [] if @emap[loc] == nil
        @emap[loc].push(event.id)
      #end
    end
    # Create the passability map
    @pmap = Table.new($game_map.width, $game_map.height)
    for i in 0...$game_map.width
      for j in 0...$game_map.height
        passable?(i,j) ? pass = 1 : pass = 0
        @pmap[i,j] = pass
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Object Initialization for Old Map
  #--------------------------------------------------------------------------
  def setup_old(map_id)
    # Add events to emap
    @emap = {}
    for event in @events.values
      #if not event.ignore_location
        loc = event.x.to_s + "_" + event.y.to_s
        @emap[loc] = [] if @emap[loc] == nil
        @emap[loc].push(event.id)
      #end
    end
    # Create the passability map
    @pmap = Table.new($game_map.width, $game_map.height)
    for i in 0...$game_map.width
      for j in 0...$game_map.height
        passable?(i,j) ? pass = 1 : pass = 0
        @pmap[i,j] = pass
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Clear Event location
  #--------------------------------------------------------------------------
  def clear_event_loc(event)
    # Add the event into the @emap hash
    loc = event.x.to_s + "_" + event.y.to_s
    if @emap[loc] != nil
      @emap[loc].delete(event.id)
      # Clean up after ourselves
      @emap.delete(loc) if @emap[loc].empty?
    end
  end
  #--------------------------------------------------------------------------
  # * Set Event location
  #--------------------------------------------------------------------------
  def set_event_loc(event)
    # Add the event into the @emap hash
    loc = event.x.to_s + "_" + event.y.to_s
    @emap[loc] = [] if @emap[loc] == nil
    @emap[loc].push(event.id)
  end
  #--------------------------------------------------------------------------
  # * Get array of event at designated coordinates
  #     x : x-coordinate
  #     y : y-coordinate
  #--------------------------------------------------------------------------
  alias :pre_antilag_events_xy   :events_xy unless $@
  def events_xy(x, y)
    # Grab the events from the hash
    loc = x.to_s + "_" + y.to_s
    event_ids = @emap[loc]
    # Use the IDs to build an array of events
    events = []
    if event_ids != nil
      for id in event_ids
        if id == 0
          events.push($game_player)
        else
          events.push(@events[id])
        end
      end
    end
    # Return this array for the passability to use
    return events
  end
  #--------------------------------------------------------------------------
  # * Determine if Passable
  #     x    : x coordinate
  #     y    : y coordinate
  #     flag : The impassable bit to be looked up
  #            (normally 0x01, only changed for vehicles)
  #--------------------------------------------------------------------------
  alias :pre_antilag_passable?    :passable? unless $@
  def passable?(x, y, flag = 0x01)
    for event in events_xy(x, y)            # events with matching coordinates
      next if event.tile_id == 0            # graphics are not tiled
      next if event.priority_type > 0       # not [Below characters]
      next if event.through                 # pass-through state
      pass = @passages[event.tile_id]       # get passable attribute
      next if pass & 0x10 == 0x10           # *: Does not affect passage
      return true if pass & flag == 0x00    # o: Passable
      return false if pass & flag == flag   # x: Impassable
    end
    for i in [2, 1, 0]                      # in order from on top of layer
      tile_id = @map.data[x, y, i]          # get tile ID
      return false if tile_id == nil        # failed to get tile: Impassable
      pass = @passages[tile_id]             # get passable attribute
      next if pass & 0x10 == 0x10           # *: Does not affect passage
      return true if pass & flag == 0x00    # o: Passable
      return false if pass & flag == flag   # x: Impassable
    end
    if @etilemap != nil
      for i in [2, 1, 0]                      # in order from on top of layer
        tile_id = @etilemap[x, y, i]          # get tile ID
        return false if tile_id == nil        # failed to get tile: Impassable
        pass = @passages[tile_id]             # get passable attribute
        next if pass & 0x10 == 0x10           # *: Does not affect passage
        return true if pass & flag == 0x00    # o: Passable
        return false if pass & flag == flag   # x: Impassable
      end
    end
    return false                            # Impassable
  end
end

#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
#  This class deals with characters. It's used as a superclass of the
# Game_Player and Game_Event classes.
#==============================================================================

class Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :ignore_update
  attr_reader   :ignore_sprite
  attr_reader   :ignore_location
  attr_reader   :force_update
  attr_accessor   :on_old
  attr_accessor   :on_new
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias :pre_antilag_initialize    :initialize unless $@
  def initialize
    @on_old = false
    @on_new = false
    # Run normal initialize
    pre_antilag_initialize
    # Set our ignore flag based on our event name
    @ignore_update = false
    @ignore_sprite = false
    @ignore_location = false
    @force_update = false
    @x_offscreen_value = (Graphics.width + (X_OFFSCREEN_SQUARES * 32)) * 8
    @y_offscreen_value = (Graphics.height + (Y_OFFSCREEN_SQUARES * 32)) * 8
    @x_offscreen_squares = X_OFFSCREEN_SQUARES * 32 * 8
    @y_offscreen_squares = Y_OFFSCREEN_SQUARES * 32 * 8
  end
  #--------------------------------------------------------------------------
  # * On Screen
  #--------------------------------------------------------------------------
  def on_screen
    if @x_offscreen_value != nil && @y_offscreen_value != nil
      x_range = ((@real_x <= ($game_map.display_x + @x_offscreen_value)) and (@real_x >= ($game_map.display_x - @x_offscreen_squares)))
      y_range = ((@real_y <= ($game_map.display_y + @y_offscreen_value)) and (@real_y >= ($game_map.display_y - @y_offscreen_squares)))
    else
      x_range = true
      y_range = true
    end
    if x_range and y_range
      @on_new = true
      return true
    end
    @on_new = false
    return false
  end
  #--------------------------------------------------------------------------
  # * Jump
  #     x_plus : x-coordinate plus value
  #     y_plus : y-coordinate plus value
  #--------------------------------------------------------------------------
  alias :pre_antilag_jump    :jump unless $@
  def jump(x_plus, y_plus)
    $game_map.clear_event_loc(self)
    pre_antilag_jump(x_plus, y_plus)
    $game_map.set_event_loc(self)
  end
  #--------------------------------------------------------------------------
  # * Move to Designated Position
  #     x : x-coordinate
  #     y : y-coordinate
  #--------------------------------------------------------------------------
  alias :pre_antilag_moveto   :moveto unless $@
  def moveto(x, y)
    $game_map.clear_event_loc(self) if $game_map.emap != nil
    pre_antilag_moveto(x, y)
    $game_map.set_event_loc(self) if $game_map.emap != nil
  end
  #--------------------------------------------------------------------------
  # * Clear anti-lag flags
  #--------------------------------------------------------------------------
  def clear_antilag_flags
    # Turn all the ignore values to false for one reason or another
    @ignore_sprite = false
    @ignore_location = false
    @ignore_update = false
  end
end

#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
#  This class deals with events. It handles functions including event page
# switching via condition determinants, and running parallel process events.
# It's used within the Game_Map class.
#==============================================================================

class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :id
  attr_reader   :original_forced_update
  attr_reader   :width
  attr_reader   :height
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     map_id : map ID
  #     event  : event (RPG::Event)
  #--------------------------------------------------------------------------
  alias :pre_antilag_event_initialize    :initialize unless $@
  def initialize(map_id, event)
    @width = 0
    @height = 0
    # Run normal initialize
    pre_antilag_event_initialize(map_id, event)
    # Set our ignore flag based on our event name
    decide_ignore
    @allow_screen_ignore = ALLOW_SCREEN_IGNORE
  end
  #--------------------------------------------------------------------------
  # * On Screen
  #--------------------------------------------------------------------------
  def on_screen
    if @width == nil || @height == nil
      bitmap = Cache.character(@character_name)
      if @character_name.include?('$')
        @width = bitmap.width / 3 * 16
        @height = bitmap.height / 4 * 16
      else
        @width = bitmap.width / 12 * 16
        @height = bitmap.height / 8 * 16
      end
    end
    if @x_offscreen_value != nil && @y_offscreen_value != nil
      x_range = ((@real_x <= ($game_map.display_x + @x_offscreen_value + @width / 2)) and (@real_x >= ($game_map.display_x - @x_offscreen_squares - @width / 2)))
      y_range = ((@real_y <= ($game_map.display_y + @y_offscreen_value + @height / 2)) and (@real_y >= ($game_map.display_y - @y_offscreen_squares - @height / 2)))
    else
      x_range = true
      y_range = true
    end
    if x_range and y_range
      return true
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias :pre_antilag_update    :update unless $@
  def update
    # Only run update if @ignore_update is false
    if update?
      pre_antilag_update
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update?
    # Check our logic and return if we should update
    ignore = ((not @ignore_update) and (on_screen and @allow_screen_ignore))
    return (@force_update or ignore or @move_route_forcing)
  end
  #--------------------------------------------------------------------------
  # * Event page setup
  #--------------------------------------------------------------------------
  alias :pre_antilag_setup  :setup unless $@
  def setup(new_page)
    # Run normal setup
    pre_antilag_setup(new_page)
    # Set our forced flag if we're running as a parallel process now
    # if not, set it to our "default" set during the decide_ignore function
    bitmap = Cache.character(@character_name)
    if @character_name.include?('$')
        @width = bitmap.width / 3 * 16
        @height = bitmap.height / 4 * 16
    else
        @width = bitmap.width / 12 * 16
        @height = bitmap.height / 8 * 16
    end
    if @trigger == 4 or @trigger == 3 or @move_type != 0
      @force_update = true
    else
      @force_update = @original_force_update
    end
  end
  #--------------------------------------------------------------------------
  # * Move Type : Custom
  #--------------------------------------------------------------------------
  alias :pre_antilag_move_type_custom   :move_type_custom unless $@
  def move_type_custom
    # Ensure the sprite has been created if it's a blank event
    # with no code on itself but someone else set a graphic on it
    if @ignore_sprite
      command = @move_route.list[@move_route_index]   # Get movement command
      case command.code
      when 41   # Change Graphic
        create_sprite if @ignore_sprite
      end
    end
    # Run the original move type custom command
    pre_antilag_move_type_custom
  end
  #--------------------------------------------------------------------------
  # * Create Sprite
  #     Create a sprite for this poor event if one hasn't been made
  #--------------------------------------------------------------------------
  def create_sprite
    # Ensure ignore sprite value is set to false
    @ignore_sprite = false
    @ignore_location = false
    @ignore_update = false
    # Try to add a new sprite to the map
    if $scene.is_a?(Scene_Map)
      $scene.create_event_sprite(self)
    end
  end
  #--------------------------------------------------------------------------
  # * Decide if Ignorable for Updates or Sprites
  #--------------------------------------------------------------------------
  def decide_ignore
    # Not ignore by default
    @ignore_location = true
    @ignore_sprite = true
    @ignore_update = false
    @original_force_update = false
    # Decide if we should ignore ourselves or not
    if @event.name == "IGNORE"
      @ignore_update = true
    elsif @event.pages.size == 1
      if @list != nil
        if @list.size == 1
          if @character_name == "" or @tile_id != 0
            @ignore_update = true
          end
        end
      end
    end
    # Check if we'll ever need a sprite
    tiles = []
    for page in @event.pages
      # Check for single-tile events
      if page.graphic.tile_id != 0
        tiles.push(page.graphic.tile_id) if not tiles.include?(page.graphic.tile_id)
        if page.priority_type == 2 or tiles.size > 1 or @event.pages.size > 1
          @ignore_sprite = false
          @ignore_location = false
        end
      end
      # Check for character graphic instead
      if page.graphic.character_name != ""
        @ignore_sprite = false
        @ignore_location = false
      elsif page.priority_type == 1 and BLANK_EVENT_COLLISION == "VX"
        @ignore_location = false
      end
      # Check all pages for code to run
      if page.list.size > 1
        for item in page.list
          if item.code != 108
            @ignore_location = false
          end
        end
      end
    end
    # Check to see if we have any tiles and a no initial page
    if @list == nil and tiles.size > 0
      @ignore_sprite = false
      @ignore_location = false
    end
    # Force tags
    if @event.name.include?("DOSPRITE")
      @ignore_sprite = false
    end
    if @event.name.include?("DOLOC")
      @ignore_location = false
    end
    if @event.name.include?("DOUPDATE") #|| @event.trigger >= 3
      @ignore_update = false
      @force_update = true
      @original_force_update = true
    end
  end
  #--------------------------------------------------------------------------
  # * Move Functions
  #--------------------------------------------------------------------------
  alias :pre_antilag_move_down     :move_down unless $@
  def move_down(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_down(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_left     :move_left unless $@
  def move_left(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_left(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_right     :move_right unless $@
  def move_right(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_right(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_up     :move_up unless $@
  def move_up(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_up(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_lower_left     :move_lower_left unless $@
  def move_lower_left(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_lower_left
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_upper_left     :move_upper_left unless $@
  def move_upper_left(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_upper_left
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_lower_right     :move_lower_right unless $@
  def move_lower_right(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_lower_right
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_upper_right     :move_upper_right unless $@
  def move_upper_right(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_upper_right
    $game_map.set_event_loc(self)
  end
end


#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  This class handles maps. It includes event starting determinants and map
# scrolling functions. The instance of this class is referenced by $game_map.
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Priority Type
  #--------------------------------------------------------------------------
  def priority_type
    return 1
  end
  #--------------------------------------------------------------------------
  # * Triggers
  #--------------------------------------------------------------------------
  def trigger
    return -1
  end
  #--------------------------------------------------------------------------
  # * Triggers
  #--------------------------------------------------------------------------
  def triggers
    return []
  end
  #--------------------------------------------------------------------------
  # * Triggers
  #--------------------------------------------------------------------------
  def id
    return 0
  end
  #--------------------------------------------------------------------------
  # * Triggers
  #--------------------------------------------------------------------------
  def tile_id
    return 0
  end
  #--------------------------------------------------------------------------
  # * Determine if Airship can Land
  #     x : x-coordinate
  #     y : y-coordinate
  #--------------------------------------------------------------------------
  alias :pre_antilag_airship_land_ok?   :airship_land_ok? unless $@
  def airship_land_ok?(x, y)
    unless $game_map.airship_land_ok?(x, y)
      return false    # The tile passable attribute is unlandable
    end
    # Check all events to ensure only the player is there
    for event in $game_map.events_xy(x, y)
      if event != $game_player
        return false
      end
    end
    return true       # Can land
  end
  #--------------------------------------------------------------------------
  # * Move Functions
  #--------------------------------------------------------------------------
  alias :pre_antilag_move_down     :move_down unless $@
  def move_down(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_down(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_left     :move_left unless $@
  def move_left(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_left(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_right     :move_right unless $@
  def move_right(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_right(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_up     :move_up unless $@
  def move_up(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_up(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_lower_left     :move_lower_left unless $@
  def move_lower_left
    $game_map.clear_event_loc(self)
    pre_antilag_move_lower_left
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_upper_left     :move_upper_left unless $@
  def move_upper_left
    $game_map.clear_event_loc(self)
    pre_antilag_move_upper_left
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_lower_right     :move_lower_right unless $@
  def move_lower_right
    $game_map.clear_event_loc(self)
    pre_antilag_move_lower_right
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_upper_right     :move_upper_right unless $@
  def move_upper_right
    $game_map.clear_event_loc(self)
    pre_antilag_move_upper_right
    $game_map.set_event_loc(self)
  end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs the map screen processing.
#==============================================================================

class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # * Create Sprite
  #       :event - The event to give to the spriteset to make a sprite for
  #--------------------------------------------------------------------------
  def create_event_sprite(event)
    # Tell the spriteset to make the sprite for the event
    @spriteset.create_event_sprite(event)
  end
end

#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
#  This class brings together map screen sprites, tilemaps, etc. It's used
# within the Scene_Map class.
#==============================================================================

class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Create Character Sprite
  #--------------------------------------------------------------------------
  alias :pre_antilag_create_characters    :create_characters unless $@
  def create_characters
    @character_sprites = []
    for i in $game_map.events.keys.sort
      unless $game_map.events[i].ignore_sprite
        sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
        @character_sprites.push(sprite)
      end
    end
    for vehicle in $game_map.vehicles
      sprite = Sprite_Character.new(@viewport1, vehicle)
      @character_sprites.push(sprite)
    end
    @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
  end
  #--------------------------------------------------------------------------
  # * Create Character Sprite
  #--------------------------------------------------------------------------
  def create_event_sprite(event)
    # Check if we can find a sprite already created for the event
    found = false
    for sprite in @character_sprites
      found = true if sprite.character == event
    end
    # If we didn't find one create it
    if not found
      @character_sprites.push(Sprite_Character.new(@viewport1, event))
    end
  end
  #--------------------------------------------------------------------------
  # * Create Tilemap
  #--------------------------------------------------------------------------
  alias :pre_antilag_create_tilemap   :create_tilemap unless $@
  def create_tilemap
    # Normal tilemap creation
    pre_antilag_create_tilemap
    # Add the new tilemap!
    @etilemap = Tilemap.new(@viewport1)
    @etilemap.bitmaps[0] = Cache.system("TileA1")
    @etilemap.bitmaps[1] = Cache.system("TileA2")
    @etilemap.bitmaps[2] = Cache.system("TileA3")
    @etilemap.bitmaps[3] = Cache.system("TileA4")
    @etilemap.bitmaps[4] = Cache.system("TileA5")
    @etilemap.bitmaps[5] = Cache.system("TileB")
    @etilemap.bitmaps[6] = Cache.system("TileC")
    @etilemap.bitmaps[7] = Cache.system("TileD")
    @etilemap.bitmaps[8] = Cache.system("TileE")
    emap = Table.new($game_map.data.xsize, $game_map.data.ysize, 3)
    # Add only events that are not "above" character
    for event in $game_map.events.values
      if event.tile_id > 0 and event.ignore_sprite
        emap[event.x, event.y, event.priority_type] = event.tile_id
      end
    end
    @etilemap.map_data = emap
    @etilemap.passages = $game_map.passages
    $game_map.etilemap = emap
  end
  #--------------------------------------------------------------------------
  # * Dispose of Tilemap
  #--------------------------------------------------------------------------
  alias :pre_antilag_dispose_tilemap    :dispose_tilemap unless $@
  def dispose_tilemap
    # Normal dispose
    pre_antilag_dispose_tilemap
    # Dispose of new event tilemap
    @etilemap.dispose
  end
  #--------------------------------------------------------------------------
  # * Update Tilemap
  #--------------------------------------------------------------------------
  alias :pre_antilag_update_tilemap   :update_tilemap unless $@
  def update_tilemap
    # Normal update
    pre_antilag_update_tilemap
    # Work with new event tilemap
    @etilemap.ox = $game_map.display_x / 8
    @etilemap.oy = $game_map.display_y / 8
    @etilemap.update
  end
  #--------------------------------------------------------------------------
  # * Update Character Sprite
  #--------------------------------------------------------------------------
  alias :pre_antilag_update_characters  :update_characters unless $@
  def update_characters
    for sprite in @character_sprites
      on = sprite.character.on_screen
      sprite.update if on || sprite.character.on_old = true
      sprite.character.on_old = sprite.character.on_new
    end
  end
end

#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
#  An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================

class Game_Interpreter
  #--------------------------------------------------------------------------
  # * Show Animation
  #--------------------------------------------------------------------------
  alias :pre_antilag_command_212    :command_212 unless $@
  def command_212
    character = get_character(@params[0])
    if character != nil
      character.create_sprite if character.ignore_sprite
      character.clear_antilag_flags
    end
    pre_antilag_command_212
  end
  #--------------------------------------------------------------------------
  # * Show Balloon Icon
  #--------------------------------------------------------------------------
  alias :pre_antilag_command_213    :command_213 unless $@
  def command_213
    character = get_character(@params[0])
    if character != nil
      character.create_sprite if character.ignore_sprite
      character.clear_antilag_flags
    end
    pre_antilag_command_213
  end
end

original doesn't have any common event from the database in the engine. so time to take a look at special's common events.

1740433454606.png

special has more common events than the original but.
1740433544474.png
for some reason, special edition has steam achievements (specifically 002, 003, 004, 005, 006, 007, and 010. I'm not gonna show every image of them since they're all the same.) as common events instead of being a script.

as for 008 and 009 though...



to be honest, I don't much about rpg maker. but it's likely that the green chinese text in most scripts are fan translation considering there is no official chinese translation for rpg maker vx.
1740436958843.png
1740436999643.png

my guess about the whole thing: is that in the original version, dragonsnow likely used another chinese rpgm game (that was either released on steam or some other platform) as base. and tried to make special edition with original code without realizing he fucked it up.
 

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my guess about the whole thing: is that in the original version, dragonsnow likely used another chinese rpgm game (that was either released on steam or some other platform) as base. and tried to make special edition with original code without realizing he fucked it up.
Hmm, as someone who is slightly more familiar with RPG Maker I am going to look into the internals of the game again. This wont be easy as I dont have a Windows computer anymore, but I'm guessing with Proton on my Linux PC (I'm writing on a mac right now) I can make RPG Maker run and look inside The Horrors.

edit: oh my god I said "Window" instead of "Windows" I'm killing myself
 
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True or Cap statement?
1740491767050.png

Also, it Must be an Indie dev thing because what they are saying would make sense if it wasn't for the fact that 17+ are on Steam and I highly doubt games like the Last of US and similar rated kinds of games are unavailable in many countries as they start
 
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I'm just gonna respond to every point real quick. Obviously a lot of this shit is lies and I'll point out when that's the case.

"He made the game he felt like making as every developer should" This completely ignores the fact that Changed contains borderline child porn (of course it is ignored, as he considers it okay)

"He didn't try to skirt age ratings and it is rated appropriately and in accordance with the rules" Yes, he did. And there's a reason for this. As I've stated before, Asian countries, particularly Japan (I know DragroomSnow isn't from there but the game is popular there :() ban genitals in pornography. This is why porn, particularly hentai is so over the top. They can't show any real genitals so they have to use other shit. This is, in my opinion, why Changed is the way it is (apart from being made by a paedophile)

"Now we know this doesn't quite reflect the Twitter zeitgeist, but you cannot add an arbitrary age rating to a Steam game, so content warnings and disclaimers are the best that we can do" Yes, you CAN add an age rating to a Steam game! If I recall correctly (I can't check because I'm logged into Steam on my Mac and it'll detect it regardless of using incognito mode) The Binding of Isaac has an age rating on Steam. This wouldn't be possible if... I know this is shocking... You couldn't add age ratings. But you can, so they're there.

"That or add gratuitous porn (and there's currently nothing explicit in the game) to the game" You sure about that?

"...to make the game get an 18+ rating, which would slightly discourage some minors from getting the game" Of course! Because the whole point of Changed not having an age rating, is to groom children into the EPI pipeline.

"make it unavailable in many countries and also teleport porn into the library of everyone who does already own it." This kind of confirms my theory that the reason why Changed is so extreme is because of porn regulation. DragroomSnow has to skirt the lines of what he can put in his EPI game so it doesn't get banned in more countries (less countries, less minors)
 
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The Age Rating stuff is bullshit because like what Maxwell pointed out, games get age rating gates all the time because ERSB, the ratings board Steam uses, decided what ages can play a game. I'm pretty sure Dragroomsnow also marked the game as Adults Only on Steam as well, so its either unrated or rated AO for Sexual Content as per Steam's store page.
 

in my honest opinion, this is complete bullshit.

He didn't try to skirt age ratings and it is rated appropriately and in accordance with the rules.

like maxwell carter said, he is doing it, and what you mean by "rated appropriately"? since changed has no age rating at all.
Now we know that this doesn't quite reflect the Twitter Zeitgeist,

I'm sorry but saying "Twitter Zeitgeist" is funny to me, and you sound like you think you're better than anyone else.
but you can in fact not just add an arbitrary age rating to a Steam game, so content warnings and disclaimers are the best we can do.

have you ever heard of age-gating? and about the content warning.
1740504778016.png
this does a piss poor job at describing the exact content of the game.
That, or actually add gratuitous porn(and theres currently nothing explicit in the game) to the game to make the game get an 18+ rating,

unfortunately for you changed special is likely gonna be 18+. and another thing to note, even though it's not explicit by your own words, it still has the themes of non con stuff which is not great.
which would slightly discourage some minors from getting the game,

I am genuinely confused by this statement, like are you implying that it's a good thing or not?
make it unavailable in many countries and also teleport porn into the library of everyone who does already own it.

I really wanna know why you're soo concerned about the game being not allowed in many countries, considering that it has many non con stuff. not to mention that it likely won't matter since it can still get money from the us.

on a side note, is it just me or does rapax' sona remind me of that one brown-ish fox furry thing that was a nazi or something?
 
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