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If im not wrong you mean "models" when you say avatars? Like the actual .fbx or .obj files?
If so there's only one option as far as I know which it is "ninja ripper", it actually works with all games.
With that program you can pretty much export (steal) any model / mesh from any game. The work after that would be hard,
you would still have to go into blender and fix "things".

I actually exported models from Bannerlord and Personna with Ninja Ripper, but again such models are missing alot when they're ripped by ninja ripper.

Short answer is yes, but remember tk17 is a heavily modded game itself. People who make lewd games usually use it for animations and models, so in other words its a free model & animation creating app.
If you're already able to do that with Daz3d, I would suggest using that.

And the rest depends on your engine and preferences. You can easily import any .fbx or .obj model you used in daz3d, into lets say Unity or Unreal engine.


There's this thought process one should understand, yes daz3d looks way better, you can easily create models with blender and import them into daz3d or just buy models online. But such models dont have vaginas or penises, some even miss nipples, and its still a taboo for such comunities to acknowledge what the actual purpose people use daz3d for.
When you craft such things you may be sure you're in the black book forever, you'll always be known as the artist or dev that makes lewd games or models.
So devs like us have to find an easier way to create lewd models, some go for Honey Select & Illusion some go for tk17, which is rare, and some other maniacs like me prefer doing it by themselves on blender.
Or you just have money so you hire a 3d artist to do all of that for you.

And yes he's using daz3d to render the "still" images. Ok; think of any lewd scene / animation within the game, there are doors, walls, most likely a bed and other objects. These are "still" images. They're rendered beforehand, otherwise if they were to be rendered with the animation itself it would take "hours".

But Chyos is only using daz3d for still images, as i understand. Because as he explained he is animating the animation itself via the RPG maker engine itself.
When I said "avatars," I meant the actual movable/playable characters in the game. The ones that move around and interact with the game world. If that's what models are, then yes, I do mean models.

Thank you for this very detailed explanation indiehindi! It's incredible, mate.

This has really enlightened me on the various aspects of the RPGM game development process.

I guess the last question I have is in regards to A Struggle With Sin's avatars/models.

Essentially, why exactly is it that A Struggle With Sin looks so different from all the other RPG-Maker games out there?

What is Chyos doing to make his game world and his avatars/models look so different from everything else?

And ultimately, what exactly would someone have to do to if they wanted to make an RPGM game where the RPGM world in which the characters move and interact looks like the RPGM world of A Struggle With Sin, but have the character stills (the images of the characters that pop up when you talk to them), the cut-scenes, and the animated h-scenes look like the one's from Peasant's Quest - link?
 

Evangelion-01

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When I said "avatars," I meant the actual movable/playable characters in the game. The ones that move around and interact with the game world. If that's what models are, then yes, I do mean models.

Thank you for this very detailed explanation indiehindi! It's incredible, mate.

This has really enlightened me on the various aspects of the RPGM game development process.

I guess the last question I have is in regards to A Struggle With Sin's avatars/models.

Essentially, why exactly is it that A Struggle With Sin looks so different from all the other RPG-Maker games out there?

What is Chyos doing to make his game world and his avatars/models look so different from everything else?

And ultimately, what exactly would someone have to do to if they wanted to make an RPGM game where the RPGM world in which the characters move and interact looks like the RPGM world of A Struggle With Sin, but have the character stills (the images of the characters that pop up when you talk to them), the cut-scenes, and the animated h-scenes look like the one's from Peasant's Quest - link?
RPGM maker was always heavily modable, you can find shops offering tile sets for different game styles (from Fantasy to Sci-Fi).
I am pretty sure Chyos originaly used such tile sets to build the original maps and than refined several Elements to better fit his taste... likely the same way as with the furniture in the scenes discussed here.
Cutable trees are a recent change for example as previously there were only 2 trees as wood trees only had a single image/variation
 
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We could...
Say, they will float around mc as invisible to the naked eye spirits while out of combat once bound to mc through voodoo technique.
And then when in combat mc will use like.. 10-20 clay pieces to create a magic body for them to inhabit.
This clay body will last until end of combat, or destruction of the clay body after which they will return back to being spirits until called upon in the next combat.
This way they won't be abusable due to dependence on clay of which there will always be limited supply but still be a useful option when in tough combat situations. And since most of the time they will be in spirit form they will be able to talk to mc and comment on his actions without any interruption. An option to turn off their chatter would probably be a good idea for those who will find it annoying. Or make it so that they chat only at certain places and comment on certain actions. :whistle::coffee:

Or indeed, you could do it like you propose as well.
Make them into an ability that will momentarily summon them in combat to unleash some strong move and then they will disappear right after and the option to summon them will be put on a long cooldown. Or maybe you could make it a once-per-battle option. :whistle::coffee:
This sounds pretty awesome although this isn't really voodoo magic.

It's actually more akin to the Old Hebrew magic of creating Golems (creatures of clay that are magically brought to life in order to defend and protect their creators) - read more about it .

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In addition, at higher levels of magic, the MC could move beyond just clay golems and onto copper or even iron golems.

Now to address concerns that copper and iron golems would be easily abused due to how commonly those metals are found, both copper and iron golems could still require a good amount of clay in order to be created.

So it would probably work like this:
  1. Clay golems would require 20 clay pieces
  2. Copper golems would require 15 pieces of clay and 15 pieces of copper
  3. Iron golems would require 15 pieces of clay and 15 pieces of iron
I think this would be a cool addition to the game.

Ultimately, it's Chyos' decision but what do others think?
 

Evangelion-01

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This sounds pretty awesome although this isn't really voodoo magic.

It's actually more akin to the Old Hebrew magic of creating Golems (creatures of clay that are magically brought to life in order to defend and protect their creators) - read more about it .

You don't have permission to view the spoiler content. Log in or register now.

In addition, at higher levels of magic, the MC could move beyond just clay golems and onto copper or even iron golems.

Now to address concerns that copper and iron golems would be easily abused due to how commonly those metals are found, both copper and iron golems could still require a good amount of clay in order to be created.

So it would probably work like this:
  1. Clay golems would require 20 clay pieces
  2. Copper golems would require 15 pieces of clay and 15 pieces of copper
  3. Iron golems would require 15 pieces of clay and 15 pieces of iron
I think this would be a cool addition to the game.

Ultimately, it's Chyos' decision but what do others think?
First the myth about the Golem is completly opposing your idea here.
The original Golem (there was only one) was created by a holy man imbueing holy earth with the holy power of god in order to protect those strong in their believe... thougfh the Golem killed it's master in the end.
The Golem required a long time potentially days to be completed and was still rushed, which caused it to go out of controll.
MC lacks any deeper understanding of magic and barely is able to use 2 spells of the dark attribut, so the opposite Element of what was used for the Golem.
Maybe you are mixing sources like diablo with your idea, but this could never work for the MC... at best Mira or Athia could arrange something like that if for example the monastery was besieged by Demons and they had the time to focus on that project while MC and the rest of the monks/nuns fight... but again I don't see this happening... afterall Magic is something evil in this universe.
 

Yotetar

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Frisha story is not complete, but another stories must advance before Frisha have the option to be completed. So be patient.
 
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