r0rschack

Newbie
Jan 22, 2021
55
53
Are you slow or something did you read what i said, once again for you and only you: A lot of guys here are pointing out them flaws (maybe you don't understand what flaws means so here is a synonymous: defects) of this dev WITH PROOF and he still thinks they are messing with him... so they are showing him some facts and you come here to say that are stupid statements...:FacePalm:
Its Synonym, this information is for you and only you
 

keefer43

Well-Known Member
Dec 24, 2019
1,609
2,548
Now we're criticizing the artwork? I'm sorry, but many of these complaints sound like petty nitpicking. I've had my criticisms of L&P, but the actual artwork has never been one of them. While everyone is entitled to their opinion, criticizing the artwork is in the same vein as the argument over Sophia's bag; it makes you look like an asshole.
Hey, I already Look like an asshole - so there. The Convo was just about nitpicky stuff because we have nothing else really to do until, you know, Sophia goes to the treehouse. Blah on you. I resemble that remark.
 
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armion82

Message Maven
Mar 28, 2017
12,345
16,993
Do we know if the points we need for the Dylan's event in last update will be fixed?
Or we just will use the cheat forever?
 
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hzjujk

Well-Known Member
Sep 19, 2020
1,824
7,688
If I had to create a scene for the game, how should I proceed and what time frame should I plan for the individual steps?

From the idea for the scene to the finished storyboard that contains the essential processes, the dialogue between the protagonists, sketches of the individual scenes with backgrounds and descriptions of the facial expressions, the feelings to be conveyed and the possible links to other events. And then I sit down and generate the individual scenes, adjust details or discard individual scenes from the storyboard and create them again because I notice that what has arisen in my head does not come across on the scene / picture.

Let's take the Natalie / Sophia event that is coming now, a little story should be told and it has to be erotic without really having sex. The event should include 200-250 pictures and the pictures should not only consist of faces and tits but also place just as much emphasis on the picture backgrounds.

I don't want to start a fight but honest estimates of the time required because when I think about it again and again I don't see the time wasting when rendering the pictures. (Shit, I also have to program.) For me personally, the greatest expenditure of time would probably be creating the storyboard because that would be the most creative part for me and I would mess around a lot until I was satisfied.
 

BorgiaBou

Well-Known Member
Jul 24, 2021
1,622
4,898
Its Synonym, this information is for you and only you
Here this is for you and only you maybe you learn something today... Synonymous is a related term of synonym, as an adjective synonymous is having a similar meaning with synonym...
 

ai12

Newbie
Jan 6, 2020
21
67
Everyone talking about how fast this update goes, but lets look at the facts: 1. we are talking about 1/3 of a day. 2. the most optimistic scenario is publishing the new update after 4.5 months of waiting. 3. L.P promise us to publish an update of 1/3 of a day in 3 months top. So no matter how you looked at it, the game progression goes as
slow as hell.
 
Jul 23, 2021
42
144
If I had to create a scene for the game, how should I proceed and what time frame should I plan for the individual steps?

From the idea for the scene to the finished storyboard that contains the essential processes, the dialogue between the protagonists, sketches of the individual scenes with backgrounds and descriptions of the facial expressions, the feelings to be conveyed and the possible links to other events. And then I sit down and generate the individual scenes, adjust details or discard individual scenes from the storyboard and create them again because I notice that what has arisen in my head does not come across on the scene / picture.

Let's take the Natalie / Sophia event that is coming now, a little story should be told and it has to be erotic without really having sex. The event should include 200-250 pictures and the pictures should not only consist of faces and tits but also place just as much emphasis on the picture backgrounds.

I don't want to start a fight but honest estimates of the time required because when I think about it again and again I don't see the time wasting when rendering the pictures. (Shit, I also have to program.) For me personally, the greatest expenditure of time would probably be creating the storyboard because that would be the most creative part for me and I would mess around a lot until I was satisfied.
I think that what you are describing is a waterfall process. It sounds idealistic and works for most of small projects. But for a large one, it has been proven to fail. Ask any experienced programmers and writers. Like software and writing, a repeated revision process creates great 3D arts.

You can design each scene in storyboarding as much as possible, but there would be still lots of problems showing up while rendering. Let's take an example of poke-through in 3D rendering. The problem can't be detected in storyboarding. If you are lucky, you can detect them when creating the scene. If not, you will find it out after rendering. How about Sophia's face? Her smile looks so different with different angles of camera/lights, different color temperature, and different environment. Can you decide what to do with them in storyboarding? As far as I've experienced, answer is no. You can decide it partially when creating the scene. But in many cases, some poses looks unnatural in final render after OK preview. With multiple lighting sources, the render shows crazy artifacts sometimes. You can't anticipate that in storyboarding. There are tons of other unexpected problems you need to address in an agile way while producing final render.

That's why a rigorous revision process is required for professional rendering and why such rendering takes so much time and effort. That may be also one of the reasons that there are not many great 3D fan artists who are also dev for a high quality 3D VN.
 
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Deleted member 3325933

Engaged Member
Jan 30, 2021
2,734
6,774
Well, we're on day 19 with 12 playable days if you include day 1 and the last update was released mid June. So what was wrong about what I said in those 2 posts?
The question was what day was it? The latest update is just for 1/3rd of a day and referencing an update does not answer what day it is. In this case, I would only refer to Playable days PD vice time days which is 19 or something with that time skip he did once. So, we are having 3 updates to complete one day. Unless we actually refer to a PD the update reference would not answer the question. Does that help?
 

Deleted member 3325933

Engaged Member
Jan 30, 2021
2,734
6,774
I would love to see a continuous game from people of the fan art club of this game... maybe 1 person step up?

Maybe someone can give L&P a challenge

Atm everyone says this game or that game are good or better than W&M but i always try em and always disappointed... its like they repeat same thing over and over again that 99% of game creators do ... good at first but after a while gets boring ...there is another game in f95 that comes close but the creator is slower than even L&P
Jack Adams, ST-9Pol, Pixil, lockhear, Bruno de Montdragon all have ongoing events or have completed stories already. Please look at the fan art thread.
 

roro

Member
May 29, 2017
466
1,612
Everyone talking about how fast this update goes, but lets look at the facts: 1. we are talking about 1/3 of a day. 2. the most optimistic scenario is publishing the new update after 4.5 months of waiting. 3. L.P promise us to publish an update of 1/3 of a day in 3 months top. So no matter how you looked at it, the game progression goes as
slow as hell.
When did he promise you 1/3 of a day in 3 months top?
 

Deleted member 3325933

Engaged Member
Jan 30, 2021
2,734
6,774
I'm at a loss again!
My friend, do you doubt that L&P could correct these mistakes that we notice?
Fixing errors will further increase the update release time, which is probably why L&P allows itself to release updates with such errors.

P.S. Here I will add that it would be really advisable for L&P to recruit a small team of trusted patron users, especially from among those who are familiar with rendering, to preview the finished update. This would eliminate too obvious and annoying mistakes. But apparently, unfortunately, L&P will not turn to anyone for such help.
And again I must agree with you. He said he would but, he will not. The why is a huge question that we can only guesstimate (yes, I made up a word) at. :(

So many opportunities lost and here we sit.
Nothing to do but $#!t, $#!t, $#!t. :giggle:
 

roro

Member
May 29, 2017
466
1,612
Are you slow or something did you read what i said, once again for you and only you: A lot of guys here are pointing out them flaws (maybe you don't understand what flaws means so here is a synonymous: defects) of this dev WITH PROOF and he still thinks they are messing with him... so they are showing him some facts and you come here to say that are stupid statements...:FacePalm:
Maybe our understanding of what PROOF is is different.
 

hzjujk

Well-Known Member
Sep 19, 2020
1,824
7,688
I think that what you are describing is a waterfall process. It sounds idealistic and works for most of small projects. But for a large one, it has been proven to fail. Ask any experienced programmers and writers. Like software and writing, a repeated revision process creates great 3D arts.

You can design each scene in storyboarding as much as possible, but there would be still lots of problems showing up while rendering. Let's take an example of poke-through in 3D rendering. The problem can't be detected in storyboarding. If you are lucky, you can detect them when creating the scene. If not, you will find it out after rendering. How about Sophia's face? Her smile looks so different with different angles of camera/lights, different color temperature, and different environment. Can you decide what to do with them in storyboarding? As far as I've experienced, answer is no. You can decide it partially when creating the scene. But in many cases, some poses looks unnatural in final render after OK preview. With multiple lighting sources, the render shows crazy artifacts sometimes. You can't anticipate that in storyboarding. There are tons of other unexpected problems you need to address in an agile way while producing final render.

That's why a rigorous revision process is required for professional rendering and why such rendering takes so much time and effort. That may be also one of the reasons that there are not many great 3D fan artists who are also dev for a high quality 3D VN.
I have no idea about rendering. But some in this forum do. And these people keep saying that none of this is a problem - you render a picture in 30 minutes. That's why I believed the main focus of the work is the storyboard. Once you know what the scene / image should look like, the rest is not easier, but less time-consuming. Then I have to assume that my private estimate of the time required was too low.
 
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