Five Days [0.25]

What would be the best option?

  • Stick with 3DSMax.

    Votes: 19 82.6%
  • Go back to DAZ.

    Votes: 4 17.4%

  • Total voters
    23
  • Poll closed .

Archast

Active Member
Game Developer
Aug 6, 2016
526
1,909
Why on earth are you making a VN/2D RPG hybrid in Unity? RPGmaker (VX Ace) being "bad" is just a meme fed by Patreon devs being lazy and/or bad at programming. If anything, Unity is a piece of shit for what you're doing. Every render is packed uncompressed. So for a standard 1080p render, you're looking at 2 MB of disk space. Then consider your actual game: you'll have to assemble a spriteset, character sprites, spend days or weeks defining basic classes that are default in RPGmaker, ...
I have considered these facts before, but one reason is the main fuel for my decision: I already know how to work in unity, and already have done all my classes and scripts to work with a 2D game before starting this project, and as I know nothing of rpg maker (and it's paid btw), I choose Unity.

And about the renders being packed, you can actually set the compression you want on any of the sprites, I usually let the native resolution, but I can pack it to gain space or some FPS. Last but not least Unity is one of the few "main" engines that supports 2D games natively, so I can't really see how could it be bad, less optimal maybe but far from bad.
 
  • Like
Reactions: muttdoggy

anime

New Member
Feb 9, 2017
5
2
I have considered these facts before, but one reason is the main fuel for my decision: I already know how to work in unity, and already have done all my classes and scripts to work with a 2D game before starting this project, and as I know nothing of rpg maker (and it's paid btw), I choose Unity.

And about the renders being packed, you can actually set the compression you want on any of the sprites, I usually let the native resolution, but I can pack it to gain space or some FPS. Last but not least Unity is one of the few "main" engines that supports 2D games natively, so I can't really see how could it be bad, less optimal maybe but far from bad.
Well, my only reference for a VN is Something Unlimited, which blows my mind every time on how poor his programming skills are. But when you have the 2D framework already done, then it's a different story.

RPGmaker VX Ace is pretty cheap though. The only real limitations are the hardcoded resolution (640x480), no multicore support and no customization of the eventing dialogs (which makes using custom methods a pain).

As for your question: have a look at Blackadder (erotic-3d-art.com). His models may have weird proportions, but he's hands down the best porn image creator in the game.
 

Archast

Active Member
Game Developer
Aug 6, 2016
526
1,909
Well, my only reference for a VN is Something Unlimited, which blows my mind every time on how poor his programming skills are. But when you have the 2D framework already done, then it's a different story.
I can assure you that my programming skills are enough for a game this size, my major problem is with the art, as a lot of things are done by hand and I'm far from skilled on this aspect.

RPGmaker VX Ace is pretty cheap though. The only real limitations are the hardcoded resolution (640x480), no multicore support and no customization of the eventing dialogs (which makes using custom methods a pain).
I've seen powerful pcs struggle to run rpg maker because of these problems, and with that low of a resolution it's a no-no, but there are other engines prepared to handle 2D games aside unity, one example is .

As for your question: have a look at Blackadder (erotic-3d-art.com). His models may have weird proportions, but he's hands down the best porn image creator in the game.
Agreed, his models and renders are indeed very well done, but I think this level of art is still far from my reach, I'm just starting.

But let me thank you for this kind of criticism, I really like when people ponder their points in an educated manner and with rational thinking behind their words, these talks help me improve as a person/dev, if you see anything else please speak your mind.
 

Infamy

Engaged Member
Sep 25, 2016
2,274
1,352
I don't plan on right now, might make an alternative ending, but the game will only have 5 days, there isn't enough time for it.


I'm more comfortable with it :D
T_T Makes me sad panda now legion of sluts willing to bare my bastard children.
 

Archast

Active Member
Game Developer
Aug 6, 2016
526
1,909
Hey guys, I've been studying some more realistic renders for the skins, I think I'm starting to improve, this is the end result of the tutorial I followed, gotta apply in one of my models to test and will show you too. test.png
 

Archast

Active Member
Game Developer
Aug 6, 2016
526
1,909
Ok, first test with one of my models, she's the next NPC to appear in the game. I think I might change something, but it took me just 1 min to render this portrait, even with the transparencies on the dress and hair, just a lot more to set up everything before. Tell me what you think. margareth.png
 

anime

New Member
Feb 9, 2017
5
2
Get rid of the drab hair colour and the curl at her eyes. Then add some make-up to add some contrast to the face, because this doesn't look very appealing.
 

Silver

Regular
Donor
Aug 5, 2016
1,016
2,860
I have experience with both 3dsmax and daz, so I can tell you this for sure. The way you plan to do the whole thing with 3dsmax is a mess, because you plan to render the scenes with 3dsmax, and then import to unity to make a 2d game right? sorry if It wasn't like that. 3dsmax isn't designed to make the things easy, you can download a lot of scripts to make the character developing phase easy with daz3d, as an example there are various sliders for adjusting the body parts within daz3d, you can literally change anything you want so easily with daz just by moving a slider, but it will be difficult with 3dsmax, let alone get a natural looking result, especially if you are not a 3d artist. If you plan to design the characters in daz, and then important them to 3dsmax for rendering, then it will just add up another step. In between you have to deal with a lot of issues like sometimes textures ain't imported properly, poses go wrong, and if you want to change the pose to render another scene, you have to go back to the daz, and reimport the figure to the 3dsmax to render, as it's difficult to adjust figures with 3dsmax. so I strongly suggest to use a third party rendering tool like luxrender or nvidia cuda (if you owned a nvidia card), instead of the 3delight engine which doesn't render things with high quality, and then render the scenes within the daz3d. It's not worth to use the unity for developing a visual novel either, use a renpy like 2d engine which is designed especially for visual novels. working with Unity for making a visual novel is a waste of time, and effort unless it's a 3d game. Beside you can make the whole game available for any platform with less effort with renpy than unity.
 

Archast

Active Member
Game Developer
Aug 6, 2016
526
1,909
Get rid of the drab hair colour and the curl at her eyes. Then add some make-up to add some contrast to the face, because this doesn't look very appealing.
I knew I forgot something, and it was the hair material... Done it and did a make-up job on her, see if it's better. And btw, she's supposed to be not so attractive anymore, it's part of the story :)
margareth.png
 
Last edited:

Silver

Regular
Donor
Aug 5, 2016
1,016
2,860
I have considered these facts before, but one reason is the main fuel for my decision: I already know how to work in unity, and already have done all my classes and scripts to work with a 2D game before starting this project, and as I know nothing of rpg maker (and it's paid btw), I choose Unity.

And about the renders being packed, you can actually set the compression you want on any of the sprites, I usually let the native resolution, but I can pack it to gain space or some FPS. Last but not least Unity is one of the few "main" engines that supports 2D games natively, so I can't really see how could it be bad, less optimal maybe but far from bad.
lol you are in a pirated forum, so let's not talk about the price ;)
 

Archast

Active Member
Game Developer
Aug 6, 2016
526
1,909
I have experience with both 3dsmax and daz, so I can tell you this for sure. The way you plan to do the whole thing with 3dsmax is a mess, because you plan to render the scenes with 3dsmax, and then import to unity to make a 2d game right? sorry if It wasn't like that. 3dsmax isn't designed to make the things easy, you can download a lot of scripts to make the character developing phase easy with daz3d, as an example there are various sliders for adjusting the body parts within daz3d, you can literally change anything you want so easily with daz just by moving a slider, but it will be difficult with 3dsmax, let alone get a natural looking result, especially if you are not a 3d artist. If you plan to design the characters in daz, and then important them to 3dsmax for rendering, then it will just add up another step. In between you have to deal with a lot of issues like sometimes textures ain't imported properly, poses go wrong, and if you want to change the pose to render another scene, you have to go back to the daz, and reimport the figure to the 3dsmax to render, as it's difficult to adjust figures with 3dsmax. so I strongly suggest to use a third party rendering tool like luxrender or nvidia cuda (if you owned a nvidia card), instead of the 3delight engine which doesn't render things with high quality, and then render the scenes within the daz3d. It's not worth to use the unity for developing a visual novel either, use a renpy like 2d engine which is designed especially for visual novels. working with Unity for making a visual novel is a waste of time, and effort unless it's a 3d game. Beside you can make the whole game available for any platform with less effort with renpy than unity.
You got it somewhat wrong, I'm rendering in 3ds max, and that's it, I can work with the material and have been studying a lot to improve on this side (my weakest point I agree), Unity is there just because I already have everything done for it, every script and class is already available for me, and I intend to do a simple RPG, creating the foundation to the next projects I might pursue. :D

And just in time measures, daz took 20 hours to render a complex scene in Iray (and I have a GTX970), and the same scene with the same complexity took me 40 minutes to render in 3ds, that is why I'm pursuing this path :)

Edit.: I know I can pirate rpg maker, but the price was a problem when I started learning to create games, today I work well with Unity.
 

Silver

Regular
Donor
Aug 5, 2016
1,016
2,860
You got it somewhat wrong, I'm rendering in 3ds max, and that's it, I can work with the material and have been studying a lot to improve on this side (my weakest point I agree), Unity is there just because I already have everything done for it, every script and class is already available for me, and I intend to do a simple RPG, creating the foundation to the next projects I might pursue. :D

And just in time measures, daz took 20 hours to render a complex scene in Iray (and I have a GTX970), and the same scene with the same complexity took me 40 minutes to render in 3ds, that is why I'm pursuing this path :)

Edit.: I know I can pirate rpg maker, but the price was a problem when I started learning to create games, today I work well with Unity.
What about posing? modeling the characters? it's more convenient to do with daz3d than 3dsmax. and what about importing characters back to 3dsmax to render? have you ever tried the sliders for figures in daz3d? did you notice it's more convenient to model a character than in 3dsmax? yeah it's true iray can be a bit more demanding, but you can still adjust its settings to make it less time consuming with higher quality result.
 

Archast

Active Member
Game Developer
Aug 6, 2016
526
1,909
What about posing? modeling the characters? it's more convenient to do with daz3d than 3dsmax. and what about importing characters back to 3dsmax to render? have you ever tried the sliders for figures in daz3d? did you notice it's more convenient to model a character than in 3dsmax? yeah it's true iray can be a bit more demanding, but you can still adjust its settings to make it less time consuming with higher quality result.
But I'm already doing that in daz, I pose and use the Daz sliders, even the hairs and props are from daz, I just export everything and render after that. That way I can get the best of both worlds, the malleability from daz and the powerful renderer from 3ds :D.
 

Archast

Active Member
Game Developer
Aug 6, 2016
526
1,909
Hey guys, I'll have another build done in a while, having images for the scene with the boss (previously there already) and a new scene with images for the new NPC (last room 2nd floor), and shift key for running.
Would it be better to keep releasing smaller chunks or save up for a big update?
 

Ventrusoul

Newbie
Oct 15, 2016
89
57
Hey guys, I'll have another build done in a while, having images for the scene with the boss (previously there already) and a new scene with images for the new NPC (last room 2nd floor), and shift key for running.
Would it be better to keep releasing smaller chunks or save up for a big update?
i prefer big updatesss but thats just me