horny wizard

Member
May 3, 2021
147
168
Ah yes, because that is what is wrong when the game itself is taking like 6 cpu and 8 gpu capacity yet boiling my heat sink up to like 70. :HideThePain:
to be fair, the game's far from finished, so stuff like optimization is probs not very high on the laundry list for the dev (also rpobs the msot tedious and boring part of game dev)
 
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Feb 12, 2020
29
118
Think I'll try and copy whole post this time because there's a whole load more showcasing there than in the rather miniscule changelog (which is just one huge customization feature split into a few items and then a few fixes).

Download Link -

This patch introduces the new "Adjustable Outfits" mechanic. There are outfits that the player can individually tweak their location, size, orientation and placement. It greatly expands the customization possibilities.

One of the motivations behind this system is for hats. I found that because the hair "thickness" is different on different hair options, it is impossible to select a fixed position for the hat that works well for all (or even just most) hair options.

With the hats implemented as Adjustable, the player can make those final tweaks on the hat that makes it suitable for whatever hair style they chooses by making small adjustments like moving the hat a bit upwards, changing the hat tilt, etc and select a much better placement for the hat than I can do with a single fixed hat location.

Here is an (older) example video on twitter:

Here are a few more examples on what you can accomplish with them:



(hat, glasses, hair strands with different color)



(hat that tilts upwards + facial "tattoos")



(ribbon Adjustable that swaps with character, doesn't show that well in still picture)

Here is a quick guide on how to use Adjustable:

1) Under dresser, there is a new Adjustables tab:



The adjustable tabs have currently 8 slots meaning that you can have up to 8 different Adjustable at once per character. (I can increase this number relatively easily if 8 turns out to be too little)

2) Select a Adjustable you want. Each Adjustable have a default attach-to-slot, for hats, the default is well, the "hat" slot) (More on that later)



The problem is immediately obviously with the hair poking out of the hat.

3) Turning off the front and side hair mesh is generally a good idea for most hats.





But as you can see, the back top side of the hair still pokes out. This is where the hats being adjustable comes in.

4) In this case, by increasing the hat thickness, (scale y: 1.15), tilt it a bit forward(pitch: -5.925) and moving it up a little (location x: 0.006) we can move the hat so the hair wouldn't poke out anymore. This can be done in the new adjustment window on the bottom right side:



There is also the "Attach To Slot" option. Clicking on this if you want to change where to attach the outfit to. For example, if you want to use the hat as a backpack or something, you can do so by changing the "Attach To Slot" to "back"



Wearing it on the shoulder:



There is a whole bunch of things you can do with this, and this is the other big benefit of Adjustables: allowing outfits to be used beyond their original purpose and in a piecewise manner.

Anyways, that's enough for now. This Adjustables system took way longer than I planned for and spent a lot of time on the programming side of things and the initial selection of Adjustables is a little thin for my taste. There might still be bugs so if you encounter them, please let me know somewhere.
Changelog:

Added new mechanic: adjustable outfits (accessed in dresser - adjustables tab)

  • Added 5 ahoge hair adjustables (+ alternative hair color versions)
  • Added 4 hair strand adjustables (+ alternative hair color versions, with clothing physics enabled)
  • Added 1 glasses adjustable
  • Added 7 new hat adjustables
  • Added the nurse cap and maid hairband as new adjustables
  • Added 9 new shape adjustables (+ alternative color versions)
  • Added 2 new ribbon adjustables (with clothing physics enabled)
  • Lots of improvements to the cloth physics system
  • Solved lots of adjustables integration problems with existing game systems (a huge amount of effort went into this, mentioning this if you are wondering why this patchnote is short)
  • Fixed Body Slam animating too quickly
  • Fixed bug that caused PUNISH grabs to deal way less damage than intended
  • Rebalanced PUNISH grab damage
  • Added missing character colliders for left and right chests
  • Fixed character colliders not influenced by scaling/size
  • "H***Job Choke" grab: added some crouching effect when BIGGER_THAN than target
  • "Muscle Buster" grab: fixed animation being played too quickly
 

kosomelcc

New Member
Oct 22, 2023
3
1
there is a whole community for this game, pm me in discord if you want in. you can play the game with real ppl too online.
my discord: joo.ultrarare
 
Last edited:

dhereaper

Member
Dec 4, 2017
184
209
Ah yes, because that is what is wrong when the game itself is taking like 6 cpu and 8 gpu capacity yet boiling my heat sink up to like 70. :HideThePain:
Till 90 degrees is a normal temp, please stop using a PC if you have 0 knowledge about it u fapper.
 

Rnero_BBC

Newbie
May 28, 2024
81
34
Think I'll try and copy whole post this time because there's a whole load more showcasing there than in the rather miniscule changelog (which is just one huge customization feature split into a few items and then a few fixes).

Download Link -



Changelog:
Thanks man :)
 

Dyx7891

New Member
Oct 13, 2019
7
7
there is a noticeable lack of sex positions with choking or fishhooking. is creating animations difficult to learn?
 

freeko

Member
May 15, 2019
143
143
there is a noticeable lack of sex positions with choking or fishhooking. is creating animations difficult to learn?
Both of which in traditional pro wrestling are frowned upon, then again this is not traditional wrestling. As much as it draws inspiration from wrestling there seem to be a few elements that are underused. Tossing an opponent into the ropes or a corner as an example.

As for creating animations, I think that is a far more complex answer. I can at least give some level of insight as my own ability to animate is close to non-existent. You have to first have attacker and defender animations. Then you have to make sure they line up. There are various sizes that have to be accounted for as well, which is where I get lost. Might be something that one can learn to do over time, but it is not something you are going to pick up and have something going from scratch by the end of the day. Just my two cents.
 
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