Others Insect Prison Remake [v1.30] [Eroism]

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Monki0

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If you allow me to give a suggestion if maybe, still there's some room for something else after roadmap its done, do you think you could to re-utilize the cockroach scene from the elf girl during her nighttime event for Leah during her bedtime/sleep sequence? I just thought it could to be a extra nice addiction while being not too hard to implement into the game, its up to you to your choice of course.
I have thought about this too. I don't know how the CGs are made, but it seems like old Disney animations with multiple layers that depict one specific thing that is being moved or replaced frame by frame. So if I am right you could leave all layers as is except the head layer and replace it with a (modified) layer of Leah's head.

Could someone give me a guide on scenes are made? I could try to make a new one myself.
 

eroism

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If you allow me to give a suggestion if maybe, still there's some room for something else after roadmap its done, do you think you could to re-utilize the cockroach scene from the elf girl during her nighttime event for Leah during her bedtime/sleep sequence? I just thought it could to be a extra nice addiction while being not too hard to implement into the game, its up to you to your choice of course.
I can't make any promises, however we'll keep it on consideration for post final improvements or inclusions. Is not that I don't like the idea but given our very constricted budget and amount of time effort, I prefer to use it for new and different scenes, and avoid too much repetition, but that is a personal design choice and I'm aware that some may disagree :).

I have thought about this too. I don't know how the CGs are made, but it seems like old Disney animations with multiple layers that depict one specific thing that is being moved or replaced frame by frame. So if I am right you could leave all layers as is except the head layer and replace it with a (modified) layer of Leah's head.

Could someone give me a guide on scenes are made? I could try to make a new one myself.
That would be an amazing contribution :love:!

I do not know how Atela created the CGs, however I can tell you that in the point of view of his final work, each scene is composed of around 70 to 150 frames (single images), with each frame having just some general movement variation. Single loops may have from 5 to 10 frames and then each stage randomly selects a sequence of loops to play a few times.

Loops are played in ping-pong style, so if a loop is composed of frame "01a" to "01e", it will play from "01a" to "01e" and then reverse back until "01b". It is a bit unorthodox, but I can try to provide a better explanation if needed :).

Now I can see two ways of handling this from the game implementation side of things. We can either keep the same system for new scenes, or we can animate the pieces in-game, allowing for total fluid movement without the giant amount of images. Personally I would prefer the later, but a sort of guide would have to be established for us to know in what direction and speed to make the movement :unsure:.

Also, I would personally like to retain the random nature of the animations, as I find that to be very unique, since the same scene never plays the same twice ;).
 

Monki0

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I can't make any promises, however we'll keep it on consideration for post final improvements or inclusions. Is not that I don't like the idea but given our very constricted budget and amount of time effort, I prefer to use it for new and different scenes, and avoid too much repetition, but that is a personal design choice and I'm aware that some may disagree :).


That would be an amazing contribution :love:!

I do not know how Atela created the CGs, however I can tell you that in the point of view of his final work, each scene is composed of around 70 to 150 frames (single images), with each frame having just some general movement variation. Single loops may have from 5 to 10 frames and then each stage randomly selects a sequence of loops to play a few times.

Loops are played in ping-pong style, so if a loop is composed of frame "01a" to "01e", it will play from "01a" to "01e" and then reverse back until "01b". It is a bit unorthodox, but I can try to provide a better explanation if needed :).

Now I can see two ways of handling this from the game implementation side of things. We can either keep the same system for new scenes, or we can animate the pieces in-game, allowing for total fluid movement without the giant amount of images. Personally I would prefer the later, but a sort of guide would have to be established for us to know in what direction and speed to make the movement :unsure:.

Also, I would personally like to retain the random nature of the animations, as I find that to be very unique, since the same scene never plays the same twice ;).
Are these images played one after another, or flash tweens? It's been a while since I made flash animations... What picture format is needed and which size? Could you provide a sample maybe so we can use it as example on how this works and how to structure this?

Even if I understand how its done, it's gonna be tough to mimic Ateras style

I would definitely add a ton of parasite and x-ray related content.
I'd love that.
 

eroism

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Are these images played one after another, or flash tweens? It's been a while since I made flash animations... What picture format is needed and which size? Could you provide a sample maybe so we can use it as example on how this works and how to structure this?
I apologize as a full recreation is a bit complex, but given time I can create the full sequence diagram of a more complicated scene, so I'll use one of the simplest branches as a quick example :).

The frames are still images switched with intervals of 125 milliseconds as base time (8 FPS) or 62.5 milliseconds (16 FPS) if using x2 animation speed, there is no tweening, but tweening can be achieved in the engine with relative ease as long as we have instructions for the movement. As an example, for the few Sea Tongue branches, there is one I named "lick" (which has an additional path edited by ms.mintus, following the branching style animation of Atela somewhat), and it goes like this:

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As an additional note, I'm aware of how convoluted Atera's animation are to reproduce, so I'm always open to alternative ways or simplifications, as what we've done was an attempt at aproximating to his work, however the downside is how complicated they become to alter or recreate.
 
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Monki0

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I apologize as a full recreation is a bit complex, but given time I can create the full sequence diagram of a more complicated scene, so I'll use one of the simplest branches as a quick example :).

The frames are still images switched with intervals of 125 milliseconds as base time (8 FPS) or 62.5 milliseconds (16 FPS) if using x2 animation speed, there is no tweening, but tweening can be achieved in the engine with relative ease as long as we have instructions for the movement. As an example, for the few Sea Tongue branches, there is one I named "lick" (which has an additional path edited by ms.mintus, following the branching style animation of Atela somewhat), and it goes like this:

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

As an additional note, I'm aware of how convoluted Atera's animation are to reproduce, so I'm always open to alternative ways or simplifications, as what we've done was an attempt at aproximating to his work, however the downside is how complicated they become to alter or recreate.
If we give you a folder with images that would form a loop, can you put them in order and make the animation? Creating the images would be the most work, I reckon? What size and format should those images be?
 
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eroism

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If we give you a folder with images that would form a loop, can you put them in order and make the animation? Creating the images would be the most work, I reckon? What size and format should those images be?
For sure :). The images are saved as JPEG to conserve space and are of size 1264x840 pixels.

With the "full way" for the animation to be build, considering that a scene is composed of a sequence of stages, where each stage repeats a limited set of loops in a random order, all that we must know is:
  1. How many stages are there and what is their sequence? (first to last)
  2. Which loops belong to which stages? (stages can share loops as well)
  3. What are the branching rules between those loops? (for example, 30% path A and 70% path B, or play 3 times path A then 50% path B/C)
The last point (3.) is something we can do ourselves, not to the quality of an animator, but provided that the stages are well defined and the loops can seamlessly transition inside the same stage, we can experiment with it and arrange the branching rules between loops with trial and error ;).

Theoretically, we can also handle point 1. however it costs us more time, but as long as we have sets of loops that go well together and are clearly "differentiated in time", in relation to the animation, we can also make our assumptions and create the stages based of them.

Maybe to more directly answer your question, imagine stages are set to directories for example, Tease, Insert and Cum, and then inside Tease we have the folders Caress and Lick, where each would be a single loop, or a small collection of loops. For this case we would assume the outer directories to be the Stages, and the inner to be the loops for that stage. With this we could create our branching rules and then create a scene following the directories that were provided as an example :D.
 
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eroism

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We interrupt this session to inform you all that version 1.30 is here and pregnancy is now working after many redesigns and tweaks :D.

As usual, all information is available in the devlog at , and I apologize for such a short post, but since I've wrote a lot already, I'm tired and will step away from the keyboard and relax for a week or so.

Any issues let me know so we can take to fix it as fast as possible :).

EDIT: I'll later upload the page for F95, I'm drained and don't feel like doing it today.

EDIT2: F95 updated and the Russian language issue is solved as well, if you have problems with Russian crashing in Android, re-download 1.30 :).
 
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Monki0

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Nov 6, 2023
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We interrupt this session to inform you all that version 1.30 is here and pregnancy is now working after many redesigns and tweaks :D.

As usual, all information is available in the devlog at , and I apologize for such a short post, but since I've wrote a lot already, I'm tired and will step away from the keyboard and relax for a week or so.

Any issues let me know so we can take to fix it as fast as possible :).

EDIT: I'll later upload the page for F95, I'm drained and don't feel like doing it today.
So I guess to see the new content, I have to say goodbye to my 600+ parasites first? Gosh that's gonna be a tough one :cry:
 

Monki0

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Nov 6, 2023
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Sorry for ruining your collection :(.
Since I never had a use for it before, I never noticed, but I always though the crafted potion removes 6 Parasites, while the Shop Potion removed all of them. I was quite shocked to see that the Shop Potion has the exact same effect as the crafted one. Wouldnt it make more sense to make the quite expensive Shop Potion much more potent than the one crafted by an Alchemy "Amateur"?

Needless to say it took me quite a bit of farming to get rid of them all.I hope the new friends are just as good as the lost old ones. Combat became quite a bit more difficult without Parasites. Normaly I could seduce mobs every other turn since Lust skyrocketed.

I watched the Egg Fly maggots. Gonna go for the others tomorrow.
 
Jun 25, 2023
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Loving the new update so far. Even went and started a new game just so I could see the new stuff from the beginning. This is easily in my top five games on this site. I'd say this and Mad Island are tied for the top slot. I eagerly await the next update, and in the meantime, I extend kudos to you for your hard work.
 
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