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Progress on 0.25 is good. All three character events are fully in renpy, including their choice sections and the first use of stats to control contact. This is fairly minor and relates to Sarah's event. This was more me testing out the ways I can do this and I was pleasantly surprised that it was pretty easy. Although I'm aware the challenge with these things is keeping track of all the variables. I'm still working on sprites. I've completed them all for Emelia and Lilly's events and I'm about 60% done on Sarah's. All of them are already coded into Emelia and Lilly's events and I'm about 30% through Sarah's.
I've been working on animations at the same time. A lot of them are generated, but a new time sink with using FramePack for all the NSFW stuff is that I need edit a lot of the generations. They may be 10-80 seconds long, but not all of what is in there is usable. So for a lot of them I will have to cut them into the pieces I want, before converting them in .webm format and adding them to the game.
I've also been playing around with a new way of processing the generated images into sprites. This was primarily brought on by doing so much with Lilly this time around (she features in both Emelia's and her own event). There have always been some issues with her image generation parameters that often caused her face to come out looking a bit strange, over contrasted and flushed of detail. I spent a fair bit of time playing around with different settings to see if I could find out why. Setting Adetailer's (the tool that forces certain details on to generated images after they have been generated, essential for getting face consistency really) CFG score (a number that tells the AI how closely it has to follow your prompt... this sounds like it should be quite high, but in reality if you set it too high it generates very images that don't look real or are full of artefacts) to an extremely low level, produces a consistent, detailed and lifelike face for her. Which is great, however, it also ignores the rest of the prompting, leading to her having the wrong coloured eyes and things like that. So I fixed that by running the chosen image through PortratPro Studio Max. A photo touch up tool that I got from a Humble Bundle deal. This allows you to correct makeup, eye colour, skin colour, remove blemish's, change where the light source is etc. I can run the images through it in batches based on a preset I've set for her. This ensures the right hair colour, eye colour, makeup style etc. So having used that just to fix Lilly's images, I've decided I will run all the female human sprite images through it. You may notice about half way through Lilly's event that her makeup, eyes, hair colour etc become slightly better defined and consistent and that's because of me starting this process.
I'm also trying to work on including more interaction between the player character and other characters on screen - hugging etc. It's surprisingly challenging to do this and it not look shit, but I'm working on it.
Lastly, I did some research on getting the videos to pause on the last frame, rather than just disappear. I've tried this twice before and encountered wild goose chases and blockers in seeking to do it. This time around I stumbled across a ridiculously simple way of doing it in two different locations. So I'm going to give that a try once I've got all the story events finished. If I can get this to work it will help smooth out the animation to still transitions and make them less jarring.
I'm going to pop some bonus content up for each of the tiers later on this evening as well.
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