Darth Sidious

The Senate & Emperor of the First Galactic Empire
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Why are there angry emotes to this upload? There is no NTR tag :WaitWhat:
 

BarbarrossaNA

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Jubs! ... I wasn't sure what to expect but I have to say I was entertained. Keep it up! :) Enjoyed everything about it. High hopes for this one. Timely updates are your friend.. and mine. Tip of the hat to you.
 
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Ka1tzer

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Forgive me if this has already been answered before, but will we be able to avoid LIs?

I saw that avoiding controversial tags/content is planned, but I wonder if we can also dodge LIs that aren't inside any "controversial" tag.

I saw the dev mention that there will be a prostitute LI within the notes (when he was mentioning controversial content). I know we can avoid the content itself, but can we avoid that character romantically? Or any other, to conform with player preference?
 

BigAlzBub

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Jul 20, 2020
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Not yet, no. It is planned, wont be for a while though.
RE: Futa

Just out of curiosity, any idea how you plan to do them? Will it be something like a few girls from the brothel using a touch of magic to change, or do you think you will go the whole hog and go "traditional futa" and be 6ft + amazonian, built like a brick privy, massive breasts, horse cock (+vag but no balls), capable of throwing out a bucket of jizz.

I could see the first one working off the bat, but for the second, you would probably need a chunk of world from a very strange place folded in, not that that sounds out of place given lore that we are currently privy to.
 

Jubs!

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RE: Futa

Just out of curiosity, any idea how you plan to do them? Will it be something like a few girls from the brothel using a touch of magic to change, or do you think you will go the whole hog and go "traditional futa" and be 6ft + amazonian, built like a brick privy, massive breasts, horse cock (+vag but no balls), capable of throwing out a bucket of jizz.

I could see the first one working off the bat, but for the second, you would probably need a chunk of world from a very strange place folded in, not that that sounds out of place given lore that we are currently privy to.
Haha, really the worlds your oyster. But whatever I do has to be partially grounded in reality if I ever hope to animate it or create realistic sex scenes with it. I have two specific characters in mind for it at the moment. I actually really enjoy trans/futa games so I can see there being more, way down the line though. One of those characters is a different species, but basically a very feminine woman with large (but still within normal range) male genitals, she is strong, she is tall, but she's not some Amazonian goddess type or anything like that. I know a lot of people wont want to see trans/futa content, so I think I will likely have to make two versions of her for the sexy time stuff. The other character is a goddess who can change her sexual characteristics to suit her goals.
 
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sabadongelov

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Thanks, I should probably point out that the main character is a "hero" and therefore does not get involved in rape. The game deals with storylines that involve it. It happens to other people and there is some stuff with one of the characters and a deity that could go that way, but it isn't something you take part in or witness in detail. In the current release, the 'rape' content is you rescuing captives from people who are doing bad things to them. And killing those bad people. In quite a gruesome ways in some cases.

The incest is incest by the definitions of that tag on this site, but they are not blood relatives.

But yes, diversification seems prudent, so I have an itch.io account awaiting tax verification. I intend to look at subscribestar, but when I did a few months ago they had quite a daunting array of 'we only accept games for which there is a ton of presence online for it already' on their submission guide.
If the player doesn't get to see any rape scene play out in the game, should the game really have the rape tag then? Because you will attract the "wrong" people and potentially repell some of the people you want to play your game.
 

Jubs!

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If the player doesn't get to see any rape scene play out in the game, should the game really have the rape tag then? Because you will attract the "wrong" people and potentially repell some of the people you want to play your game.
Hadn't really considered that angle, I guess you are probably right there.
 

motseer

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Jubs!, I just finished a complete read of version .22, and I have to congratulate you on implementing several good suggestions that have definitely improved the quality of your AVN. The animations, beautiful renders, good writing and excellent story telling combine to make Luminary Protocol a very pleasurable experience to this point. It absolutely presents itself with style and elegance.

Removing the looping of animations, especially "scene" animations, made a huge difference. Now it has a "cinematic" quality that I'm sure is partly what you were aiming for. If I could make one more small suggestion... I think this cinematic quality would be enhanced even more if you could plan the animations so that you use the final frame of the animation for your still background at the end of the animation. I think it would work for most of your animations as they are right now, requiring only a small amount of work to make the changes. I think, if you try it, it will make the visual experience flow even better. It will remove the jarring from everything jumping back to a starting position at the end of the animation.

At this point your product is definitely something I would recommend!
 
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Jubs!

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Jubs!, I just finished a complete read of version .22, and I have to congratulate you on implementing several good suggestions that have definitely improved the quality of your AVN. The animations, beautiful renders, good writing and excellent story telling combine to make Luminary Protocol a very pleasurable experience to this point. It absolutely presents itself with style and elegance.

Removing the looping of animations, especially "scene" animations, made a huge difference. Now it has a "cinematic" quality that I'm sure is partly what you were aiming for. If I could make one more small suggestion... I think this cinematic quality would be enhanced even more if you could plan the animations so that you use the final frame of the animation for your still background at the end of the animation. I think it would work for most of your animations as they are right now, requiring only a small amount of work to make the changes. I think, if you try it, it will make the visual experience flow even better. It will remove the jarring from everything jumping back to a starting position at the end of the animation.

At this point your product is definitely something I would recommend!
Thank you. I had already tried to implement pausing on the final frame, using functions that are in renpy. But it got complicated and beyond my ability to code. I think there may be some fundamental incompatibilities with the way renpy does it and the .webm video format I'm using to keep the file size down. I certainly remember it being one of those things where it frustrated me at every turn with one error or issue after another. Which means I'd have to manually grab the final frame of every animation and add it as another image in game. That is problematic for a couple of reasons. One.. it's time consuming. I could probably work out how to use ffmpeg to do it automatically, but I'd have to work out how to use ffmpeg properly first, but then I'd also have to add in each final frame as a separate image and add it to the game. Its probably a good half day's work to do it. It would also add a lot of extra images into the game, which will add to the filesize. Which isn't too bad at the moment, but it's going to be a problem. Most VN's tend to stick to around 5gb chunks and this one is already at 3gb. I can cull a lot of the concept videos from the menu and replace them with actual videos from the game to help with that, but at around 300-500mb per update I'm going to be hitting that 5gb magic number by the end of the year.
 
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Jubs!

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Yea, all the characters use combinations of multiple public figures (e.g. looks like x combined with x, with different weightings for each one), combined with other factors (hair colour, body shapes, skin tones, make-up styles, eye colours, age etc.) to try and keep them looking unique. But for some reason the influence of her is extremely strong and overwhelms the other influences. I have tweaked her generation settings to get her to look less like her because it does stand out and it's not intended.

But yes, in my opinion she is one of the most naturally beautiful women of the modern era :)
Why are there angry emotes to this upload? There is no NTR tag :WaitWhat:
I would think its the AI tag that does it.
 

fa4n87487

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Jan 17, 2025
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The world building and story so far are great. I find the ai distracting though. The character's appearances switching mostly. You would think the ai would be able to hold the original and make pose changes without changing the lighting, face, and clothes. Either than that I think you got something special here. I look forward to your updates.
 

motseer

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Dec 17, 2021
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Thank you. I had already tried to implement pausing on the final frame, using functions that are in renpy. But it got complicated and beyond my ability to code. I think there may be some fundamental incompatibilities with the way renpy does it and the .webm video format I'm using to keep the file size down. I certainly remember it being one of those things where it frustrated me at every turn with one error or issue after another. Which means I'd have to manually grab the final frame of every animation and add it as another image in game. That is problematic for a couple of reasons. One.. it's time consuming. I could probably work out how to use ffmpeg to do it automatically, but I'd have to work out how to use ffmpeg properly first, but then I'd also have to add in each final frame as a separate image and add it to the game. Its probably a good half day's work to do it. It would also add a lot of extra images into the game, which will add to the filesize. Which isn't too bad at the moment, but it's going to be a problem. Most VN's tend to stick to around 5gb chunks and this one is already at 3gb. I can cull a lot of the concept videos from the menu and replace them with actual videos from the game to help with that, but at around 300-500mb per update I'm going to be hitting that 5gb magic number by the end of the year.
I assumed it was probably something like that. Maybe just keep it in mind down the road. You are obviously going to learn more as you go and a solution may well present itself. As it stands now it's pretty spectacular overall. Artistic is a word that comes to mind. (y)

BTW, Emelia is hot as fuck! :p
 

Humlebien

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I would think its the AI tag that does it.
Indeed. For some reason there is alot of very irate people when they see that tag. And they HAVE to come in an yell about it. It will never change. Some are like that because they are artists themselves, and see it as a treat. Other purists. Others aginst are trolls. And some are purely just tards. The production value on this is great. A few fingers here and there, but nothing that too bad. So 7/10 game. But it's early. Keep it up and those 2-3 last ones will be available.

One day we will come so far in both game making and AI, that we more or less can download a module and fill in all the chars we want from promts and play a game. Just like when we first got modules for Pen and Paper. And I for one, are all here for it. A world full of green eyed, pale, petite redheads. Perfection.
 

Darth Sidious

The Senate & Emperor of the First Galactic Empire
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Sep 24, 2017
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Yea, all the characters use combinations of multiple public figures (e.g. looks like x combined with x, with different weightings for each one), combined with other factors (hair colour, body shapes, skin tones, make-up styles, eye colours, age etc.) to try and keep them looking unique. But for some reason the influence of her is extremely strong and overwhelms the other influences. I have tweaked her generation settings to get her to look less like her because it does stand out and it's not intended.

But yes, in my opinion she is one of the most naturally beautiful women of the modern era :)

I would think its the AI tag that does it.
Not sure why, AI CG is perfectly made for VNs :BootyTime:
 

Gorse

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Aug 16, 2020
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Jubs!, I just finished a complete read of version .22, and I have to congratulate you on implementing several good suggestions that have definitely improved the quality of your AVN. The animations, beautiful renders, good writing and excellent story telling combine to make Luminary Protocol a very pleasurable experience to this point. It absolutely presents itself with style and elegance.

Removing the looping of animations, especially "scene" animations, made a huge difference. Now it has a "cinematic" quality that I'm sure is partly what you were aiming for. If I could make one more small suggestion... I think this cinematic quality would be enhanced even more if you could plan the animations so that you use the final frame of the animation for your still background at the end of the animation. I think it would work for most of your animations as they are right now, requiring only a small amount of work to make the changes. I think, if you try it, it will make the visual experience flow even better. It will remove the jarring from everything jumping back to a starting position at the end of the animation.

At this point your product is definitely something I would recommend!
Thank you. I had already tried to implement pausing on the final frame, using functions that are in renpy. But it got complicated and beyond my ability to code. I think there may be some fundamental incompatibilities with the way renpy does it and the .webm video format I'm using to keep the file size down. I certainly remember it being one of those things where it frustrated me at every turn with one error or issue after another. Which means I'd have to manually grab the final frame of every animation and add it as another image in game. That is problematic for a couple of reasons. One.. it's time consuming. I could probably work out how to use ffmpeg to do it automatically, but I'd have to work out how to use ffmpeg properly first, but then I'd also have to add in each final frame as a separate image and add it to the game. Its probably a good half day's work to do it. It would also add a lot of extra images into the game, which will add to the filesize. Which isn't too bad at the moment, but it's going to be a problem. Most VN's tend to stick to around 5gb chunks and this one is already at 3gb. I can cull a lot of the concept videos from the menu and replace them with actual videos from the game to help with that, but at around 300-500mb per update I'm going to be hitting that 5gb magic number by the end of the year.
Jubs!, after finishing the current version of Luminary Protocol I feel obligated to give you some feedback. Mostly I'm with motseer about the animations, renders, writing and story telling.
Well, some of the narratives are a little bit long-winded and describe too much details that are better shown than told (you may know about the VN rule: show, don't tell). And of course some of the character sprites need to be reworked due to their lack of quality, improper lighting, ugly cuts or unaesthetic deformations...
... as this sprite of Emelia: cg1vest2smile.png which I tried to correct manually here: cg1vest2smile-edited.png .
The obvious visual character inconsistences are an immersion breaker, but didn't annoy me too much.

Overall I enjoyed your story so far. A lot!

That's why I have to come back to your discussion with motseer about the implemention of video endframes. Because that was what really annoyed me during my playthrough: using the startframe instead of the endframe of your animation videos again afterwards harms your cinematic approach considerably. So please do yourself, your project and us players a favor and take the time to improve this aspect.
As for your argument that implementing those endframes as additional images into your game would increase the filesize: not necessarily. Cause some of the endframes could possibly replace other images?! And many times there is only a black/blank screen after one of your animations.
Furthermore you can significantly reduce the game filesize by
  • converting all .png and .jpg images to .webp (without any apparent loss of quality)
  • adjusting the resolution of all ingame images and videos to 2k (constantly 1920 x 1080px = Full HD)
    - some of your images and videos exceed this resolution: some sprites and squared videos up to 1440px -
Yeah, this is indeed some work and it's time consuming, but don't you think it could be worth it? Especially in the long term?

Well, just my 2 cents and some food for thought for you. Nevertheless, I'm looking forward to the continuation of your story!
 
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Jubs!

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Mar 29, 2018
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Jubs!, after finishing the current version of Luminary Protocol I feel obligated to give you some feedback. Mostly I'm with motseer about the animations, renders, writing and story telling.
Well, some of the narratives are a little bit long-winded and describe too much details that are better shown than told (you may know about the VN rule: show, don't tell). And of course some of the character sprites need to be reworked due to their lack of quality, improper lighting, ugly cuts or unaesthetic deformations...
... as this sprite of Emelia: View attachment 5151473 which I tried to correct manually here: View attachment 5151479 .
The obvious visual character inconsistences are an immersion breaker, but didn't annoy me too much.

Overall I enjoyed your story so far. A lot!

That's why I have to come back to your discussion with motseer about the implemention of video endframes. Because that was what really annoyed me during my playthrough: using the startframe instead of the endframe of your animation videos again afterwards harms your cinematic approach considerably. So please do yourself, your project and us players a favor and take the time to improve this aspect.
As for your argument that implementing those endframes as additional images into your game would increase the filesize: not necessarily. Cause some of the endframes could possibly replace other images?! And many times there is only a black/blank screen after one of your animations.
Furthermore you can significantly reduce the game filesize by
  • converting all .png and .jpg images to .webp (without any apparent loss of quality)
  • adjusting the resolution of all ingame images and videos to 2k (constantly 1920 x 1080px = Full HD)
    - some of your images and videos exceed this resolution: some sprites and squared videos up to 1440px -
Yeah, this is indeed some work and it's time consuming, but don't you think it could be worth it? Especially in the long term?

Well, just my 2 cents and some food for thought for you. Nevertheless, I'm looking forward to the continuation of your story!
Thank you. I'm not anything close to being a graphic designer, I only picked up the CoralDraw suite at the end of last year as I needed something to play around and edit with transparencies and it was on Humble Bundle for about £20. So I kinda muddle through, trying to learn as I go. There is quite a lot too why the sprites are how they are, and yes they definitely could be better and I keep iterating the process to improve them over the time. Honestly when I look back at the first ones I made, they were dreadful.

The sprite you point out here is actually one that bugged me quite a bit. The weirdness on her chest was because it was generated with a big necklace that I had to remove, and the removal process left that behind. But there are other things that bother me too, the hair isn't quite right for one. It's inclusion and me not really acting on that feeling was because I set myself too big a goal with the 0.2 update. I didn't have a premade image that fit the look quite right and rather than go back and make one, I settled for the closest thing I had. I've set myself more modest goals for future updates.

The consistency issue is a big problem. I write about this on some of the patreon updates I've been doing, but it all comes down to compromises. I'm limited to creating images at 1152 x 896 or 1024 x 1024 resolutions. If I create a full body sprite, it fills the same pixel count as an extreme close-up. So the detail on a full-body sprite is always much lower than on a zoomed in one. I tend to generate at full body, medium body and then close ups. Each generation is always slightly different. I wasted a lot of time early on trying to create more details and elaborate outfits for people, only to realise I could never recreate them for different poses or distances. So now it's keep it simple - 1 max 2 colours, simple clothing items, no jewellery etc. As Ill generate 200-300 images at one view and distance and repeat for each one. Then it's a case of going through all those generations and finding the ones that closely match. Close enough that it hopefully won't make people think WTF? When they see the different sprites of the same character. Of course, then I realised that things like hairstyles were being rendered differently, depending on which checkpoint I was using and some random factor. (The Sarah sequences in chapter 2 suffer from this). So now I have to be much more specific about hair length and style. You would think "shaggy bob" was one specific hairstyle, but no, there are with and without fringe versions and then voluminous and non-voluminous etc.).

There is another way to generate consistent sprites, which is to use character sheet generations. This throw out 2-5 versions of the same character in different angles or poses in a single image, which means they are all wearing exactly the same clothing. Usually. But that still runs into the pixel limit, if a single full body image at 1152x is OK quality, 3-4 full body's on a single image are very low detail. I started out this way, but quickly realised that the resulting image quality was just too low to use them.

Anyway, it is something I continue to work on, and I feel like it's gradually improving. Each time I encounter a failure of some kind it teaches me how to reduce similar failures in the future.

Re the length, yes, I could wield the knife a bit more when editing. I guess it's a symptom of how I write it, which is as a novel and then converted into a visual novel. I do edit out a lot of the visual descriptions, but not enough it seems.
 
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