In the latest version you can define the relationships for yourself - however, there is currently nothing going on between the family members.is it incest or stepcest?
In the latest version you can define the relationships for yourself - however, there is currently nothing going on between the family members.is it incest or stepcest?
RE: FutaNot yet, no. It is planned, wont be for a while though.
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.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.
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.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.
Hadn't really considered that angle, I guess you are probably right there.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.
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!, 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!
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.So hot though
View attachment 5148774
I would think its the AI tag that does it.Why are there angry emotes to this upload? There is no NTR tag![]()
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.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.
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.I would think its the AI tag that does it.
Not sure why, AI CG is perfectly made for VNsYea, 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.
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!
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.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.
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.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
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?
- 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 -
Well, just my 2 cents and some food for thought for you. Nevertheless, I'm looking forward to the continuation of your story!