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Unreal Engine Projekt Melody: A Nut Between Worlds! [v0.5.5.1 Alpha] [Big Bang Studio]

2.50 star(s) 17 Votes
May 5, 2019
117
70
You should add the name of who is talking to the subtitles so people who can't hear (or have sound off) know who is saying what.
 

istalo

Member
Jul 24, 2019
136
481
When I press Q to select sex position and characters and press play, it starts the position but everything is out of focus. is there any way to refocus it or switch cameras?
Turn the DoF off in the advanced options, but from what I looked at the animations are... broken, lots of issues with them. Had been a while since I last checked this game and it seems worse than before...
 
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fuzzyadmiral

New Member
Jan 17, 2021
12
4
For anyone wondering, the current iteration this project has taken a HUGE turn for the worst. It's no longer functional, playable and has tons of bugs along with many, many glaring issues in terms of performance and stability.

Avoid downloading this version, it's 11gb of wasted data.

I'll wait until a future release before playing again.
Well damn, looks like this one is going back into the stew pot. The search continues...*DUN DUN DUNNNN!!!*
 
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SaitoOsuke

New Member
Sep 8, 2022
13
3
yo, this game is utterly broken for me. mel doesn't follow the main story ant keeps getting stuck in T pose. like, it's unplayable at the moment. hope it gets functional later on
 

Quarcling

Newbie
Mar 3, 2022
44
60
1713148085369.png

We read / hear critique and some of us, like me, even sometimes read this forum to see if there´s anything our patreons are missing to tell us. After all F95 is known to be more spicy in commentary and it always helps seeking more perspectives.

That said, usually a games development takes between 3-5 years to complete, at least in the scope ANBW is planned at. And looking at that plus the expectations aired here ...its just ... kinda weird xD

We do not share builds comment-less with our PATREONS. For example, if a game build we release has major bugs we share these bugs as we know them AND we tell people what quality to expect through the PRE ALPHA or ALPHA tag in order to not waste their time downloading something thats potentially gonna break.

For anyone who played the first PRE ALPHA ... yes. Sucks for me too. That first design concept was written in 1.5 months and I was very much in love with it. It was a great showcase of how fast you can develop a base system.

But then production reality hits and you have to scale the system and ... yeah ... no that version of the game had technical dependencies we had to kill with fire because we would NEVER have been able to make a game with multiple characters at the cost we can cover via patreon and the teamsize we have available.
 

D4n0w4r

Member
May 21, 2020
365
1,237
View attachment 3542479

We read / hear critique and some of us, like me, even sometimes read this forum to see if there´s anything our patreons are missing to tell us. After all F95 is known to be more spicy in commentary and it always helps seeking more perspectives.

That said, usually a games development takes between 3-5 years to complete, at least in the scope ANBW is planned at. And looking at that plus the expectations aired here ...its just ... kinda weird xD

We do not share builds comment-less with our PATREONS. For example, if a game build we release has major bugs we share these bugs as we know them AND we tell people what quality to expect through the PRE ALPHA or ALPHA tag in order to not waste their time downloading something thats potentially gonna break.

For anyone who played the first PRE ALPHA ... yes. Sucks for me too. That first design concept was written in 1.5 months and I was very much in love with it. It was a great showcase of how fast you can develop a base system.

But then production reality hits and you have to scale the system and ... yeah ... no that version of the game had technical dependencies we had to kill with fire because we would NEVER have been able to make a game with multiple characters at the cost we can cover via patreon and the teamsize we have available.
The question is why. This is supposed to be a porn game about Melody. If feels like you guys are working on everything except that notion. You could have just made a gallery of Melody getting fucked and called it a day.

It all just reminds me of the current situation with LoK:R. The original game was just about Krystal getting fucked, and somehow they twisted it into a rpg that nobody wanted and it has subsequently been stuck in development hell for years now.
 

Quarcling

Newbie
Mar 3, 2022
44
60
The question is why. This is supposed to be a porn game about Melody. If feels like you guys are working on everything except that notion. You could have just made a gallery of Melody getting fucked and called it a day.
We never advertised this game as a "Melody Lewd Gif Viewer" game. The Mission statement for this game was from the first day of public access "action adventure h game" with multiple waifus / date interests and a semi open world.

Technically thats the "why". Theres more why´s I could write down but I dont feel it would add much value to the conversation bcs too much of my personal perspective.
 

grahegri

sake, birds, torrents
Donor
Feb 23, 2023
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ProjektMelodyANutBetweenWorlds-0.5.2.3Alpha
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Gibbon333

New Member
Sep 26, 2020
2
19
We never advertised this game as a "Melody Lewd Gif Viewer" game. The Mission statement for this game was from the first day of public access "action adventure h game" with multiple waifus / date interests and a semi open world.

Technically thats the "why". Theres more why´s I could write down but I dont feel it would add much value to the conversation bcs too much of my personal perspective.
I totally understand the struggle of trying to make a game with a larger-scope vision like this with a smaller team. But I don't really see that vision executed well in this project. It seems like a bunch of different ideas throw together so the game can have "more stuff" without it really making sense why the game needs it or what the purpose is. The dialogue portions of the game seem the best developed, IMO that is the strength of the project so far. Trying to go in all kinds of different directions, exploration, combat etc just strikes me as unrealistic and taking what could be a handful of well-developed features (like the dialogue) and expanding on that over 2-3 years, the scope just keeps getting bigger and bigger without finishing the last feature (or even justifying why those features are necessary). Just my two cents. I'd like to see the game slow down and FINISH one thing at a time before adding 2-3 other things (which are also just partial, incomplete implementations).
 

zecel

Newbie
Jul 1, 2023
20
8
Spent over an hour mucking around with my Quest 2 to get it working... Albeit I don't have lot of experience with VR in general, but through some trial and error it seemed to work. Should work similarly for Quest 3.

Here's my steps to use it with Quest 2.

What You Need or at least What I used:
  • Link Cable that goes between the PC and VR Headset. (AirLink, may work if you've used or set it up before, but I didn't use that)
  • Quest 2 or Quest 3. (Obviously other headsets work per comments on here, but this is just my setup and quick guide)
  • Steam.
  • SteamVR.

Beware that this setup is not refined and will be visible and audible to anyone around you (in your room), it's using your computer and screen. All of your 'creepy' fumbling around and groping actions are visible on the computer screen. Again, this setup it is not 'private'. There may be a way to disable your computer screen or turn the monitor off, but I didn't stress about that myself... Also if your not using headphones that plug into your VR Headset it will be audible to others around you. (You've been warned).

Download the Base Game from first page link. Unpack it somewhere you will remember.
Download and Install SteamVR through your VR headset (Do not use Meta Remote Desktop), there may be a way to use that to fire up the game but that's a whole different beast. (Sorry no guide setting up SteamVR, it's pretty basic and straight forward but I do not recall all the steps. You may have to turn on your VR Headset to finalize and sync everything up between steam/VR headset/PC).
Install Steam and/or Open Steam and select > Steam > Go Offline
In Steam; Select > Games > Add a Non-Steam Game to my Library
In Steam; Select > Browse... > Navigate to the installation folder you downloaded and unpacked the base game to. Open that folder and select VR_Kanojo > Add Selected Programs

Launch SteamVR within your headset and if it takes you to their little built in room, that should be ready.
Remove the headset and launch the game through Steam, on your PC. It runs a little executable/batch file than will be on your PC. With SteamVR running and your headset connect via AirLink or Link Cable, you should have the game running to your headset.

Controls... this is where the game may really struggle. My first few games I had massive problems with controls, eventually I got it to work on my controllers fairly well and enjoyed the first few scenes as I learned the game. The second day I lost whatever controller settings I had working (I didnt remap or change anything that I recall) and its been a struggle. From what I can tell, if you launch the game without the headset/controllers active, it defaults to some weird keyboard/mouse combo with some of the VR controllers somewhat working... It also uses your 'vision' as a centre controller/selection then you have to find the right button, key to press to proceed.. Hope this helps someone, there is some enjoyment as the model is exquisite but its a bit of weird struggle to get it all working smoothly.
 
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Quarcling

Newbie
Mar 3, 2022
44
60
Spent over an hour mucking around with my Quest 2 to get it working... Albeit I don't have lot of experience with VR in general, but through some trial and error it seemed to work. Should work similarly for Quest 3.
Wait what? xD
 

Purple_Heart

Engaged Member
Oct 15, 2021
2,429
3,995
Spent over an hour mucking around with my Quest 2 to get it working... Albeit I don't have lot of experience with VR in general, but through some trial and error it seemed to work. Should work similarly for Quest 3.

Here's my steps to use it with Quest 2.

What You Need or at least What I used:
  • Link Cable that goes between the PC and VR Headset. (AirLink, may work if you've used or set it up before, but I didn't use that)
  • Quest 2 or Quest 3. (Obviously other headsets work per comments on here, but this is just my setup and quick guide)
  • Steam.
  • SteamVR.

Beware that this setup is not refined and will be visible and audible to anyone around you (in your room), it's using your computer and screen. All of your 'creepy' fumbling around and groping actions are visible on the computer screen. Again, this setup it is not 'private'. There may be a way to disable your computer screen or turn the monitor off, but I didn't stress about that myself... Also if your not using headphones that plug into your VR Headset it will be audible to others around you. (You've been warned).

Download the Base Game from first page link. Unpack it somewhere you will remember.
Download and Install SteamVR through your VR headset (Do not use Meta Remote Desktop), there may be a way to use that to fire up the game but that's a whole different beast. (Sorry no guide setting up SteamVR, it's pretty basic and straight forward but I do not recall all the steps. You may have to turn on your VR Headset to finalize and sync everything up between steam/VR headset/PC).
Install Steam and/or Open Steam and select > Steam > Go Offline
In Steam; Select > Games > Add a Non-Steam Game to my Library
In Steam; Select > Browse... > Navigate to the installation folder you downloaded and unpacked the base game to. Open that folder and select VR_Kanojo > Add Selected Programs

Launch SteamVR within your headset and if it takes you to their little built in room, that should be ready.
Remove the headset and launch the game through Steam, on your PC. It runs a little executable/batch file than will be on your PC. With SteamVR running and your headset connect via AirLink or Link Cable, you should have the game running to your headset.

Controls... this is where the game may really struggle. My first few games I had massive problems with controls, eventually I got it to work on my controllers fairly well and enjoyed the first few scenes as I learned the game. The second day I lost whatever controller settings I had working (I didnt remap or change anything that I recall) and its been a struggle. From what I can tell, if you launch the game without the headset/controllers active, it defaults to some weird keyboard/mouse combo with some of the VR controllers somewhat working... It also uses your 'vision' as a centre controller/selection then you have to find the right button, key to press to proceed.. Hope this helps someone, there is some enjoyment as the model is exquisite but its a bit of weird struggle to get it all working smoothly.
A few ideas:
  • You probably don't need a cable for any game, air link and virtual desktop should work. One of Quest's core features is its ability to work completely wireless.
  • You can alt-tab out of any game window on your pc to view something else while game continues working on your headset.
  • If you use virtual desktop you don't need to add any game to your steam library. Launching steam vr from virtual desktop's menu then running game .exe just like a regular game(non-vr) works for most games.
 

Quarcling

Newbie
Mar 3, 2022
44
60
I totally understand the struggle of trying to make a game with a larger-scope vision like this with a smaller team. But I don't really see that vision executed well in this project. It seems like a bunch of different ideas throw together so the game can have "more stuff" without it really making sense why the game needs it or what the purpose is. The dialogue portions of the game seem the best developed, IMO that is the strength of the project so far. Trying to go in all kinds of different directions, exploration, combat etc just strikes me as unrealistic and taking what could be a handful of well-developed features (like the dialogue) and expanding on that over 2-3 years, the scope just keeps getting bigger and bigger without finishing the last feature (or even justifying why those features are necessary). Just my two cents. I'd like to see the game slow down and FINISH one thing at a time before adding 2-3 other things (which are also just partial, incomplete implementations).

Any Game Dev can tell you this: Game development is messy and non-linear. It’s full of reworks and updates, and things rarely go as planned. We’ve been open about our process in our blog posts and on our discord. The reality is, making games involves trial and error, and if you’re not failing, you’re probably not pushing hard enough ... or never tried in the first place.

You also can’t just finish one system and move on to the next; they’re all connected in some way and need to be developed together. Look up topics such as cohesion and coupling if you want to know more.

 
2.50 star(s) 17 Votes