Night Mirror

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Jun 2, 2018
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r3.5 Progress Report #11 - MAR 25 @ 23:30 UTC (Task List)
Scene 1 is done. It was pretty sort but took a bit more time than I would have like (is always the problem). I did some major re-writes to the dialog, although it is functionally similar (mostly I changed the way that Summer and Tricia interact, I tried to make Tricia come off less of a bitch). I also included a camo from Wild Summer who is otherwise absent this update. It is just a small bit of dialog only, but I didn't want to leave the character out completely.

I'm hoping scene 2 will go a bit faster here as I don't intend to change very much in it at all (except one request for ending options which should just be a few additional images).

I'm still hesitant to put out a date yet as my time is still split between this project and work. It hopefully shouldn't be too far off from my original target of the 30th, but I'll let you all know as I get closer.

Anyhow, thanks for sticking around an playing the game so far. It really is awesome to see so many people excited for this project (even if this update is going to have some content I know people aren't gonna like as much). I know it's been a long wait already, so hopefully it won't be too much longer.
 

Soup_Man

Newbie
Oct 23, 2018
66
111
Another last-second fix, day 31, Wednesday. During the introduction to the "huge Cronenberg", the background is that of the "normal mall" compared that what I think it should be the "Cronenberg mall" which is dilapidated and overgrown with vegetation and is used for the background for Morty and Wild Summer. See images for reference. Please and thank you.
Love Soup, "If you build it, he will cum" -Field of "Wet" Dreams, 1989 Porno.
 

Soup_Man

Newbie
Oct 23, 2018
66
111
Just like the missing period, small little detail that I hope you can fix. In the kitchen background decal/asset. It seems that they'res a cabinet knob/handle for a non-existent cabinet. See the image below for reference. Please and thank you.
P.S Sorry for not having these bug reports as one continuous post, I find these as I play along with the game, and make these on the spot, I hope that no biggy.
Love Soup, This is what I get for interning, pointing out bugs for no pay.
 

Night Mirror

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Jun 2, 2018
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Also if I may ask, hows is the blinking done, does the game just chooses random time intervals, or is it just an animation that repeats?
I'm using ATL (animation transform language):
Python:
image s37_2_0_m_f:
    "bgs/blank.png"
    choice:
        5
    choice:
        4
    choice:
        3
    choice:
        2
    "scenes/s37/2/0/mbh.png" with Dissolve(0.1)
    0.1
    "scenes/s37/2/0/mbc.png" with Dissolve(0.1)
    0.1
    "scenes/s37/2/0/mbh.png" with Dissolve(0.1)
    0.1
    repeat
It is a super simple list of animation instructions, but the gist of it is, start with a blank frame (if eye lids are open), then choose a random interval from 2 to 5, then show each frame of animation, repeat. These are then tied into the main image, so that when it displays, blinks come with it. For some images, I make them optional instead of the default based on if the character closes their eyes, or moves, etc...

Blinks are already in the game (mostly day 36 and pretty much all main characters), so you can check out the code if you want to see it in action.
 

Night Mirror

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r3.5 Progress Report #12 - MAR 26 @ 8:40 UTC (Task List)
And scene #2 completed! It took WAY longer than I thought it was going to take, but that was because it was pretty much all new models, which all had to be adjusted slightly, so it was just very slow going. Not much else to say about it, very little deviation in the main part of the scene. I did consider doing one big edit near the end but have decided against it (because it doesn't add that much and it would take a bunch of extra time) and the edit would have been after Morty gets captured, I wanted to strip him of his guard outfit (don't worry, no extra horse cock), which would better explain why he is mistaken for a horse and naked in the next scene. But, that is a LOT of editing work to do for a mostly minor plot point I can easily explain away. So, yeah, unless people really want that, pretty much done with Scene 2.

Anyhow, not much else to say about this scene, it was mostly just a data entry scene with little modification. It does have skips are in for people that aren't looking forward to scene 2. Going to start some of the work on Scene 3 (2-3 hrs) before I call it a night. It's a bigger scene so I expect it to take most of tomorrow.
 

boxmod

New Member
Jan 24, 2018
2
0
Anyone else having extremely choppy animations? In the Unity version, everything seems smooth, but in this one, animations seem to be playing at 4-10fps. I have made sure I have the correct codecs, and have had no such issue with other games. Any guesses what it could be? Colors and edges also have a noticable decrease in quality, but I'm guessing that's just a compression issue.

Other than the abovementioned issues, I am really enjoying this version, as it just seems so much more user friendly
 

Night Mirror

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Jun 2, 2018
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Anyone else having extremely choppy animations? In the Unity version, everything seems smooth, but in this one, animations seem to be playing at 4-10fps. I have made sure I have the correct codecs, and have had no such issue with other games. Any guesses what it could be? Colors and edges also have a noticable decrease in quality, but I'm guessing that's just a compression issue.

Other than the abovementioned issues, I am really enjoying this version, as it just seems so much more user friendly
Animations can't be done the same way they are in the Unity version (for a number of reasons). For this game they are just webm files that are literally screen captures of the original. As you pointed out they are heavily compressed (from roughly 5gb down to 600mb) and some earlier animations were transcoded to 15fps (down from 30, also to save space (although, I have replaced most of these with the 30fps versions)).

Is there an animation that looks particularly bad for you as an example and I can see if it is improvable?
 

Night Mirror

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Jun 2, 2018
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r3.5 Progress Report #13 - MAR 26 @ 23:00 UTC (Task List)

(TLDR: Scene 3 of 5 Done! On to Scene 4!)

Another scene done (mostly)! As usual, I have the video captured, but not edited (I'll do it at the end of day today) and I haven't checked that they actually play yet (I'm sure they are full of errors, and typos, and goblins, and pineapple, that all needs fixing, as always...). I did think about doing a QC (quality control) pass on scenes 1 and 2 when I got up this morning, but with my limited time I felt more like I wanted to press forward and just try and get as much done as I can.

So that's 3 down, and 2 to go! This scene turned out to be a pain in the butt. The problem with doing stuff when I'm tired is I make a lot of stupid mistakes that require me to redo work later. And past me was a jackass and fucked up most of the image exports in scene 3.

Very briefly (too late) I messed up the order of some of the images, so almost every image had to be re-exported (thankfully a moderately fast process, (yay automated scripting!)). Still, pain in the butt, and lost me some time re-doing work.

The next scene is about the same size as the last text wise, but has a lot of character poses which tends to slow things down. Still I think I can knock it out today! (Or at least I'ma try).

Not sure I'll be able to do any work on the game tomorrow, but I'll be back at it on Monday. I'm really hopping for Tuesday release, but Wednesday seems more likely. I'll let you guys know for sure when I know for sure :D

One last thing I thought I would share with you guys (which is skippable (also very minor spoilers in the text, but you don't have to read that part)) is a screen shot of my IDE. The main reason I'm including it is so you can see sort of the overall progress. The important bit is over on the right side of the image, where you can see a sort of green/blue vertical bar. This is an indicator of which lines of code have updates, meaning I've put in images, or made dialog changes, etc., wherever there is blue/green.
code_snip.png
You can see that I have about 1/4th of the way left to go in implementation, which, is slightly misleading since the above code has image inserts which effectively doubles it size. Anyhow, you can see progress up to line 3533, the final line is 4685, so... 1152 lines of game still left to do, or (at 2hrs per hundred lines) about 23hrs of programming left to do, not including testing... Almost there...
 

Qwerty543@

New Member
Dec 23, 2021
8
2
later down the line if ferdafs never finishes or if you can find time for it,will you ever make it so morty can romance one of the characters?
 

Night Mirror

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Jun 2, 2018
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later down the line if ferdafs never finishes or if you can find time for it,will you ever make it so morty can romance one of the characters?
I've talked a little about this before, so you can do some thread searching if you want more detail, but the short version is, yes. I do intend to put in a conclusion (several different ones actually) if Ferdafs doesn't/can't, or possibly in addition to whatever the game has. But I have no plans to continue the game beyond the ending. When Ferdafs is done with it, so am I (with one possible additional update to smooth the ending out if needed (and bug fixes until the end of time I'm sure)).

Hopefully though, that is a long ways off. I'm not ready for this game to end any time soon!
 

AXE2501

Member
Dec 6, 2019
246
156
So after playing ferdaf version am i the only who thinks the scene with chud morty and beth could of had her belly a little swollen from his massive load after he cums, also feel like they missed out on a sex on the desk scene.
 

Night Mirror

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r3.5 Progress Report #14 - MAR 27 @ 9:20 UTC (Task List)
Alright, well that took way too long... but Scene 4 of 5 DONE! Yay!

Holy crap that scene had so many damn parts to it with new models and moving backgrounds and scene flips. Just took forever to fill out all the damn poses with 4-5 Mortys on the screen at a time, but got it done!

One last task to do tonight and that is edit all the video I've captured so far (for scene 1-4), then I can batch them overnight. Then most likely no work on the project at all tomorrow, then back to it on Monday.

I'm feeling at lot more confident in hitting a March 29/30 release date now (so that is now back on the main post). Although, I still haven't play tested pretty much any of it (outside of some spot checks). And I have a sinking feeling that with so many new parts, stuff is gonna be breaking right and left on me... Anyhow, that is a problem for future me to worry about.
 
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