Hardflip

Newbie
Feb 16, 2018
56
219
84
BTW i experimented with ReShade and i can tell you with Advanced CRT and forced 30fps game plays and feels completely different!! (cuz number of pixels doubles i guess) immersion, ghosing, TV gamma mmmmm like good old days man
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LoveNot

Newbie
Dec 13, 2017
82
113
177
Pig farm, Village and Town events done



i also updated link on previous post
I've made some edits to your Standing portraits,

Mostly changed
-to have no outline like the default base sprite
-fixed some clipping
-readd deleted/missing pixels
-applied missing Transparency for handcuff normal
-fixed shifting translations of the sprite
-editted some blemshes from Broken standing (dunno if you intended undirtied skin or not)

(Edit): My bad I missed one,
 
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simatetuo2025

New Member
Apr 20, 2025
11
24
3
5/2
v1.0.6

-UI operations using generic joysticks not gamepad no longer accepted.To prevent erroneous input.
-Fixed bug boss enemy spawning to interrupted in northeast village
-Fixed bug to not display breast animations in gallery
-Fixed animation texture in gallery developer mode.
-Other.

 
May 8, 2021
28
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57
Does anyone have the finished game save file? I finished the game 2-3 weeks ago and then deleted all the save files but now it has the latest version I want to see what's new
Here is a full save of mine, just no blessing. I'll try for the blessing and no upgrades next time. Version 1.0.5
 
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Zanurah

Member
Jul 10, 2022
321
732
193
Needing to lose should probably not be a thing, instead if you beat it first try you can just walk into it's now empty lair and grab the wand.
Aye, I thought about that after I wrote it. I was originally thinking that the cave is its own instance not connected to the world map so that the only way you could reach it is by losing to the beast. So, I'd simply make it reachable instead.

On that note, I'd add that when you survive the first encounter, he flees back to his cave so you have to engage with him twice before he's truly slain. Kinda like that one monster you face multiple times in the first game's laboratory.
 

Seracjuze

Member
Jan 16, 2018
250
289
82
Aye, I thought about that after I wrote it. I was originally thinking that the cave is its own instance not connected to the world map so that the only way you could reach it is by losing to the beast. So, I'd simply make it reachable instead.

On that note, I'd add that when you survive the first encounter, he flees back to his cave so you have to engage with him twice before he's truly slain. Kinda like that one monster you face multiple times in the first game's laboratory.
That's fine, especially if say the 2nd encounter has some changes, like using the terrain to his advantage.
Either way, yes to Werewolf, Lilia needs a good old fashioned knotting. :p
(And Haanja does too :p)
 
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Oct 8, 2021
285
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I suggest you take a look at Eluku's Fairy Fighting, particularly the Ice Wolf and the Rape Beast (essentially a werewolf). Both the animations and the CGs may have what you want, even if they can be quite graphic at times. Another source for ideas may be the Red Hood and the Beast game, since the last boss is the werewolf himself (pity the endings are just meh).
 

Zanurah

Member
Jul 10, 2022
321
732
193
That's fine, especially if say the 2nd encounter has some changes, like using the terrain to his advantage.
Either way, yes to Werewolf, Lilia needs a good old fashioned knotting. :p
(And Haanja does too :p)
I'd likely have the werewolf stalk in and out of the darkness of the cave, with few ambient light sources from tight fissures leading back to the surface. That's where the player will be safest, otherwise it's just going to surprise pounce Lilia if she waits too long in the shadows for an opportunity to strike. So, the key here is to stay in the light and watch for subtle graphical queues for its position, like either a quick flash of its eyes or say saliva dripping in the darkness.

I suggest you take a look at Eluku's Fairy Fighting, particularly the Ice Wolf and the Rape Beast (essentially a werewolf). Both the animations and the CGs may have what you want, even if they can be quite graphic at times. Another source for ideas may be the Red Hood and the Beast game, since the last boss is the werewolf himself (pity the endings are just meh).
Eh, Fairy Fighting's art direction is way too comical to suit Sin's atmosphere. Red Hood's is getting better, though.

Personally, I find the werewolf sex scenes in Skyrim better suited. If only we could convert those to wonderful 2D!
 
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SultrySkirk

New Member
Apr 18, 2025
2
0
1
5/2
v1.0.6

-UI operations using generic joysticks not gamepad no longer accepted.To prevent erroneous input.
-Fixed bug boss enemy spawning to interrupted in northeast village
-Fixed bug to not display breast animations in gallery
-Fixed animation texture in gallery developer mode.
-Other.

I wonder if this fixes the bug where after you retrieve the two keys and have mask status on, it stops the boss from spawning
 
May 8, 2021
28
45
57
Needing to lose should probably not be a thing, instead if you beat it first try you can just walk into it's now empty lair and grab the wand.
Imagine trying for a no damage run just to meet this situation, that wand ain't going anywhere from the empty lair. Going inside and grab it should be safe, right..? Man, I'm having some wild imagination just for that part.
 
Apr 8, 2022
134
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Where is it again?
w-wwwwaitg xD there still someone interesting ab it?
I think Nennai has created an ending that depends on our interpretation. When we can't distinguish between what’s an illusion and what’s real? I know the game just came out, so we can’t demand too much, but Nennai said they packed in a ton of details. Yet, we get an ending where we’re kicked back to the menu, and the game’s structure feels very strange. In the first game, the original, the final boss would disappear from the cathedral before we got the credits and returned to the menu. But here, that doesn’t happen. In terms of structure, the original showed us the illusion first, and defeating the illusion marked the end. But in Sinisistar 2, we defeat the final boss, and then we get the illusion—what’s that about? Or did Nennai deliberately reverse the order to be creative and avoid monotony? If so, we’re left clueless about the fate of the locations on the map. Like, is the giant monster at the bottom of the lake still alive? That thing is too massive to just linger like in original, and it’s not a boss we can rematch after defeating once. There should’ve been a cutscene showing it dissolving back into its own world or something. The cathedral we worked so hard to purify ends up concluding in a way that feels meaningless. If this is a sequel that’s supposed to be better than original in every way, it should’ve shown us the significance of the cathedral—after the monster disappears, Leila should take over, purify it, and become a pillar there, unless the cathedral collapses entirely. Am I crazy, my friend, or am I just expecting too much and overthinking it?
and other one in page 172.
 
4.70 star(s) 123 Votes