Sordax

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Jan 19, 2019
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I did a very sloppy translation of the game using tools. One thing to say, I like this game better than the previous games (some monster corruption and transformation modeling make me feel uncomfortable). I am still playing. Can all characters be transformed?The female doctor at the bottom has been unable to choose
That would be in the next update.
 

The Anax

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Oct 24, 2017
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Shizuka Na ikaku - Thanks for rating! Yeah, this is still an alpha/beta kind of version. I'll be uploading a new version soon, but it adds the first round of upgrade systems in place to prepare for the final finished game. Trainer games, of course, by nature can be grindy. My hope is to help alleviate some of that by making the grind pay off with upgrades to both units and the chambers. My fans in Discord and it looks like on Steam have enjoyed the new systems, but they are not quite done yet.

My other intention to try to help with the grind was the "converted" on Battle Phase, so at least on the Game Mode, folks sort of get that little hit of dopamine for rolling what they need to get a free and slightly better unit into their Infectulon army.

As far as similar conversion scenes, there's really not a lot I can do about that unfortunately. However, in the next update, a fan and I went through and tried to at least change the words up some as we could. But, there's only so many ways to say "binaural sound waves" or "tentacle assaults her" or whatever it is. If I ever make another Anaxverse Conversion Game with another faction like my Nightbred, Giggle Gang, or any of the demonic factions, I am going to go for fewer women and fewer conversion scenes to help make a shorter and less repetitive feel to it. As it is fans wanted more women so I put one from each novel and it grew really big lol

The program I use is called Daz3d, and on the animations, I have to keep frames low or else the game will be 25 GB or something if I used more renders to make them fluid. Again, not much I can do about that one. Daz3d is free, so go ahead and do an animation and post it so I can see how many renders you did (remember it cannot be a video but needs to each be a seperate PNG/WebP/AIFV file). I'd like to see what you meant and would love to try and mimic it if you find a better way that is still very low on file size.

Anyway, thanks again for the rating! The final release, I am hoping, will be out by the end of summer and I can call yet another project completed!
 

Master of Puppets

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Oct 5, 2017
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The program I use is called Daz3d, and on the animations, I have to keep frames low or else the game will be 25 GB or something if I used more renders to make them fluid. Again, not much I can do about that one.
It would save a lot of space if you compressed the animations as proper video files instead of storing them as loose frames. Webm is incredibly efficient, a 2-3 second clip can be about the same size as just 2-3 of the individual frames would be if stored separately.
 

The Anax

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Oct 24, 2017
1,446
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It would save a lot of space if you compressed the animations as proper video files instead of storing them as loose frames. Webm is incredibly efficient, a 2-3 second clip can be about the same size as just 2-3 of the individual frames would be if stored separately.
I'll mention it to Mars, thanks.
 
Oct 11, 2018
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Shizuka Na ikaku -
....
As far as similar conversion scenes, there's really not a lot I can do about that unfortunately. However, in the next update, a fan and I went through and tried to at least change the words up some as we could. But, there's only so many ways to say "binaural sound waves" or "tentacle assaults her" or whatever it is.

The program I use is called Daz3d, and on the animations, I have to keep frames low or else the game will be 25 GB or something if I used more renders to make them fluid. Again, not much I can do about that one. Daz3d is free, so go ahead and do an animation and post it so I can see how many renders you did (remember it cannot be a video but needs to each be a seperate PNG/WebP/AIFV file). I'd like to see what you meant and would love to try and mimic it if you find a better way that is still very low on file size.
....
Hi Anax.

I didn't say the grinding was a bad thing just stated for the review so people who don't like grindy will know about it.

What bothered me most about the conversion scenes is the the image was pretty much the same for all girls in all states.

The choppy animation is fine. it the actual animations that has problems. f.ex. Did you know the strap of Tactician's gun is moving all over the place. or that almost all being both slugs, bugs and human move there legs in weird ways because your keeping waist / core of the model stationary rather then using IK handle to keep legs in place when standing and give the body a light bobing motion. But I'll do some animation. and there some thing about the Guard's "idol" position is unnatural for someone in a combat zone. I know of Daz3d even if I have yet to use it a whole bunch so I'll make some animations and keep them to about same file amount
 
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The Anax

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Oct 24, 2017
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Did you know the strap of Tactician's gun is moving all over the place. or that almost all being both slugs, bugs and human move there legs in weird ways because your keeping waist / core of the model stationary rather then using IK handle to keep legs in place then standing and give the body a light bobing motion. But I'll do some animation. and there some thing about the Guard's "idol" position is unnatural for someone in a combat zone. I know of Daz3d even if I have yet to use it a whole bunch so I'll make some animations and keep them to about same file amount
OH yeah, that's what you mean? Totally, yeah that stuff is just the nature of Daz modelling and me trying to do, (I think) 10,000 Daz renders on a single game, so my age old quality vs quantity juggle. It will not change for sure.
 
Oct 11, 2018
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OH yeah, that's what you mean? Totally, yeah that stuff is just the nature of Daz modelling and me trying to do, (I think) 10,000 Daz renders on a single game, so my age old quality vs quantity juggle. It will not change for sure.
Well toke about 3 hours (thoe I think 1 went to finding a rifle) but I got a start pose down. Man DAZ 3d isn't animator friendly. I decided I need a break after learning the DAZ3d doesn't have a function to make the front hand follow the weapon :LOL:
Start Pose.png
But I found how to make the feet stand still wail you move the hips. You need to pin translation and rotation on the feet then they won't move with the hip even if it's root nod (or they will try to not move, move the hip too far away and they will move)... of course you need to have IK enabled too.
 
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Master of Puppets

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Oct 5, 2017
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I'll mention it to Mars, thanks.
I compressed your intro video to webm and it went from 189MB to 23MB, and that was using a high quality setting. Normally I would compress files down further than that and still not be able to tell the difference even on my 4k screen. By the way why use a video file for that at all? It's just a slideshow with a voiceover, that would be a lot better to do as a collection of stills.
 

The Anax

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Game Developer
Oct 24, 2017
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I compressed your intro video to webm and it went from 189MB to 23MB, and that was using a high quality setting. Normally I would compress files down further than that and still not be able to tell the difference even on my 4k screen. By the way why use a video file for that at all? It's just a slideshow with a voiceover, that would be a lot better to do as a collection of stills.
That is odd, I thought I already did that. Maybe Mars is waiting to switch it out in the final release, but I made all 4 of the videos into webm. OH and the reason why is, I am no programmer, as you know lol Artist, writer, surely! So the reason I do it this way is to ensure it goes like I want rather than trying to have Mars figure out all the timings and such.
 
Oct 11, 2018
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Btw Anax something hit me wail I was trying to sleep last night. You make all the battle sprites with the character to one side of the sprite and then you flip it for characters who are suppose to be on the left side of the screen (I'm guessing you do this so you don't have to adjust the camera when rendering) BUT in a character like the Guard you have them facing the camera then turn around when attacking, I'm guessing you did this to make them hold the rifle in right hand but as the human sprites are always on the left side of the screen you have made her left handed. If you flip it around in the scene (so she has the rifle in her left hand) 1 you won't need as many frames to pull up the rifle as she doesn't need to turn around and 2 she will be right handed when you flip the images to have her at the left side of the screen. Same with Shotgunner and Tactician. Warrior could be adjusted too but she doesn't rotate as much when firing. the others don't rotate there whole body too fire so they are fine

OH and the reason why is, I am no programmer, as you know lol Artist, writer, surely!
And I'm a Rookie 3d Character Animator. I went to school for Basic 3d Game Graphics and then to 3d Character Animation but soon after I was diagnosed with Asperger and sins there are no jobs for a 3d artist in the town I live I was given a sick retirement. So I have some thing I do to get out of the house but other then that I'm left to my own devices and get enough money to live of but not much more then that :)
 
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Oct 11, 2018
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Some old school shooting sprites. I tried to make 1 there the rifle simply jerked backwards but you could hardly see it with the camera angle so only made these 2 Shoot Fired 1.png Shoot Fired 2.png
The second one looks goffy by it self because the muzzle flash is where the gun is in Start Pose image but sins this is a projectile rifle the recoil has kicked the rifle up. In the first image you have a transparent after image of of where the rifle was. I believe this 2 are how us usually convey recoil with only 1 shoot frame animation. unless you can very clearly make the weapon jerk backwards that 1 frame
 
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The Anax

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Oct 24, 2017
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Yeah, I just flipped them around, a lot easier for me. Like I said, quantity versus quantity. I have to try to do around 20 renders per day, or more, so I get them "Good enough" (I have Asperger's as well, or just autism as they say now) so while I would love to spend a lot more time, I can't if I am going to finish everything before I die (I'm almost 50, and any day can always be our last).
 
Oct 11, 2018
122
89
Yeah, I just flipped them around, a lot easier for me. Like I said, quantity versus quantity. I have to try to do around 20 renders per day, or more, so I get them "Good enough" (I have Asperger's as well, or just autism as they say now) so while I would love to spend a lot more time, I can't if I am going to finish everything before I die (I'm almost 50, and any day can always be our last).
I'll turn 40 in February. I might still die before you.... I can get hit by Truck-kun tomorrow we don't know :p
 

The Anax

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Oct 24, 2017
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Exactly! That's why I'm in always a hurry while also trying to keep my quality is well as I possibly can.
 

Master of Puppets

Conversation Conqueror
Oct 5, 2017
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That is odd, I thought I already did that. Maybe Mars is waiting to switch it out in the final release, but I made all 4 of the videos into webm. OH and the reason why is, I am no programmer, as you know lol Artist, writer, surely! So the reason I do it this way is to ensure it goes like I want rather than trying to have Mars figure out all the timings and such.
Maybe you did; when you said that I looked and apparently I've still got 0.8.0, if it was changed in 0.8.1 or later then I would still have the old one. As for the timings, whatever works for you but I'd have thought that he could just do it roughly and you could tweak the numbers, changing a few numbers shouldn't be hard. Even non-coders should be able to understand what changing pause 1.2 to pause 1.3 does.
 

The Anax

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Game Developer
Oct 24, 2017
1,446
2,086
Maybe you did; when you said that I looked and apparently I've still got 0.8.0, if it was changed in 0.8.1 or later then I would still have the old one. As for the timings, whatever works for you but I'd have thought that he could just do it roughly and you could tweak the numbers, changing a few numbers shouldn't be hard. Even non-coders should be able to understand what changing pause 1.2 to pause 1.3 does.
Not this guy! I do things the Anax way! lol
 
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