CRAZY X WIZARD

Grand Wizard
Uploader
Donor
Compressor
Jun 13, 2022
509
5,525
1697901641104.png



Hello everyone.

My name is Nemegs and I am a pornocholic. It's my first time here, so...

I've had quite a week, with many pushups leaving me a bit tired, but more on that in a moment. Several key themes have been swirling around in my mind this week. I hope you enjoy this weekly update, as it's primarily about me sorting out the jumble inside my head this time. So, here's what's been on my mind:

It's been a stark reminder of why we haven't seen massive animations since the SR fashion show. Back then, it took me a whole week to render them. Thanks to my new and powerful GPU, it's not as time-consuming anymore. But the fancy animations for TFA consumed my entire last weekend. Consequently, TFA issue 5 is ready, but I still need to add the animations currently coming out as images from my DAZ3D. I'm crossing my fingers that this weekend will be sufficient to get it all done. This is probably the only bit of not-so-great news in this update. I'm looking forward to tackling it.

As expected, I've continued to learn new things every time I work on TFA. This time, though, there were a plethora of new lessons, almost overwhelming. My head was buzzing with all this new information, and I couldn't resist trying everything out immediately. In hindsight, there were only two major takeaways. First, I finally cracked the code on blurring backgrounds for close-ups when using depth of field, though it's a bit taxing on my RTX 3090's rendering time. This aligns with the longer times needed for substantial animations, and it's making me contemplate the need for another RTX 3090 and a new power unit. The tricky part is explaining this to my wife... Nevertheless, I'm excited to incorporate this new technique into SR. The second major discovery was related to animation, specifically achieving a more natural glute movement. I had been attempting to do this manually, even creating a Laura model with butt bones. Sadly, it didn't work with the genital graft. However, I acquired a tool that can automate morph movements in animations, and after a lot of tinkering, I think it worked. I can't predict the final result because I used it in the TFA finale animation, which is currently in my DAZ3D workspace. At the moment, I'm thrilled to have learned some valuable techniques that I can't wait to apply in SR.

Of course, there were moments when all of this felt overwhelming. That's when I sought solace in writing dialogues for SR. Yes...SR... I was writing dialogues and couldn't think of anything but the last item on this list...

6.6GB...6.6GB...and the game is far from being finished. It's a hefty load, with over 10,000 images, and I couldn't help but wonder how massive it would become as it nears completion. Would it reach 15GB or more? I realized that I needed to take action, as these obsessive thoughts consumed me throughout the week. I might have annoyed the marketing department a bit with my constant inquiries.

I decided to take a peek at what would happen if I compressed the game's images to reduce their file size by half. Admittedly, it wasn't an easy decision for me. Currently, the images in the game are at 60% of their original quality, and going lower made them look utterly unappealing. However, I gave it a shot, and my reservations were justified. The quality of some of the images would have been tolerable if I had been drunk. Since I don't tend to lose my vision completely when I'm drunk (unless jet fuel or methylated spirits are involved), most of the pictures made me throw up my breakfast be thorough, I sent these compressed images to the marketing department. The response was surprising. While some of the pictures were subpar, most were deemed acceptable. Our conversation concluded with me expressing my surprise at the Marketing team being drunk in the middle of a Wednesday. I want to sincerely apologize for that. The marketing department's response to my image compression conundrum was to impose a penalty of 20 pushups every time I entertained the thought. I would like to be in better shape, but unfortunately, this tactic didn't deter me, as my physical fitness aspirations exceeded such a challenge.

I realized that I could optimize the game without sacrificing its current quality.

I began by converting all the animations in the game to 60 frames per second. Version 1.9 had already adopted this frame rate, and since no issues had arisen, I went ahead with the conversion. What's more, I had a tool that not only facilitated this process but also reduced the animation file sizes simultaneously. This move shaved off approximately 1GB of data.

Next, I turned my attention to the PNG files utilized in various screens of the game. I pondered if there was an alternative format that retained transparency while reducing file size. To my chagrin, I remembered that I had a batch converter to WebP format sitting on my computer for this exact purpose, unused for two years. I clearly need some memory-boosting pills. Anyway, employing the WebP format allowed me to trim an additional 1GB.

Then, I delved into the realm of image quality within the game. I decided to slightly reduce image quality and convert them to WebP format. The result? Another 800MB in savings. Importantly, the quality of 95% of the images remained unchanged, though the remaining 5% gave me a slight headache. Replacing these copies with the original JPEGs wouldn't be noticeable in the overall game size.

Consequently, the game's total size was reduced from 6.6GB to 3.8GB, all without any loss in quality. I now feel confident that I can continue optimizing the many screens within the game. The last step is to switch all PNG files to WebP format in the game code, which, fortunately, is not a complex task.

That wraps up this week's update. The coming week will be dedicated to working on the dialogues for SR v2.0. As soon as the animations are ready, I'll be releasing TFA early access.

Wishing you all a fantastic weekend, and thank you for being a part of this journey!

Regards,

Nemiegs
 

Pollux

Member
Jan 4, 2018
244
2,977

Hey!
Just yesterday, my computer finally completed rendering the TFA animations, and I must say, it felt like an eternity. The challenge was compounded by the fact that, while working on the dialogues for the SR project, I needed DAZ3D to prepare scene subsets for the upcoming update, but unfortunately, it wasn't readily available.
Nonetheless, I made good use of my waiting time by meticulously fine-tuning the game code for the optimized version of SR. I removed duplicates and standardized screen assets, keeping me quite occupied. I plan to release this optimized version of SR along with the next update, at the very latest, as I aim to refine some animations. Rest assured, the optimized version maintains its current quality, and it will be the sole version available from this point forward. Additional updates will be provided as patch files.
Today, I've finally unveiled TFA Issue 5, which is now in early access, with the official release scheduled in the usual one-week time frame.
Looking ahead to next week, I'll be diving headfirst into the full-scale work on SR's upcoming update. And of course, I'll also be releasing HD wallpapers to complement the experience.
Have a great weekend!
Regards,
Nemiegs
 

DIRTY FILTHY Animal

Devoted Member
Jun 11, 2020
8,847
30,099




Hey!
Just yesterday, my computer finally completed rendering the TFA animations, and I must say, it felt like an eternity. The challenge was compounded by the fact that, while working on the dialogues for the SR project, I needed DAZ3D to prepare scene subsets for the upcoming update, but unfortunately, it wasn't readily available.
Nonetheless, I made good use of my waiting time by meticulously fine-tuning the game code for the optimized version of SR. I removed duplicates and standardized screen assets, keeping me quite occupied. I plan to release this optimized version of SR along with the next update, at the very latest, as I aim to refine some animations. Rest assured, the optimized version maintains its current quality, and it will be the sole version available from this point forward. Additional updates will be provided as patch files.
Today, I've finally unveiled TFA Issue 5, which is now in early access, with the official release scheduled in the usual one-week time frame.
Looking ahead to next week, I'll be diving headfirst into the full-scale work on SR's upcoming update. And of course, I'll also be releasing HD wallpapers to complement the experience.
Have a great weekend!
Regards,
Nemiegs​

Oliver looks very feminine with his pearl necklace on. I thought only Lara gets pearl necklaces and facials in this game :ROFLMAO:
 

Herbert2369

Newbie
Jul 17, 2021
15
22
View attachment 3022947



Hello everyone.

My name is Nemegs and I am a pornocholic. It's my first time here, so...

I've had quite a week, with many pushups leaving me a bit tired, but more on that in a moment. Several key themes have been swirling around in my mind this week. I hope you enjoy this weekly update, as it's primarily about me sorting out the jumble inside my head this time. So, here's what's been on my mind:

It's been a stark reminder of why we haven't seen massive animations since the SR fashion show. Back then, it took me a whole week to render them. Thanks to my new and powerful GPU, it's not as time-consuming anymore. But the fancy animations for TFA consumed my entire last weekend. Consequently, TFA issue 5 is ready, but I still need to add the animations currently coming out as images from my DAZ3D. I'm crossing my fingers that this weekend will be sufficient to get it all done. This is probably the only bit of not-so-great news in this update. I'm looking forward to tackling it.

As expected, I've continued to learn new things every time I work on TFA. This time, though, there were a plethora of new lessons, almost overwhelming. My head was buzzing with all this new information, and I couldn't resist trying everything out immediately. In hindsight, there were only two major takeaways. First, I finally cracked the code on blurring backgrounds for close-ups when using depth of field, though it's a bit taxing on my RTX 3090's rendering time. This aligns with the longer times needed for substantial animations, and it's making me contemplate the need for another RTX 3090 and a new power unit. The tricky part is explaining this to my wife... Nevertheless, I'm excited to incorporate this new technique into SR. The second major discovery was related to animation, specifically achieving a more natural glute movement. I had been attempting to do this manually, even creating a Laura model with butt bones. Sadly, it didn't work with the genital graft. However, I acquired a tool that can automate morph movements in animations, and after a lot of tinkering, I think it worked. I can't predict the final result because I used it in the TFA finale animation, which is currently in my DAZ3D workspace. At the moment, I'm thrilled to have learned some valuable techniques that I can't wait to apply in SR.

Of course, there were moments when all of this felt overwhelming. That's when I sought solace in writing dialogues for SR. Yes...SR... I was writing dialogues and couldn't think of anything but the last item on this list...

6.6GB...6.6GB...and the game is far from being finished. It's a hefty load, with over 10,000 images, and I couldn't help but wonder how massive it would become as it nears completion. Would it reach 15GB or more? I realized that I needed to take action, as these obsessive thoughts consumed me throughout the week. I might have annoyed the marketing department a bit with my constant inquiries.

I decided to take a peek at what would happen if I compressed the game's images to reduce their file size by half. Admittedly, it wasn't an easy decision for me. Currently, the images in the game are at 60% of their original quality, and going lower made them look utterly unappealing. However, I gave it a shot, and my reservations were justified. The quality of some of the images would have been tolerable if I had been drunk. Since I don't tend to lose my vision completely when I'm drunk (unless jet fuel or methylated spirits are involved), most of the pictures made me throw up my breakfast be thorough, I sent these compressed images to the marketing department. The response was surprising. While some of the pictures were subpar, most were deemed acceptable. Our conversation concluded with me expressing my surprise at the Marketing team being drunk in the middle of a Wednesday. I want to sincerely apologize for that. The marketing department's response to my image compression conundrum was to impose a penalty of 20 pushups every time I entertained the thought. I would like to be in better shape, but unfortunately, this tactic didn't deter me, as my physical fitness aspirations exceeded such a challenge.

I realized that I could optimize the game without sacrificing its current quality.

I began by converting all the animations in the game to 60 frames per second. Version 1.9 had already adopted this frame rate, and since no issues had arisen, I went ahead with the conversion. What's more, I had a tool that not only facilitated this process but also reduced the animation file sizes simultaneously. This move shaved off approximately 1GB of data.

Next, I turned my attention to the PNG files utilized in various screens of the game. I pondered if there was an alternative format that retained transparency while reducing file size. To my chagrin, I remembered that I had a batch converter to WebP format sitting on my computer for this exact purpose, unused for two years. I clearly need some memory-boosting pills. Anyway, employing the WebP format allowed me to trim an additional 1GB.

Then, I delved into the realm of image quality within the game. I decided to slightly reduce image quality and convert them to WebP format. The result? Another 800MB in savings. Importantly, the quality of 95% of the images remained unchanged, though the remaining 5% gave me a slight headache. Replacing these copies with the original JPEGs wouldn't be noticeable in the overall game size.

Consequently, the game's total size was reduced from 6.6GB to 3.8GB, all without any loss in quality. I now feel confident that I can continue optimizing the many screens within the game. The last step is to switch all PNG files to WebP format in the game code, which, fortunately, is not a complex task.

That wraps up this week's update. The coming week will be dedicated to working on the dialogues for SR v2.0. As soon as the animations are ready, I'll be releasing TFA early access.

Wishing you all a fantastic weekend, and thank you for being a part of this journey!

Regards,

Nemiegs
Thank you for your game.... tis awesome. Perchance would you be willing to help a budding game developer understand how you achieve such realistic genitals? I would appreciate your feedback and recommendations for me in following your footsteps on highly realistic game development.

Thanks!
 

Nemiegs

Member
Game Developer
Sep 17, 2021
126
1,048
Thank you for your game.... tis awesome. Perchance would you be willing to help a budding game developer understand how you achieve such realistic genitals? I would appreciate your feedback and recommendations for me in following your footsteps on highly realistic game development.

Thanks!
Hi!

I have no idea if I can help you. Please contact me on discord. Will see...

Nemiegs
 
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Pollux

Member
Jan 4, 2018
244
2,977

Hi!
This week, I've been working on dialogues and simultaneously updating some game animations. While optimizing the game, I found myself puzzled at times, questioning why anyone would enjoy it with some of the lacklustre animations. This made me realize that since the final game will be quite substantial, I should critically assess whether the animation quality justifies the file space it occupies. As a result, I've removed some of the older animations from the game and replaced some with re-rendered ones.
Although I haven't completed all the dialogues for the upcoming game update, I've made the decision to start rendering the images next week. I'll work on writing the missing dialogues gradually. Consequently, you can expect to receive the preview images by the end of next week.
Wishing you a fantastic weekend!
Regards,
Nemiegs
 

Maviarab

Dark Lord of the Coffee
Donor
Jul 12, 2020
10,672
25,107
Hey guys,

Can't seem to progress past Sat (day of wedding, Oliver at home). Leave house and only option is to go the beach either on own or with Oliver. Is this the end of the current content or am I missing something?
 

xapican

Devoted Member
May 11, 2020
10,543
15,973
Hey guys,

Can't seem to progress past Sat (day of wedding, Oliver at home). Leave house and only option is to go the beach either on own or with Oliver. Is this the end of the current content or am I missing something?
Did you try the cake in the Kitchen?
 

xapican

Devoted Member
May 11, 2020
10,543
15,973
there are events with Oliver on the Beach, and also in the Mall (star) and In the Hospital so no not the end
 

Maviarab

Dark Lord of the Coffee
Donor
Jul 12, 2020
10,672
25,107
there are events with Oliver on the Beach, and also in the Mall (star) and In the Hospital so no not the end
Hmm beach did...did the event at the building next to the church...but I can't leave the burbs at all aside from the beach. Only highlight is home and beach. Maybe that is the issue, is Beatrice at the hospital? Hospital in city map I assume? That was the last dialgue with Oliver before leaving...that we needed to see her.
 

Kroelle Cook

Member
Game Developer
Feb 28, 2018
223
924
Hey guys,

Can't seem to progress past Sat (day of wedding, Oliver at home). Leave house and only option is to go the beach either on own or with Oliver. Is this the end of the current content or am I missing something?
I think the trick is to click on Oliver in order to decide if you are taking him with you or leaving him at home.
 

Maviarab

Dark Lord of the Coffee
Donor
Jul 12, 2020
10,672
25,107
I think the trick is to click on Oliver in order to decide if you are taking him with you or leaving him at home.
Yup tried everything with and without him. I just can't leave the burbs except to go to the beach (which have done...with and without him). Going to do a CTR speed run on a diff path and see if hit the same wall. if I do I may just wait for the next update to see if that resolves it...not like theires any mods for this to break anything so a little lost heh. Will edit and let know later.

Edit: Rolled back as far as could and went forward single clicking (I usually CTR skip mundane shit like jumping about maps) and this time there was a notification top left to take Oli to the beach (never saw that previously)...all sorted now, guess the fast forwarding around map didn't trigger it perhaps? Just one kmore reason to dislike annoying and pointless sandbox shit. Thankfully it's pretty minimum in this one.
 
Last edited:

Pollux

Member
Jan 4, 2018
244
2,977

Hi!
This week marked the kick-off of crafting visuals for the upcoming game update, and let me tell you, reuniting with Laura has been a highlight. I've been tapping into the insights gained from creating the previous edition of TFA, both in animations and mastering the intricacies of the camera. Anticipating that v2.0 will offer a fresh visual delight.
The routine grind on the visuals will persist into the coming week.
Now, here comes a request: could you drop a brief review about the game in the comments? These reviews might just find their way into our social media promotions. Your input means a lot, and I genuinely appreciate your support!
Wishing you an awesome weekend!
I'm about to enjoy a glass of rum.
Cheers!
Nemiegs.​
 
4.20 star(s) 64 Votes