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Six0

Well-Known Member
Mar 22, 2019
1,050
3,029
378
The neighbor is incredibly fucking annoying. Why does he have to photobomb every scene done in the privacy of her own home with his cringe reactions.

screenshot0001.png
screenshot0002.png

Nobody wants to see a face like this when they're jerking off. He looks like my damn uncle. This is what I mean when I talk about games with female protagonists always having to share with you whatever dafuq some guy in the vicinity is thinking.
 

Sadowdark

Conversation Conqueror
Mar 4, 2020
7,808
11,348
853
The neighbor is incredibly fucking annoying. Why does he have to photobomb every scene done in the privacy of her own home with his cringe reactions.

View attachment 2988231
View attachment 2988232

Nobody wants to see a face like this when they're jerking off. He looks like my damn uncle. This is what I mean when I talk about games with female protagonists always having to share with you whatever dafuq some guy in the vicinity is thinking.

There is also a scene where he has
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And then, when Laura remembers all the worst things that happened to her, there is a scene like this. (n):mad:(n):eek:The problem is that if someone hasn't made that choice, they get it automatically, which is terrible.
 

Senor Smut

Member
Aug 11, 2020
398
1,366
267
The neighbor is incredibly fucking annoying. Why does he have to photobomb every scene done in the privacy of her own home with his cringe reactions.

View attachment 2988231
View attachment 2988232

Nobody wants to see a face like this when they're jerking off. He looks like my damn uncle. This is what I mean when I talk about games with female protagonists always having to share with you whatever dafuq some guy in the vicinity is thinking.
Generally I really like this game, but that dude and his annoying kid work my last nerve.

I also wish there were many, many fewer fourth wall breaks (my target number would be zero) but that's a different issue.
 

Six0

Well-Known Member
Mar 22, 2019
1,050
3,029
378
I also wish there were many, many fewer fourth wall breaks (my target number would be zero) but that's a different issue.
That too. When she's alone in her room and I click on her, it's not because I want the game to turn into a fourth wall breaking molester simulator. (I mean WTF?) It's because I'm hoping for a masturbation scene, of which there are not enough of in this game about a woman who's popping aphrodisiac pills every day.
 

DNCH2019

Active Member
Aug 7, 2019
501
597
257
Does anyone know the console codes to increase her corruption? i try to pick every naughty scene but still end up locked out of some scenes for not having enough corruption.
 

Kroelle Cook

Member
Game Developer
Feb 28, 2018
254
1,112
308
Does anyone know the console codes to increase her corruption? i try to pick every naughty scene but still end up locked out of some scenes for not having enough corruption.
You Can always try one of the online save game editors. Can't remember the name of the top of my head, but should be fairly easy to google. But be careful what you change, and ALWAYS backup!

I will say however that most events, if not all, will be available once you reach the required number - so, patience mon capitan...
 
Last edited:

Pollux

Member
Jan 4, 2018
244
2,978
446

Hey!
This week, I was cooking TFA pictures while taking time for reflection. The Nemiegs project has had a home on the X platform for quite some time now, offering a daily showcase of Daz3D masterpieces. As I pondered throughout the week, I wondered what it would take to elevate my humble slideshow into true works of art. I've been immersed in this field for three years, and I can't really complain about my knowledge or understanding of it. However, one thing that occasionally irks me is how the quality of my carefully crafted images seems to diminish as soon as I compress and convert them from PNG to JPG. This often leads me to embark on experiments and tests, which, frankly, feel like time wasted. It's only when I compare the results to reference games that I realize my compressed images are crispier and often better. Of course, my choice to create a game with a wealth of visual content – currently hovering around ten thousand assets, I believe – contributes to the game's substantial file size and limits some creativity. Nevertheless, I think this might not be the real issue, and I can do better.
In any case, my SR 2.0 plan (now in its twentieth update) is all set. I've received some feedback that it may contain too many spoilers, so I'll hold off on sharing it here for now. I'd love to hear your thoughts – would you prefer a list of upcoming game events here, or is it better to maintain a level of intrigue?
Wishing you a fantastic weekend and expressing my heartfelt gratitude for your unwavering support!
Regards,
Nemiegs​
 

Senor Smut

Member
Aug 11, 2020
398
1,366
267




Hey!
This week, I was cooking TFA pictures while taking time for reflection. The Nemiegs project has had a home on the X platform for quite some time now, offering a daily showcase of Daz3D masterpieces. As I pondered throughout the week, I wondered what it would take to elevate my humble slideshow into true works of art. I've been immersed in this field for three years, and I can't really complain about my knowledge or understanding of it. However, one thing that occasionally irks me is how the quality of my carefully crafted images seems to diminish as soon as I compress and convert them from PNG to JPG. This often leads me to embark on experiments and tests, which, frankly, feel like time wasted. It's only when I compare the results to reference games that I realize my compressed images are crispier and often better. Of course, my choice to create a game with a wealth of visual content – currently hovering around ten thousand assets, I believe – contributes to the game's substantial file size and limits some creativity. Nevertheless, I think this might not be the real issue, and I can do better.
In any case, my SR 2.0 plan (now in its twentieth update) is all set. I've received some feedback that it may contain too many spoilers, so I'll hold off on sharing it here for now. I'd love to hear your thoughts – would you prefer a list of upcoming game events here, or is it better to maintain a level of intrigue?
Wishing you a fantastic weekend and expressing my heartfelt gratitude for your unwavering support!
Regards,
Nemiegs​
I'd prefer to be surprised. I never want spoilers.
 
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Udayana

Well-Known Member
Oct 19, 2021
1,671
1,492
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The lesbian content in the game is relatively minor and is much less than the unavoidable straight content.
Which is too bad. There are more beautiful women around the MC than ugly men :D

Hmm... Actually there are less, but there are some. And disgusting men abound :ROFLMAO:
 
Last edited:

Senor Smut

Member
Aug 11, 2020
398
1,366
267
Which is too bad. There are more beautiful women around the MC than ugly men :D

Hmm... Actually there are less, but there are some. And disgusting men abound :ROFLMAO:
It's true, almost all the men in the game were beaten nigh-unto-death with the ugly stick. Even the husband is kinda weird looking -- his eyes make him look like he has Innsmouth blood.
 
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estrada777

Forum Fanatic
Modder
Donor
Mar 22, 2020
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Updated Android port. Nothing too fancy but let me know if you have any issues.

Version: 1.9 + Gallery unlocked by ME!

PLEASE don't reply, or @ me, or DM me for updates. I always update my ports, YES I ALREADY KNOW ABOUT THE UPDATE.

IMPORTANT Instructions:
1. Download the APK:

Mega
Size 107 MB

2. Install the apk and run it once.

If you are upgrading and you already have the RPA file you can stop here.

3. Download the RPA file:

Mega
Size 1.98 GB

4. Move the RPA file to the game directory on your phone:
Documents/Renpy_Saves/com.estrada777.specialrequest/game
The file MUST be named: archive-1.9.rpa

5. Restart the game and enjoy.

PLEASE don't reply, or @ me, or DM me for updates. I always update my ports, YES I ALREADY KNOW ABOUT THE UPDATE.
Updated my android port. Yes, the game finally got too big to be a single APK file, c'est la vie!
 
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FifouWeb

Member
Apr 26, 2018
155
97
255
Hi all

I think there is a miscspelling in the script gamegallery.rpy
This error prevent to unlock the 4th event of the 3rd page in "Hall of shame".

Actual script is :
if renpy.seen_image("w1d6_70a"):#16
imagebutton:
idle "images/thumbnails/th_16.jpg"
hover "images/thumbnails/th_16h.jpg"
xalign 0.1
yalign 0.8
action [Jump ("g_16")]
else:
imagebutton:
idle "images/thumbnails/th_locked.jpg"
hover "images/thumbnails/th_16h.jpg"
xalign 0.1
yalign 0.8
action [ShowMenu("pre_gallery3")]

I think it should be :
if renpy.seen_image("w1d6_70"):#16
imagebutton:
idle "images/thumbnails/th_16.jpg"
hover "images/thumbnails/th_16h.jpg"
xalign 0.1
yalign 0.8
action [Jump ("g_16")]
else:
imagebutton:
idle "images/thumbnails/th_locked.jpg"
hover "images/thumbnails/th_16h.jpg"
xalign 0.1
yalign 0.8
action [ShowMenu("pre_gallery3")]


Maybe the dev could change this on next compilation. :)
 

Nemiegs

Member
Game Developer
Sep 17, 2021
126
1,177
258
Hi all

I think there is a miscspelling in the script gamegallery.rpy
This error prevent to unlock the 4th event of the 3rd page in "Hall of shame".

Actual script is :
if renpy.seen_image("w1d6_70a"):#16
imagebutton:
idle "images/thumbnails/th_16.jpg"
hover "images/thumbnails/th_16h.jpg"
xalign 0.1
yalign 0.8
action [Jump ("g_16")]
else:
imagebutton:
idle "images/thumbnails/th_locked.jpg"
hover "images/thumbnails/th_16h.jpg"
xalign 0.1
yalign 0.8
action [ShowMenu("pre_gallery3")]

I think it should be :
if renpy.seen_image("w1d6_70"):#16
imagebutton:
idle "images/thumbnails/th_16.jpg"
hover "images/thumbnails/th_16h.jpg"
xalign 0.1
yalign 0.8
action [Jump ("g_16")]
else:
imagebutton:
idle "images/thumbnails/th_locked.jpg"
hover "images/thumbnails/th_16h.jpg"
xalign 0.1
yalign 0.8
action [ShowMenu("pre_gallery3")]


Maybe the dev could change this on next compilation. :)
Yes, you are right. That image was removed when I remastered the game. Thanks.
 
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CRAZY X WIZARD

Grand Wizard
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Jun 13, 2022
509
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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
 
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