#live2d unity game
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new to making edits. don't know what I'm doing, which is fun
anyway, play the demo if you want: https://lehxra.itch.io/lecture-me-later
#otome game#dating sim#interactive fiction#indie game dev#live2d#visual novel#indie otome dev#indie otome#otome jam#live2d unity game#unity live2d#MAA#MAA Favorite Bitches#mature otome
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I kinda lied. This is another smaller update, because...
*cries silently*
Ahem - for some reason ClipStudio Paint did not like my old GPU. I fought and struggled with it for a year - sometimes it would display the correct resolution of an image, sometimes not. Brushes were just straight up broken most of the time. Exporting to any format was a nightmare as it wouldn't preserve quality. And forget anti-aliasing. It was either jagged edges or blur.
So when I managed to finally get everything colored and put into Live2D Cubism, it was a fucking mess, to say the least. Small mistakes or lack of quality is amplified a hundredfold in Live2D, and needless to say, with poor quality, incorrectly rendered files coming out of CSP when animated looked like hot flaming pixel garbage.
You can see the difference in the screenshot above, where I've opened the sketch image for Nightmare's sprite redesign from CSP into Medibang. All that shitty blurry worthless detritus is CSP, and the smoother lines drawn over are in Medibang. These two files are the same canvas size (4500 x 7200) and resolution (350ppi). The difference is ridiculous. I have a new GPU in a completely new PC now, and CSP works correctly more often but not always with my new hardware. So I'm abandoning it completely. Which sucks, because I did upgrade to 2.0 EX and paid for it. Waste of money and time.
So what does this mean for the game? It means I have to do all of the sprites over. Again. Which is a huge setback and so, so many hours of work. Each of these sprites, while I only have to do the art once for each, is extremely tedious with a zillion layers per sprite with all the little details and articulated pieces separated out. And then I have to go back into Live2D and re-map these new sprites to the animations, test everything, implement them in Unity, replacing all of those old sprites, reworking the code, testing, testing, and testing some more.
So it's gonna be a minute before I can do that big juicy update I wanna do to show off all the redesigned elements of the game. BUT IT'S GOIN', Y'ALL. Slowly but surely. We're getting it done.
also yes he no longer has the stupid jacket his emo phase is over he grew up and put on an old man sweater you're welcome
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「viRtua canm0m」 Project :: 002 - driving a vtuber
That about wraps up my series on the technical details on uploading my brain. Get a good clean scan and you won't need to do much work. As for the rest, well, you know, everyone's been talking about uploads since the MMAcevedo experiment, but honestly so much is still a black box right now it's hard to say anything definitive. Nobody wants to hear more upload qualia discourse, do they?
On the other hand, vtubing is a lot easier to get to grips with! And more importantly, actually real. So let's talk details!
Vtubing is, at the most abstract level, a kind of puppetry using video tracking software and livestreaming. Alternatively, you could compare it to realtime mocap animation. Someone at Polygon did a surprisingly decent overview of the scene if you're unfamiliar.
Generally speaking: you need a model, and you need tracking of some sort, and a program that takes the tracking data and applies it to a skeleton to render a skinned mesh in real time.
Remarkably, there are a lot of quite high-quality vtubing tools available as open source. And I'm lucky enough to know a vtuber who is very generous in pointing me in the right direction (shoutout to Yuri Heart, she's about to embark on something very special for her end of year streams so I highly encourage you to tune in tonight!).
For anime-style vtubing, there are two main types, termed '2D' and 3D'. 2D vtubing involves taking a static illustration and cutting it up to pieces which can be animated through warping and replacement - the results can look pretty '3D', but they're not using 3D graphics techniques, it's closer to the kind of cutout animation used in gacha games. The main tool used is Live2D, which is proprietary with a limited free version. Other alternatives with free/paid models include PrPrLive and VTube studio. FaceRig (no longer available) and Animaze (proprietary) also support Live2D models. I have a very cute 2D vtuber avatar created by @xrafstar for use in PrPrLive, and I definitely want to include some aspects of her design in the new 3D character I'm working on.
For 3D anime-style vtubing, the most commonly used software is probably VSeeFace, which is built on Unity and renders the VRM format. VRM is an open standard that extends the GLTF file format for 3D models, adding support for a cel shading material and defining a specific skeleton format.
It's incredibly easy to get a pretty decent looking VRM model using the software VRoid Studio, essentially a videogame character creator whose anime-styled models can be customised using lots of sliders, hair pieces, etc., which appears to be owned by Pixiv. The program includes basic texture-painting tools, and the facility to load in new models, but ultimately the way to go for a more custom model is to use the VRM import/export plugin in Blender.
But first, let's have a look at the software which will display our model.
meet viRtua canm0m v0.0.5, a very basic design. her clothes don't match very well at all.
VSeeFace offers a decent set of parameters and honestly got quite nice tracking out of the box. You can also receive face tracking data from the ARKit protocol from a connected iPhone, get hand tracking data from a Leap Motion, or disable its internal tracking and pipe in another application using the VMC protocol.
If you want more control, another Unity-based program called VNyan offers more fine-grained adjustment, as well as a kind of node-graph based programming system for doing things like spawning physics objects or modifying the model when triggered by Twitch etc. They've also implemented experimental hand tracking for webcams, although it doesn't work very well so far. This pointing shot took forever to get:
<kayfabe>Obviously I'll be hooking it up to use the output of the simulated brain upload rather than a webcam.</kayfabe>
To get good hand tracking you basically need some kit - most likely a Leap Motion (1 or 2), which costs about £120 new. It's essentially a small pair of IR cameras designed to measure depth, which can be placed on a necklace, on your desk or on your monitor. I assume from there they use some kind of neural network to estimate your hand positions. I got to have a go on one of these recently and the tracking was generally very clean - better than what the Quest 2/3 can do. So I'm planning to get one of those, more on that when I have one.
Essentially, the tracker feeds a bunch of floating point numbers in to the display software at every tick, and the display software is responsible for blending all these different influences and applying it to the skinned mesh. For example, a parameter might be something like eyeLookInLeft. VNyan uses the Apple ARKit parameters internally, and you can see the full list of ARKit blendshapes here.
To apply tracking data, the software needs a model whose rig it can understand. This is defined in the VRM spec, which tells you exactly which bones must be present in the rig and how they should be oriented in a T-pose. The skeleton is generally speaking pretty simple: you have shoulder bones but no roll bones in the arm; individual finger joint bones; 2-3 chest bones; no separate toes; 5 head bones (including neck). Except for the hands, it's on the low end of game rig complexity.
Expressions are handled using GLTF morph targets, also known as blend shapes or (in Blender) shape keys. Each one essentially a set of displacement values for the mesh vertices. The spec defines five default expressions (happy, angry, sad, relaxed, surprised), five vowel mouth shapes for lip sync, blinks, and shapes for pointing the eyes in different directions (if you wanna do it this way rather than with bones). You can also define custom expressions.
This viRtua canm0m's teeth are clipping through her jaw...
By default, the face-tracking generally tries to estimate whether you qualify as meeting one of these expressions. For example, if I open my mouth wide it triggers the 'surprised' expression where the character opens her mouth super wide and her pupils get tiny.
You can calibrate the expressions that trigger this effect in VSeeFace by pulling funny faces at the computer to demonstrate each expression (it's kinda black-box); in VNyan, you can set it to trigger the expressions based on certain combinations of ARKit inputs.
For more complex expressions in VNyan, you need to sculpt blendshapes for the various ARKit blendshapes. These are not generated by default in VRoid Studio so that will be a bit of work.
You can apply various kinds of post-processing to the tracking data, e.g. adjusting blending weights based on input values or applying moving-average smoothing (though this noticeably increases the lag between your movements and the model), restricting the model's range of movement in various ways, applying IK to plant the feet, and similar.
On top of the skeleton bones, you can add any number of 'spring bones' which are given a physics simulation. These are used to, for example, have hair swing naturally when you move, or, yes, make your boobs jiggle. Spring bones give you a natural overshoot and settle, and they're going to be quite important to creating a model that feels alive, I think.
Next up we are gonna crack open the VRoid Studio model in Blender and look into its topology, weight painting, and shaders. GLTF defines standard PBR metallicity-roughness-normals shaders in its spec, but leaves the actual shader up to the application. VRM adds a custom toon shader, which blends between two colour maps based on the Lambertian shading, and this is going to be quite interesting to take apart.
The MToon shader is pretty solid, but ultimately I think I want to create custom shaders for my character. Shaders are something I specialise in at work, and I think it would be a great way to give her more of a unique identity. This will mean going beyond the VRM format, and I'll be looking into using the VNyan SDK to build on top of that.
More soon, watch this space!
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Hey there! I am currently trying to make an adventure game/dating sim and am currently drawing the characters. I love how you animate your characters (as if they are breathing, flowing and expressions changing)! I was wondering what you use to animation them? Is it the animator tool in Unity? Or is it something like spine or puppet2D?
Hi Anon, I use Live2D along with Naninovel on Unity! I hope this helps. Live 2D is a great software which is also incredibly easy to learn with lots of tutorials everywhere, so I recommend it %100! Good luck with your game! 💜
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hey there! list five things that make you happy, then put this is the askbox of the last ten people who reblogged something from you! spread the happiness and positivity <3
It's my 1st ask game !! So 5 things that makes me happy : 1 - Eating good food. Sweets and patisseries are my favorite ;w; 2 - Talking to my friends. I talk to them on vc almost daily and it's always very cool to spend time with them ♥♥♥ 3 - Creating and discovering new things. I've been trying to make and rig a 3D model on blender and I'll animate it on unity to use it on VRChat, it's a long process but have been satisfying !! Before I did VTuber model on Live2d + Vtube Studio, drawing and animating them ! And each and every time I try to add new stuff I didn't do on a previous model èwé9 4 - Reading fanfics and books. Last one I read is Owl's moving Castle in french ♥ I think I finished it in 5 days top, it was very good !!! 5 - Petting Chocolatine. She's my old cat, she's VERY cuddly and gentle, sometime waking me with her paw touching my nose gently for pets. She's super chill and nice too, you can almost do anything with her, she tolerate being held like a baby for some time and just ask to be let down gently, looking at the ground xD
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SSP1.... sorry.
SEE I TOLD YOU ID BE BACK W THIS..... IM SO SORRY....
ok well it turns out I forget stuff way too easily um. so I actually made a mind map of stuff to work on from the last game from project 04 in ESP and yeah. no wonder i got the research done so fast it was so detailed asw and I FORGOT ABOUT ITTTT ok here it is fgjdhkd
mind map. literal lifesaver. that i FORGOT ABOUT.
ok anwyay so I honestly had soooo much stuff to work on, like firstly I had to figure out if I even wanted to do a game now because of how insanely painful it was last time.... but ofc as you can so clearly tell, I LOVE to torture myself. so. yknow. that didn't last long, though I did do some really stupid sketches of comics (I will post these later I very stupidly forgot my sketchbook at home. erm. yeah. anyway.
the next thing I kinda looked into was the story. "kinda" I wrote up 4 different storylines. actually those will get a post of their own each bevause I consider myself a genius lowkey for the things I do with evil/toxic/tragic lesbians in my brain (God I love my OCs)
then I went on to actually look into the technical aspects of how I was going to make the game now. Honestly, I'd basically given up all hope on ren'py, so I actually decided I wanted to use unity and make my own setup for the vn on there. I found a really good set of tutorials on youtube, I'll make a playlist of those and link them in a seperate post too!
Along with this, I began to look into how I would elevate the artwork of my game- at this point I was still in the old style, using the old sprites and visuals, so I wanted to see if I could perhaps rig the character models on live2d! I actually spent quite a while learning how to rig 2d images on there, but then opted not to go down that path because I genuinely just wouldn't have time for that. That being said, it did help me a lot when I did end up changing the artstyle of the game to simplify my character designs, as that was something I had to get used to when drawing to rig.
This was hoenstly such a great starting point for me because I ended up doing SO much research and it rly helped my game blossom!!!
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Rick and Morty: A Way Back Home is best erogame don't @ me.
I'm not putting in screenshots or overtly spoiling the "elements" of this game, but I'll talk a little bit about it.
This parody erogame from Ferdafs follows Morty as he is dumped in another dimension by his Rick in an effort for him to gain confidence, but as he settles himself in the place of that dimension's Morty, he learns that having "encounters" with other girls is what is apparently making him gain that confidence, so he continues doing so in the eventual hope that his Rick will come back for him. In addition to Beth, Summer and Jerry, Morty is joined by a Rick exiled from another dimension and his Morty, a female one named Morticia (from the Pocket Mortys mobile game).
Throughout the game, Morty also has encounters with other girls such as Tricia Lange, Jessica, Reka (a background character whose name was revealed to be Grace Smith in the Rick and Morty Character Guide), Nancy, Jerry's girlfriend Kiara, Unity, the Gazorpians, a female Rick and even Planetina (an update literally had a full adaptation of that episode as her route). Later, he is also joined by Wild Summer from a Cronenberged dimension and Space Beth.
I like how this game replicates the art style of the original show, but there are some clothing-related continuity errors in some scenes if you know what I mean. In the five years this game has been released, there are so many scenes and routes that Ferdafs probably forgot to address the main arc of the story, which is Morty going home to his dimension. It has been briefly addressed in recent updates, but nothing significant has come of it as of yet.
This game was built in Unity and it uses a sandbox VN format that involves progressing in routes by going to different locations and earning money (by working for Rick) that is only useful for buying story-related items from the Devil's shop. A fan known as Night Mirror has created a remake of the game in Ren'Py called Another Way Home, eliminating the sandbox format and combining all the routes into a linear story while also expanding on scenes and creating original ones as well. For example, the Halloween party event adds Morticia in the Ren'Py version, with her and Morty being dressed as Mabel and Dipper from Gravity Falls, whereas in the Unity version, Morticia is not seen at the party and Morty is merely wearing a Vindicator vest. The animations were made using Live2D in the Unity game, but they were screen recorded into .webm files in Ren'Py due to lacking native support on Mac and Android.
So why am I making a post about this particular erogame? Because Ferdafs has recently gone AWOL with no updates since May. Updates used to come out monthly, then bi-monthly and now, every three months. Last year however, Ferdafs was apparently undergoing arm surgery and making a recovery, but it's been nearly a year since then and updates to the game were released even if they were three months apart. If Ferdafs doesn't make an announcement by November, then Night Mirror is slated to begin the endgame of the Ren'Py version, though if Ferdafs does make new content then the endgame will presumably be deferred. Let's just hope we get something at some point.
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[Game Rip Tutorial] Ripping Live2D Models from Ikemen Vampire APK
In this tutorial, we will rip Cubism Live2D models from the Korean version of the Ikemen Vampire game.
Download the Korean version XAPK from APKPure
The Korean name is 뱀파이어 로맨스, in case anyone is wondering.
Change the extension of the XAPK to .zip and unzip it. Then inside Android/obb/com.sesisoft.vampireromance.and, there will be an OBB file named main.1037.com.sesisoft.vampireromance.and.obb.
Change the extension of this OBB file to .zip and unzip it. Inside assets/bin/Data, there will be a data.unity3d file, about 240+MB.
Using UnityPy, extract those 12 texture_00.png for the 12 characters. These are the texture file for Live2D models.
Extract Unity's MonoBehaviour binaries. These end in .bin and some of them are Live2D's MOC3 files. When sorted by size, we can see there are 12 large files, corresponding to the MOC3 model files of the 12 characters.
import os import json import UnityPy extract_dir = 'output' env = UnityPy.load('data.unity3d') for obj in env.objects: if obj.type == "MonoBehaviour": # export if obj.serialized_type.nodes: # save decoded data tree = obj.read_typetree() fp = os.path.join(extract_dir, f"{data.name}.json") with open(fp, "wt", encoding = "utf8") as f: json.dump(tree, f, ensure_ascii = False, indent = 4) else: # save raw relevant data (without Unity MonoBehaviour header) data = obj.read() fp = os.path.join(extract_dir, f"{data.name}.bin") with open(fp, "wb") as f: f.write(data.raw_data) for obj in env.objects: # process specific object types if obj.type in ["Texture2D", "Sprite"]: # parse the object data try: data = obj.read() # create destination path dest = os.path.join(extract_dir, data.name) # make sure that the extension is correct # you probably only want to do so with images/textures dest, ext = os.path.splitext(dest) dest = dest + ".png" img = data.image img.save(dest) except: pass
Inspect the .bin file using HexFiend. There is one garbage byte before the MOC3 file format byte. Hence we can delete the first byte and save the file using the .moc3 extension.
The last step that remains to assemble a working Live2D model is to create a stub model3.json and cdi.json. CDI stands for (my guess) Character Display Information. Make sure the file paths are correct.
{ "Version": 1, "FileReferences": { "Moc": "Napoleon_role01.moc3", "Textures": [ "texture_004.png" ], "DisplayInfo": "Napoleon.cdi3.json", "Motions": { } }, "Groups": [ ], "HitAreas": [ ] }
A complete model should look like this:
Now you will be able to open the model in Live2D Cubism’s model viewer!
Aside:
I couldn’t unpack the binary model motion files into plaintext JSON format, but they are somewhere in there.
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Gnome Attack’s development can now be followed on instagram!
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i'm very talkative today but bear with me for a sec (tech rant: enstars edition under the cut)
as far as i know the vn side of enstars is built over live2D. and live 2D offers a plugin? to use unity with live2D (and i think it's free as long as you don't make more than 1M yen benefits? or something like that? i need to read more into it)
sooo. what am i going after. i know the e! models have been ripped and i think they're usable. and did i mention i'm a computer science student. who plans to get into game development and make a living out of it. and i'm a writer (sometimes). and i really like otome games.
...yeah. this might also be the kick in the butt i need to actually learn C#. i know a few languages already and i'm most confident in java so it should? be easy? according to people?
#ʚ ᓚᘏᗢ musings ɞ#i really need to look into it. very very slowly#to make sure i'm not doing anything weird#butbutbut wouldn't it be fun. huh#i actually. omg this is going to sound so silly but#i looked into applying for the studio that does enstars#as soon as i'm done with my degree... probably a master too#i want to work for a studio SO bad i'm really passionate about it
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How do you get the sprites from FooFan? I'm trying to find sprites in a game I'm playing, but can't find them, so I was hoping that you could give me some ideas on how to do it.
step 1 is get nox and get the game on nox, bc half the time you need a rooted device to access the files. you want to be doing this on a computer anyway bc its easier
the files are usually one of 2 places,
non-rooted: android > data > the game's ID (ff is com.egg.foodandroid i think, for example)
roooted: data > data > game ID
alternatively, you might be able to get the files you want by unzipping the apk
the filles you want typically are in a folder thats "assets > res"
step 2 is where it branches off a lot depending on what game engine its on.
most optimistic case is where nothing is encrypted whatsoever, but thats unlikely
for ff, the files are encrypted but they keep their file extensions. a friend made a python script to decrypt it and ive been using that, so im not sure how exactly to go about finding the decryption key myself
in most cases (that ive seen) the game runs on unity. youll be able to tell by the way filenames and folders include "unity" or "bundle". filenames are also usually a jumble of meaningless letters
optimistically, the files arent encrypted any further. google "assetstudio" and get the latest release off github, and the files should open through the "load file" option. if that doesnt work you can try "extract file" too, then load in the file it spits out
if it is encrypted (assetstudio will say "no file was loaded" or something like that), youre fucked ig unless ur particularly computer savvy
if its not unity, look for file extensions you dont recognise, google them, and work from there
other misc stuff:
.acb and .awb files are audio files. get "vgmtoolbox" to extract it (dont remember the options you have to pick off the top of my head, but the one you want explicitly says "acb/awb extractor")
depending on what files you end up with, you might also want to get "foobar2000" to play and convert it into something else.
if you do manage to get the sprites, its usually 1 of 2 types: spine or live2d
you can tell spine files by there being a .atlas file. get "spineviewerwpf" off github, load it in and do whatever you want (u can export as png and gif)
alternatively google "spine skeleton viewer" and download the official one off the website (but u cant export as png or gif)
if its extracted from a unity file, there might be extra file extensions (namely a .txt at the end) delete that off the .json/_skel file and the .atlas file, proceed as usual
if its live2d, the files are probably in a folder called "live2d". go to the official website and download their viewer (u cant export as png or gif as far as i know, but i havent found any alternatives)
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What I'm working on for both Otome and Josei Jam. It's just a mockup. Still trying to solidify the concepts and plot.
But it might be a bit of a horror, eheh.
#otome jam#josei jam#visual novel#indie game dev#indie otome#english otome#horror otome#will be using Live2D again#and probably Unity again#gonna do modeling in Blender#college setting
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DDR:LF Progress Log
Hi everyone! Welcome to the first progress log.
It’s a post where I put all the things I’ve done for the fanganronpa so far that I haven’t posted anywhere; most of them are WIPs or Betas. It also works for me as a way to keep track of how far I’ve come.
Today’s post contains the following:
Character Bios (previously only available in the DR amino) and FAQ
4 WIPs of important CGs (well... more like 2)
3 Different types of Animation Tests
WIP/Beta of the GUI Design
Next objectives
If you’re interested in checking this post, keep reading it down below!
By the way, feel free to join the fangan’s discord server by going to this link https://discordapp.com/invite/aSd6PN4 ^^ with that being said, let’s begin the post~!
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Character Bios and FAQ
To start this blog AND this post on a right note, I’m finally posting on tumblr the character bios, which means you can now access to the information from each member of the cast of DDR:LF, which was previously only available in amino. You can find them in this post.
As for the other part, I wrote a FAQ with the main sort of questions there could be about the fangan. Feel free to give it a read here if you want to know about some basic stuff about the project, and if you still have doubts, please do send an ask! I’ll gladly answer it ^^
WIPs of CGs
You didn’t think that the only drawing I was working on were sprites, right?
In today’s post, here are some CGs WIPs that I didn’t get around to finish yet (since their priority is below the character sprites, but it’s a nice change instead of doing sprites 24/7).
First, the pre-trial CGs!
There are some expressions/positions that I might be willing to change, although that’ll come in later when I gotta sit down to finish these. But yeah, later. (Also, just to be clear, I drew these waaay back, so the designs might not match the current ones).
In a trial, depending the type of chapter, the 1st CG and 3rd one will switch places. The one that appears last will be the one that contains the protagonist whose POV we are witnessing.
Second, one of every prologue’s main CGs. “The killing game has begun!”
Looks of doubt and deceith are flying across the room! Who will make it through the end of the day? And who’ll be left behind~?
It might seem pretty basic without them being colored, but hopefully it’ll look better in the future!
Animation Tests
Man, this was a lot of fun to work on, and it was all worth it! I hope you all enjoy these as much as I did while trying to materialize these concepts!
#1 - Prologue Title Card
Every chapter of this story has a title card, just like the original danganronpa games. In the case of DDR:LF, this is more or less what each card will look like.
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It’s kinda basic; elements being added to the screen here and there, as well as some silhouettes appearing.
What are these silhouettes, you might ask? It’s none other than the cast of the fangan, but it’s not just anybody who’s randomly picked. The silhouettes belong to the victims and the murderers of the current chapter, so for example, chapter 1 will have the silhouette of the 1st victim and the 1st murderer, but it’ll be modified enough for the silhouette to not be easily recognizable; nobody wants to get spoiled the deaths right at the start of the chapter, right?
Of course, the prologue is an exception... maybe.
A bit of the BGM was done by me, while some other elements of it were taken off from royalty free sound effects/melodies websites.
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#2 - Pixel Execution
As you all know, there’s always a pixel animation that starts off an execution. I have that too, of course! and in order to avoid spoilers + show you what I was able to do, I put myself in the place of the culprit. (I swear I didn’t kill off anyone yet... only after the fangan has started I’ll be considered guilty).
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The background music was also composed entirely by me, although in the future it might change- but I don’t really know for certain, so get used to this for now :)
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#3 - Execution style test
I’ve recently downloaded the program Live2D, and what for? For executions, no less! After trying it for a while, I’ve concluded that it’d simplify my job a lot more than if I used sony vegas for animating the executions (not to mention it looks smoother with this new one).
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For this test, I’ve used Seiji as my puppet. It might be simple, but it was to test out the limits of the program. It turned out really good imo! So I’ve decided to use Live2D to animate the executions (or at least, do most parts of them with it). I learnt some stuff while experimenting around with the program, so next time I’ll finish these sort of things even faster probably.
Also I put it on loop because a 2 second video is rather sad.
GUI Design
Now, I'll admit that I'm not the best at GUI design, but I tried my best to come up with my own design for the fanganronpa's interface, which I made based on a water-ish looking theme. The (not final) result of that is the picture below.
In case that you’re wondering, no, this isn’t any sort of canon conversation. It’s just the phrase I could come up with.
And yes, the background is from V3; I don't have any backgrounds at all for the project yet lol.
The sun and the fish on the top right corner will change depending on the time of day; but that's something that I'll keep to myself until the moment I start posting the story.
I have conflicted feelings with this GUI though, I don't know if I like it or not. It looks somewhat good but still off at the same time? Although it might just be me. If anyone has any feedback or suggestion for the GUI's design, the inbox is always open to receive such help!
So what's next?
Currently, I have loads of assignments at college, so it's kinda hard to make a balance between the project, social life and college work. However, the project is something that won’t stop.
The fangan has only one member, which is me of course; that means it’s going at a slow pace. I'm willing to make a recruitment for help, but that’ll be later once I have the basics to let someone else help me. If you’re willing to volunteer for this project, keep heads eyes up for the day I call out for help.
In the past, I tried to learn how to program with unity, but it’s hard to follow it up when the free tutorials are scattered here and there. When I have free time and everything art-related has been set up, I might try to pick it up again. I say might because I’m gonna start a tiny course for unreal engine at college. Maybe with the basics that they teach there, I’ll be able to do a better/quicker job than if I did it with unity (which I have 0 experience with). But the future is uncertain, so I’ll be the judge of that once I’m done with that course!
With that being said... as of now, the next objectives for the project (not ordered by priority) are the following:
Finishing Default Sprites.
I only have 7 default sprites done out of the 16 students, and I’m already working on the 8th. Half-way there?
Concept Art for each Room/Place.
While I have written down all the places in each dome, there are some that I need to draw the concept of the place, since the idea in my mind keeps changing them, I should settle them down.
Finishing Writing the Prologue and the Basics of Chapter 1.
I mean I already have like a half of these two things or more, but since I keep changing it, they never get any actual progress. Maybe I should learn to let it be as it is lol.
Creating 3D Assets.
Of course, I’ll make the 3D models for the rooms and props... well, I might do them; that is if I can’t find anyone that can make them. Pros of this is that I can do things exactly how I want them; cons are that it takes time and I’m not an expert in 3D modeling.
Trial GUI.
Class trials in danganronpa have a different GUI than the one used outside of them. We have a beta for the general GUI up there, now we need one for the class trial’s as well!
Concept Art for... a Trial Thing.
It’s no surprise that there are special things in fanganronpas, such as making changes to certain game mechanics, or creating completely new ones. The one I’m refering to in this case is a change to an already existing mechanic in the DR games. Can you guess which one it is~?
Splash Art.
During the first year of birthdays, I drew some sketches for the characters; those are the base for their future splash art.
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And last (and currently least important)
Recruiting Volunteers for the Project.
Obviously, I can’t do everything in this project by myself. In the future, once I have made a base for every ground of the project, I’ll recruit people that can work from there. Artists (GUI,CG and Sprite), Compositors, and 3D modelers are the ones that I’ll be looking for in this recruitment. In an even-later recruitment, I’ll make a casting call for voice actors as well. Please be patient though!
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I suppose that’s it for this very long post. It took more days than expected to put everything together, but at last I can release it now!
Now, June and July are pretty busy months at college, so unfortunatelly the progress will slow down a lot more than usual for the next few weeks. Thanks for sticking around this project despite the long road it has ahead! ^^
See you all in the next post! And if you read this entire thing, thank you for your interest in the fangan! <3
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Goddess Of Victory - Cùng những nữ chiến binh quả cám chống lại quân đoàn robot ngoài hành tinh
Ngay sau khi ra mắt phiên bản thử nghiệm vào tháng 3, Goddess Of Victory đã nhanh chóng nhận được sự quan tâm đặc biệt của cộng đồng game thủ, đặc biệt là một bộ phận không nhỏ game thủ Việt cũng rất mong chờ ngày ra mắt.
Goddess Of Victory được giới thiệu là game do hãng sản xuất game Shift Up đến từ Hàn Quốc sản xuất và cũng là sản phẩm được yêu thích nhất của hãng. Điều này được thể hiện qua chất lượng game đạt được thành công ngoài mong đợi tại các thị trường khác trước khi đến tay game thủ Việt. Cùng https://qc.nhat88.club/ tham khảo bài viết dưới đây nhé.
Goddess Of Victory
Bối cảnh của Goddess Of Victory sẽ nói về thế giới trong một tương lai xa, khi loài người đang bị xâm chiếm bởi những người máy ngoài hành tinh, với công nghệ vũ khí vô cùng tân tiến. Tất nhiên, nhân loại cũng tạo ra những chiếc Android tiên tiến nhất để đáp trả các cuộc tấn công của chúng.
Để có thể điều khiển những chiếc Android này, người chơi cần đến sự trợ giúp của những cô gái xinh đẹp, dũng cảm đứng lên bảo vệ hòa bình cho thế giới. Tại đây, người chơi sẽ tham gia vào những trận chiến mà không cần biết trước kết quả, thay vào đó, họ chỉ biết chiến đấu hết mình để giành lấy chiến thắng cuối cùng.
Goddess Of Victory nhận được rất nhiều đánh giá tích cực về đồ họa của mình, khi kết hợp với công nghệ Unity và Live2D 3.3 giúp cho những hình ảnh hiển thị trong game trở nên đẹp mắt hơn bao giờ hết. Hiệu ứng kỹ năng và công thức của các nhân vật cũng được thể hiện một cách cực kỳ công phu.
Đây là một sản phẩm thuộc thể loại gacha đang rất được yêu thích ở thời điểm hiện tại, kết hợp với lối chơi góc nhìn thứ 3 màn hình dọc cực kỳ độc đáo, có khả năng xoay 180 độ mang đến trải nghiệm nhập vai hơn. Thực tế nhất cho người chơi.
Goddess Of Victory cũng đòi hỏi người chơi khá cao về khả năng chiến thuật, bởi để chiến thắng, người chơi sẽ phải xây dựng cho mình một đội hình với 5 thành viên và mỗi thành viên sẽ đảm nhận một vai trò nào đó. khác nhau để có được chiến thắng cuối cùng cho trò chơi.
Hệ thống vũ khí cũng là một điều đáng chú ý của Goddess Of Victory bởi số lượng vũ khí trong game vô cùng đa dạng, giúp gia tăng sức mạnh cho nhân vật, giúp người chơi có trải nghiệm tốt hơn khi chơi. sức mạnh được tăng lên rất nhiều.
Các độc giả quan tâm đến Goddess Of Victory của chúng tôi hãy đón chờ các bài viết sắp tới để nắm bắt thời gian ra mắt của siêu phẩm di động này.
#gamebaidoithuong #gamebainhatvip #nhatvip
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Hi Rin! I want to ask you about Ascension :D But about the technical side. I really like ETD with RPG elements and movement. I want to make something similar one day. So which kind of problems did you have? What would you change in Etd? Question no. 2: Will you back to renpy? The last update made using Live2d possible.
I didn’t have a lot of issues with ETD, as renpy is a pretty stable engine imo. But I did have problems with timing and taking care of all of the resources myself. It was taking me months to even programme/draw/write only 5-10 minutes of the game. I really believe that sort of larger and ambitious project needs to have a good team and team dynamic to pull through in a relatively shorter time! 🙂 I don’t plan on going back on Renpy at the moment, as I’m really enjoying learning and using Unity’s possibilities. But you never know! Maybe in the future. 💖
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Goddess Of Victory - Cùng những nữ chiến binh quả cám chống lại quân đoàn robot ngoài hành tinh
Ngay sau khi ra mắt phiên bản thử nghiệm vào tháng 3, Goddess Of Victory đã nhanh chóng nhận được sự quan tâm đặc biệt của cộng đồng game thủ, đặc biệt là một bộ phận không nhỏ game thủ Việt cũng rất mong chờ ngày ra mắt.
Goddess Of Victory được giới thiệu là game do hãng sản xuất game Shift Up đến từ Hàn Quốc sản xuất và cũng là sản phẩm được yêu thích nhất của hãng. Điều này được thể hiện qua chất lượng game đạt được thành công ngoài mong đợi tại các thị trường khác trước khi đến tay game thủ Việt. Cùn https://sv88.club/ tham khảo bài viết dưới đây nhé.
Goddess Of Victory
Bối cảnh của Goddess Of Victory sẽ nói về thế giới trong một tương lai xa, khi loài người đang bị xâm chiếm bởi những người máy ngoài hành tinh, với công nghệ vũ khí vô cùng tân tiến. Tất nhiên, nhân loại cũng tạo ra những chiếc Android tiên tiến nhất để đáp trả các cuộc tấn công của chúng.
Để có thể điều khiển những chiếc Android này, người chơi cần đến sự trợ giúp của những cô gái xinh đẹp, dũng cảm đứng lên bảo vệ hòa bình cho thế giới. Tại đây, người chơi sẽ tham gia vào những trận chiến mà không cần biết trước kết quả, thay vào đó, họ chỉ biết chiến đấu hết mình để giành lấy chiến thắng cuối cùng.
Goddess Of Victory nhận được rất nhiều đánh giá tích cực về đồ họa của mình, khi kết hợp với công nghệ Unity và Live2D 3.3 giúp cho những hình ảnh hiển thị trong game trở nên đẹp mắt hơn bao giờ hết. Hiệu ứng kỹ năng và công thức của các nhân vật cũng được thể hiện một cách cực kỳ công phu.
Đây là một sản phẩm thuộc thể loại gacha đang rất được yêu thích ở thời điểm hiện tại, kết hợp với lối chơi góc nhìn thứ 3 màn hình dọc cực kỳ độc đáo, có khả năng xoay 180 độ mang đến trải nghiệm nhập vai hơn. Thực tế nhất cho người chơi.
Goddess Of Victory cũng đòi hỏi người chơi khá cao về khả năng chiến thuật, bởi để chiến thắng, người chơi sẽ phải xây dựng cho mình một đội hình với 5 thành viên và mỗi thành viên sẽ đảm nhận một vai trò nào đó. khác nhau để có được chiến thắng cuối cùng cho trò chơi.
Hệ thống vũ khí cũng là một điều đáng chú ý của Goddess Of Victory bởi số lượng vũ khí trong game vô cùng đa dạng, giúp gia tăng sức mạnh cho nhân vật, giúp người chơi có trải nghiệm tốt hơn khi chơi. sức mạnh được tăng lên rất nhiều.
Các độc giả quan tâm đến Goddess Of Victory của chúng tôi hãy đón chờ các bài viết sắp tới để nắm bắt thời gian ra mắt của siêu phẩm di động này.
#nhacaiuytin #nhacaisv88 #sv88
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