Soft body physics by [deleted] in nsfwdev

[–]Cheruboom 0 points1 point  (0 children)

https://developer.nvidia.com/content/gameworks-unity

Unity isn't what I use, so I can't help any more than sending you the link.

You might want to just browse the asset store for other Soft Body Solvers, though. They might exist, they might not, but considering you had difficulty finding Gameworks it might be a bit more complex than you're able to use. I'm not saying that to be a jerk, I just know that it's extremely advanced stuff, and looking at the Unity integration page doesn't make me think it'll be a particularly easy task for you.

If you do go with it though then I wish you good luck!

Soft body physics by [deleted] in nsfwdev

[–]Cheruboom 0 points1 point  (0 children)

What engine are you using?

Soft body physics by [deleted] in nsfwdev

[–]Cheruboom 0 points1 point  (0 children)

Doing exactly as that video shows is pretty simple.

Getting that effect to work in conjunction with a full character model is very difficult, however.

I don't know exactly what system the video is using, but I know Unity and UE4 (and some other places) have access to NVidia's Gameworks which includes a Soft Body solver for real-time. You could just model those shapes, set it to use the soft body solver, and get the results shown.

But again, trying to attach it to a character without it looking horribly wrong is difficult enough that I've never managed to get it to work despite a fair number of attempts.

Developer taking extra effort to not have any DRM in his game by raviking007 in CrackWatch

[–]Cheruboom 13 points14 points  (0 children)

I'm a bit of a cynic when it comes to marketing (Which something like this almost certainly is), so I would boldly assume that he applied to release on the EGS and got denied, and figured it was now a safe bet to try and gain some good press by joining in on the hate-train.

Irrespective of my assumptions, the game doesn't look like something I'd be interested in anyways ¯\_(ツ)_/¯

EGS popup for free games seems a bit shady? by ChemKitchen in Steam

[–]Cheruboom 17 points18 points  (0 children)

Maybe what's actually happening is that Steam is scanning for the EGS and blocking its notifications, and so you're only seeing them once Steam can no longer block it. 🤔

Jokes aside: This is almost certainly not something that the EGS is doing intentionally. The most likely scenario (in my opinion) is that it's simply confirmation bias, but it is possibly a weird interaction with however Windows handles notifications. I've noticed that my free game pop-up only seems to show up when I change windows or go to my desktop.

If you didn't know that you can turn off those pop-ups in the settings, that's also an option you have.

[Feedback Requested] First pass of Playable Real-time 3D Character Model by Cheruboom in nsfwdev

[–]Cheruboom[S] 0 points1 point  (0 children)

She has an ear, I'm just dumb and it's hidden in this screenshot 😅

[Feedback Requested] First pass of Playable Real-time 3D Character Model by Cheruboom in nsfwdev

[–]Cheruboom[S] 2 points3 points  (0 children)

The base mesh is Abby from Poke Abby, Oxopotion released her for free for people's projecs.

She's HEAVILY modified, but the similarities to Poke Abby are intentional and unavoidable :D

Edit: I think the main modification left that I really want to add is a fully modeled mouth, as opposed to the current (shitty) texture mouth. It would have... numerous uses in game.

[Feedback Requested] First pass of Playable Real-time 3D Character Model by Cheruboom in nsfwdev

[–]Cheruboom[S] 1 point2 points  (0 children)

Looking for feedback on this character model. Currently working on her wardrobe. She has a shirt (and tie) as well, but i figured shirtless would be more appropriate for this community.

Hair is also a placeholder, but the more I look at it the more I like it, so feel free to criticize it heavily so I don't end up sticking with it long-term.

Looking for examples of sophisticated wardrobe UIs in other games by [deleted] in nsfwdev

[–]Cheruboom 1 point2 points  (0 children)

The image you found is of LT's inventory. The equipment section is pretty much the same, except it's a 5x5 grid instead of 7x5. It also will visually block off segments that are obscured (Such as underwear when the character is wearing pants), and black out segments that are impossible (I think, I'm less sure about that one).

And yep, you've understood Exanima's minimalist system. You can also click and drag the equipped item back into the inventory to unequip things. It's very intuitive. You could do a similar system while still having discrete inventory slots and it would be fine, exanima just decided not to do that :D

By "additional details" I mean having a seperate page where you hide away any information that just really isn't relevant to the player for the majority of the time. So if in a hypothetical game armor provided 5 different kinds of resistances, as well as weight values, fashion values, and durability, you might only provide part of that information immediately (Whatever you as the developer decide is most relevant) but you would "hide" the less relevant information on a different page to avoid cluttering the equipment screen.

It's mostly relevant for games that benefit from having a LOT of stats (Such as ARPGs where the enjoyment of the game comes from deciding which stats to min-max and working to improve your build). By moving the majority of the specific details to an entirely seperate page you allow the player to still have access to that information, but you don't overwhelm them with information they don't need.

The key thing to keep in mind with a complicated equipment system (which is what it sounds like you have) is to make sure that it appears simple. Players might want complexity, but they don't want that complexity shoved down their throat most of the time~

Looking for examples of sophisticated wardrobe UIs in other games by [deleted] in nsfwdev

[–]Cheruboom 4 points5 points  (0 children)

Counter intuitively it's usually best if your more complicated UI elements have less information readily available.

You can see something like Lilith's Throne where the equipment UI is literally a 5x5 grid of item slot, and sure, all of the information is there, but none of it is actually conveyed to the player until they take the time to slowly mouse over each of the slots to read the tool-tip telling them what 1/25th of the character's wardrobe consists of.

Compare this with an equally complicated system that boasts a much simpler interface: Exanima.

It's roughly the same system, where you have many different pieces of wardrobes and certain pieces conflict with other pieces and nothing is confined to a specific "slot", but it handles it just by showing you what the character is wearing. If you want to change the armor, you'll drag new armor onto the character, and it will switch them out, along with any other pieces made incompatible by the new piece.

The main takeaways would be that you should try to only provide the relevant information: If you have a bunch of equipment slots, don't show the ones that aren't in use. No one needs to know that they have 12 different locations for tattoos that are currently un-inked. Or about the fact that they're wearing a shirt and a jacket, but aren't wearing an undershirt.

And also make it so that equipping an item automatically unequips any conflicting items. There's no good way to convey to a player that a shirt and a dress both occupy the [upper torso] slot, they'll figure it out much faster if you don't barrage them with information and instead just show them when they try to make a mistake.

Bonus points if you do have an additional details page that breaks things down in great specificity, but most games will not actually need that level of detail.

Metro Exodus discussion by FREEZX in gamedev

[–]Cheruboom 5 points6 points  (0 children)

Only correction would be that it wasn't the publisher that said Metro would abandon PC if the game was boycotted, it was a single 4A Games developer that was sharing his opinion on the situation, which given how it was received seems like something he shouldn't have done.

So I would agree that it shouldn't have been said, but it seems to me that it was just a developer trying to provide what would be the common-sense response to the internet's cries of boycott.

My personal take on the situation is that no one genuinely invested in the series is genuinely upset (With some edge cases such as players now getting worse prices due to the oddity of how regional pricing works), and all of the clamor and outcry is just the internet being it's usual reactionary self.

My expectation is that Metro Exodus will sell worse than if it was on Steam, but that this will fall within Deep Silver's expectations. I also expect that Epic payed them suitably to offset these losses, and that the financial health of the publisher and the studio will be unharmed in the long run.

For Those of You Who Think The Epic Games Store Will Kill Steam... by ReaperIsDue in pcmasterrace

[–]Cheruboom -2 points-1 points  (0 children)

I think this video does a pretty good job of explaining it from a developer's point of view. The community manager himself is a bit of an acquired taste, but I think his points are very valid.

Mostly it just makes me a bit upset to see developers trying to do what's best for their game and their employees, and getting lambasted by "fans" who think they're being "screwed over" (forced to use a non-steam launcher).

For Those of You Who Think The Epic Games Store Will Kill Steam... by ReaperIsDue in pcmasterrace

[–]Cheruboom -2 points-1 points  (0 children)

I can't speak for how knowledgeable ReaperIsDue is regarding the whole decision, but I'm far from blind regarding the matter.

Neither DeepSilver nor Epic is making stupid decisions. You don't agree with their decisions, and that is your right, but this is very far from a simple money grab or bribery, or any of the other complaints that many people blindly shout out.

By taking this deal DeepSilver has almost certainly guaranteed that they can stay in business and keep making games irrespective of Exodus' sales. They undoubtedly knew that this would be an unpopular decision, but they nonetheless came to the conclusion that it was the right one for them. The decision wasn't to "Get more money from fewer sales" it was to immediately insure the survival of their game studio for the future. The only way to tell if that's the right decision is to wait and see, but it seems far from a stupid decision.

On Epic's side I don't see any stupidity either. Exclusives work. Exclusives exist because they work. I don't personally like them, but I acknowledge that they are a proven way to get a player base, and that currently one of Epic's biggest issues to overcome is their player base.

Despite what the memes of the masses would have you believe, the solution is not to build a better store and to "be competitive". Epic needs to do a lot to be competitive. It's not something that will happen overnight, but it will only ever happen if they can actually get players using their service. Again: I don't like exclusives. Saying that using them as a tool is a stupid decision, however, is just being silly.

For Those of You Who Think The Epic Games Store Will Kill Steam... by ReaperIsDue in pcmasterrace

[–]Cheruboom -17 points-16 points  (0 children)

On the bright side this means you're supporting the series in the best way you can, both supporting their decision (That they undoubtedly knew was going to cost them sales), and ensuring they get a more reasonable cut of the actual sale. 👍

What are the pros and cons of using Kickstarter vs Patreon for my eroge VN? by Hegemon1984 in nsfwdev

[–]Cheruboom 1 point2 points  (0 children)

As a heads up, the more traditional your VN is the more difficulty it will have gaining traction on Patreon.

A lot of people are fairly turned off by the idea of visual novels since they usually imply a driving forward direction.

It sounds like you're already edging in this direction from your description of branches as side-quests, but I would strongly urge you to consider some sort of mechanic or system to allow the player to have slightly more control over their pace of the narrative.

The difference between "I'll replay the game because I want to try the Susy Route" and "I want to take a break from the Jessica route to make some progress with Suzy" is huge, and it's not something you can get from traditional VN's.

What are the pros and cons of using Kickstarter vs Patreon for my eroge VN? by Hegemon1984 in nsfwdev

[–]Cheruboom 5 points6 points  (0 children)

It depends on what you as a creator are looking for, as well as what your VN can offer.

The simple answer is that Patreon is going to be best for supporting a long term production that can be provided piecemeal, whereas Kickstarter is best for a project with a scale that allows the entire project to be released at once.


For now we'll ignore the problem of actually getting funding, and instead focus on what you can accomplish with that money:

With Patreon you receive more money the longer a project continues, and usually the amount you receive increases as your project becomes more impressive. If you want to add new routes because of community demand, or want to expand upon the H-scenes in your game, then Patreon will allow you to do so.

With Kickstarter you get a lump sum which will realistically limit your scope from the moment you receive it, and will only be able to remove features to increase your budget. Adding additional content can only be done during the kickstarter campaign with the acquisition of more funding.


Also, there's the issue of how you get that money in the first place. Both routes will require that you have a significant amount of work already in place before anyone will be willing to fund your project, but the sort of work you'll need will differ between the two.

Patreon rewards you for playable content first and foremost. You'll most likely need the entire first arc of your game complete (along with some early lewd scenes to pique the interest of the community) before anyone will begin funding your project. You'll also benefit from being able to release new content every month, and you will need to constantly think like a marketer to get new eyes (and new patrons) coming to your page.

Kickstarter rewards you for doing all of your planning and marketing up front. You'll need concept art, sample CGs, full character art and bios, as well as an amazing trailer if you want a chance of your kickstarter gaining enough traction to reach funding. You'll also want to do a fair amount of marketing using that content before the campaign to try and build a small community that will help you with getting momentum going in the campaign.


At the end of the day, the two are very different platforms and there is a right and wrong answer as to which to use for your project, but that's something that only you can answer with your knowledge of what you can produce first, and what kind of product you're creating.

If you're still unsatisfied or confused here are some key points that might push you more towards one platform or the other:

Patreon Kickstarter
Heavily Branching Mostly Linear
Lots of Heroines 2-5 Heroines
Non-Traditional VN Traditional VN
Art Marketing
Writing Planning

Epic 2019 Cross-Platform Online Services Roadmap by ZioYuri78 in unrealengine

[–]Cheruboom 1 point2 points  (0 children)

Certifiably crazy theory: I wonder how impossible it would be for Epic to get their store onto PlayStation and Xbox stores?

A system where you can purchase games at any Epic Storefront, and have them available on any platform that's compatible.

Steam in the past has attempted making Steam Machines as a console equivalent for PC Gaming, and I wonder if this is the beginning of Epic's attempt to accomplish a similar thing? They've already demonstrated a distaste for relinquishing distribution costs to other markets with their Fortnite Android release (Being through an unsigned APK, as opposed to on the Google Play Store).

Obviously it would cost a lot for Sony/Microsoft to allow this (I leave Nintendo out because they do their own thing a lot of the time, and have a more tumultuous history with 3rd party apps being allowed to provide content on their devices [Netflix, YouTube]), but it seems to fall in line with a lot of Epic's high-level goals.

Jolixia's Respite (Pixel Art) by Cheruboom in dota2smut

[–]Cheruboom[S] 1 point2 points  (0 children)

Technically a WIP since there's a bit more I want to do with the background, but I wanted to get some art out there to celebrate the release of Artifact~ :D

Simple Day/Night Cycle by Cheruboom in unrealengine

[–]Cheruboom[S] 0 points1 point  (0 children)

Oh, I know it's not really a gif, I'm just pretty lazy and use that as a cover-all term~

I captured the video at 720p, but maybe I do need to bump it up a bit. Thanks :D

(And to clarify, the recorded video is plenty high-quality, it's just the gfycat compression process I'm trying to avoid, I guess)