Author Topic: General Discussion  (Read 3821657 times)

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Offline lamoli

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Re: General Discussion
« Reply #4935 on: June 09, 2015, 01:26:34 AM »
Maybe it is too early to think about it.. but i could make animated gifs out of any renders i make because i only need to make like ( base pose / end pose and the 3D program could extrapolate all the frames in between with me tweaking it of course )


About the BG.. with a few exception they look all like they could be made in 3D with texture or visual effect maybe ill give a shot at something more than just the tiled floors i tried earlier. and the blending in cook24 was alright i think.. and this was probably the hardest BG to integrate with.. thats why i tried on that one


After checking a few sex poses  on Hgames.. i see they have simple BG on those most of the time with a angle to see half the sealing or half the ground.. that way you can avoid having to design anything other than floors/beds/grounds/sealings and i should be able to do something like (depth of field) as well on those angles to simplify the work needed
« Last Edit: June 09, 2015, 02:21:41 AM by lamoli »

Offline lamoli

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Re: General Discussion
« Reply #4936 on: June 09, 2015, 05:43:02 AM »
https://mon-partage.fr/f/jzLaK7JH/


It is not finished but should be close enough to tell.. and now my question is.. with or without blur ??
(more finished version will have the thin whither line on edges like original but without window because of back lighting effect that would ruin the render ) also i could adjust the wall grain.. maybe not thin enough


Edit:
If those BG are good enough ill make full closed rooms of em so we can reuse them in any angle we like
« Last Edit: June 09, 2015, 05:51:19 AM by lamoli »

Offline DarkTl

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Re: General Discussion
« Reply #4937 on: June 09, 2015, 07:08:07 AM »
Yup. blur looks very good. We could use rooms like that.

I pushed classes again. They are almost ready for the existing system, the only thing we lack is healer, because I'm not sure how to add bonuses directly to healing magic's efficiency.

Offline lamoli

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Re: General Discussion
« Reply #4938 on: June 09, 2015, 08:15:00 AM »
https://mon-partage.fr/f/yAyXS8ld/


V2 with different wall noise/wave effect ( can take hours to get the exact pattern you want.. and im still far from original lol ) also added the brigther edges and contour lines on BG


I also changed BG right light source but i could use same settings as before.. ( its was a test to see if i could add the window from original that emits a light source in that area )

« Last Edit: June 09, 2015, 08:18:46 AM by lamoli »

Offline lamoli

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Re: General Discussion
« Reply #4939 on: June 09, 2015, 08:24:25 AM »
Yup. blur looks very good. We could use rooms like that.


Ok good i guess now my focus will be to recreate those BG as rooms with cameras set at different angles for every render we might want in the near future as only 1 pose with a specific BG.. thats not enough for a action type ( best would be like 5 switching at random using same room BG but with different camera angle/location/pose/content to make it better)


But i guess for now a simple room with 1 camera setting for each pose iv made so far and once that is done ill develop that multi pose/room BG
« Last Edit: June 09, 2015, 08:37:04 AM by lamoli »

Offline lamoli

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Re: General Discussion
« Reply #4940 on: June 09, 2015, 08:35:23 AM »
Question.. for example the BG of a stripper in a strip club.. usually there's smoke/light effect that are specific for that room.. should i recreate that too ? ( steam/fog in baths would be nice too )

Offline DarkTl

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Re: General Discussion
« Reply #4941 on: June 09, 2015, 09:32:03 AM »
I suppose strip pole, stage and curtain should be enough for striptease. As for baths, it's easy to imagine steam there, but surprisingly very few bathing pictures actually have it.

Offline lamoli

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Re: General Discussion
« Reply #4942 on: June 09, 2015, 03:53:17 PM »
http://kissanime.com/Anime/Sidonia-no-Kishi
http://kissanime.com/Anime/Rakuen-Tsuihou-Expelled-From-Paradise


Those are most likely full 3D.. but at least not as bad as most other 3D anime series iv seen so far..
( but their shaders looks too much like MMDs )



Offline lamoli

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Re: General Discussion
« Reply #4943 on: June 09, 2015, 04:23:38 PM »
Next im gone try a stripclub BG with colored spot lights pole/podium with smoke scattering effect.. if it goes well i could make a casino/bar afterwards.. then try the onsen/bath fog.

Offline DarkTl

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Re: General Discussion
« Reply #4944 on: June 10, 2015, 07:06:53 AM »
XELA, ARE YOU ALIVE THERE? I know you are by your last active time  :D
We need healer class for many characters, thus we need bonus to healing magic in class traits.

Offline Xela

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Re: General Discussion
« Reply #4945 on: June 10, 2015, 07:32:38 AM »
XELA, ARE YOU ALIVE THERE? I know you are by your last active time  :D

I've been busy with RL stuff + like I've said before, new buildings/jobs system will take a long time to code. I do check with the forums to see if there are some urgent requirement from my part.

We need healer class for many characters, thus we need bonus to healing magic in class traits.

Ok, how do you want to handle this bonus? As a skill, as an Element adding to healing spells (Water?/Light?), as a derivative from Magic/Intelligence modified by Healer class as a trait, something else? Some combination of some/all possibilities? What do you need from me?

Like what we're doing?

Offline DarkTl

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Re: General Discussion
« Reply #4946 on: June 10, 2015, 10:06:37 AM »
I don't remember if any trait can modify magic output, or those with "elemental": true only. I think only elemental ones.

So:
- would be cool to have el_damage and el_defence for classes traits as well if it's not available yet;
- strings like "el_damage": {"heal": 0.5} should make healing made by the character stronger, strings like "el_defence": {"heal": 0.2} should make the character less susceptible to healing. And vice versa for negative values.

Offline Xela

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Re: General Discussion
« Reply #4947 on: June 10, 2015, 10:41:48 AM »
I don't remember if any trait can modify magic output, or those with "elemental": true only. I think only elemental ones.

Automatically, no, but we have a decent BE system and adding any checks to calculations is relatively easy and fast (relative to Jake's BE). Also afaik we have a single calculation function for all healing spells and we inherit/will inherit from it for all other spells.

So:
- would be cool to have el_damage and el_defence for classes traits as well if it's not available yet;
- strings like "el_damage": {"heal": 0.5} should make healing made by the character stronger, strings like "el_defence": {"heal": 0.2} should make the character less susceptible to healing. And vice versa for negative values.

Code: [Select]
        def effects_resolver(self, targets):
            if not isinstance(targets, (list, tuple, set)):
                targets = [targets]
            chr = self.source
            attributes = self.attributes
               
            restore = self.effect + (chr.intelligence + chr.magic) * 0.25
           
            for t in targets:
                if not self.check_resistance(t):
                    # We get the mupliplier and any effects that those may bring.
                    effects, multiplier = self.get_attributes_multiplier(t, attributes)
                    restore = int(restore*multiplier)
                else: # resisted
                    damage = 0
                    effects = list()
                    effects.append("resisted")
                   
                effects.insert(0, restore)
                t.beeffects = effects
           
                # String for the log:
                # String for the log:
                s = list()
                s.append("%s used %s to restore HP of %s!" % (chr.nickname, self.name, t.name))
               
                s = s + self.effects_for_string(t, default_color="green")
               
                battle.log.append("".join(s))

According to code, it is already working as you've described. Unless I've added some weird normalization routine to kill those fields for non-elemental traits. Also please keep in mind that both you and I used:

['magic', 'healing']

as attributes for healing spells, so "heal" without "ing" will have no effect unless you change that in BE assets as well.
Like what we're doing?

Offline Gismo

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Re: General Discussion
« Reply #4948 on: June 10, 2015, 01:58:52 PM »
Finished with a Fighters_Guild screen... As usual, this is only the base version. You can only use the new interface and the other ideas you like.
Let's start *__*

- So now it looks like a new main screen.

- Fighters_Guild > Adventurers' Guild. Now this building is not a player property.
- Instead of building_info will be player_info. What, specifically, do not know yet. But just from the area of the position of the hero in the guild (his rank, popularity, etc.)

- Main Hall.

- I still did nothing for that screen, but in the description there are initial ideas.

- Team.



- Exploration.

- System of counting days looks like this - 1 day per stage (1-5), 2 days per stage (6-10). Total to go from 1-10 stage will require 15 days (just as an example).
- Items drop system - Common (grey, ~ 24%) > Uncommon (green, 16 - 23%), Rare (blue, 10 - 15%), Epic (purple, 4 - 9%), Legendary (orange, 1 - 3%), Heroic (red, 1%).

- Log.
« Last Edit: June 10, 2015, 02:02:53 PM by Gismo »

Offline DarkTl

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Re: General Discussion
« Reply #4949 on: June 11, 2015, 07:00:53 AM »
Looks good. I still have hope that we'll find or make a global map of some kind with all types of terrains though. Something like that, but obviously we need more terrains.