You're stopping by to say hi and see what's going on with development in depth and in game. Not only will you be able to see all of the Patreon NSFW posts, you'll also be given access to the most recent version of A Very Full House. This is the tier if you want to stay perfectly up to date on development!
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Delivery Man
You're stopping by to say hi, but with a purpose: buying Mira (Me, the dev) lunch! This tier has exactly the same perks as the Visitor tier, but you're paying the price of a large pizza. With your membership Mira can justify having someone else make her food and spend more time writing, drawing, and coding! This limited edition tier is perfect if you want to know exactly where your money is going and help speed up development!
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Friend of the Family
We're glad you stopped by, come on in and see what's going on! At this tier you receive access to all of the patron exclusive posts, access to the most recent version of A Very Full House, and the ability to vote in development polls! Polls will be held at least once a month, but sometimes more often if Mira needs lots of input. These polls are your chance to directly influence development and help decide what characters will be added to the game first, what outfits will be added for different characters, and what special events should be added into the game. This is the perfect tier if you want to directly help with the development of A Very Full House!
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Housemate
You're not stopping by, you practically live here! This tier includes all of the benefits enjoyed by the other tiers, plus a place for your name on the in-game patron thank you page! This is the tier if you want to be way too generous and really help speed up development!
Looking for the v0.32 supporter password? You can grab it here!
Major Update Features
New MCILF Face Assets! - Our Main Character MILF has been given a whole new set of facial elements: new eye poses, new mouth poses , and a new nose. This makes her face - something you spend a lot of time looking at - significantly less derpy. If derpy was your kink, I'm sorry.
Grabby Hands Art! - The MCILF's boob frame has been given three different sets of grabby, groping hands (The MCILF"s own, big hands, and small hands). This new art has been added to a few existing events, and will be used a lot more going forward!
Performance Improvements! - Tweaks to how Live2D models are displayed has resulted in a ~20% reduction in video memory used by AVFH. This makes the game smoother on all platforms, but is particularly useful for Android.
Animated Water Texture! - I've added an animated water texture for the MCILF, used when she's in the shower or the pool. In addition to making the water look better, it is also a proof of concept for more animated texture effects in the future.
Better Corruption Tracking (Supporter Exclusive) - For my amazing supporters, the Corruption Tracker app - which keeps track of which Corruption Points you've collected and which ones you're missing - has been given an overhaul. It now provides a readable name and a short hint for every Corruption Point in the game, and has some flavour text for each Corruption Point that's been unlocked.
Screenshots
Changelog
Adjusted triggers for Cheerleader watching TV in her underwear (now requires Arousal 50+ or having her teasing brothers)
Added three new hand grabbing effects for the MCILF's boob frames
Added hands on/off animations for the new hand grabbing effects
Added cumshot effects for the Firebrand's model.
Added cumshot calls for the Personlike class.
Added cumshot effect to Nerd x Firebrand livingroom event.
Added groping hand effects to many events.
Added MiraLive2DView class to support frames that should all reference one "base" version. Updated all existing derivative frames.
Updated the innate texture swap code so it functions with low performance mode.
Added MiraAlphaDissolve as a wrapper class for Renpy's AlphaDissolve, modifying functionality to be more convenient for texture swaps.
Tidied up warps and layer settings for existing boob and butt frames. Reduced amount of clipping with panties during excessive booty jiggling.
Fixed pushup bra straps clipping with arms and through many tops.
Updated to Renpy 8.3.4.
Downscaling renderer now properly scales textures regardless of screen resolution.
Updated all of the MCILF's facial elements (the emotion kind, not the cummy kind)
Adjusted the MCILF's ponytail hair colour to match the other sets a little better.
Added exit_animation parameter for the MiraAnimation. If a string or MiraAnimation, this animation is played when the triggering animation is ended for any reason.
Updated the Supporter Corruption Point hint App. Now divides all hints into their own screens.
Added HintCollection and CorruptionHint classes to manage extra information in the corruption points app.
Each Hint give a Corruption Point an easily readable name, a short hint sentence, and a flavour sentence when it is unlocked.
Added full hint descriptions for all of the existing Corruption Points.
Improved the phone crack art.
Clickables that use a Live2D model now use a MiraLive2DView of the base model, rather than generating a unique one (and duplicating textures) every time an interaction is triggered.
Clickables that use a Live2D model now have a base value of 1.0 instead of the (arbitrary) 0.8. screen position and height are currently automatically adjusted to old positioning values for now.
Removed a (now) unnecessary Flatten() operation for Live2D based clickables, improving performance.
All clickables now support being handed an xanch and yanch parameter, which sets xanchor and yanchor for those clickables. screen_position still represents the top left of the image (except for Live2D based Clickables)
Live2D clickables (ClickablePerson and ClickableCrowdMember) now have a default yanchor of 1.0, anchoring them at their feet. Positions have been automatically adjusted to maintain old position values for now.
Moved quick navigation buttons (save, load, auto, etc.) from the bottom middle to the bottom right of the screen to limit annoying accidental clicks.
Added "bored" and "very_happy" expressions for the MCILF. Tweaked existing expression files to make better use of the new face assets.
Features
Gain access to feedback polls for each game update!
See work-in-progress and practice artwork from Mira!
Unlock bonus in-game content as a special thank-you!
Hey everyone! First up, admin stuff: Christmas is just a few days away, and with it comes all of the schedule interruptions we know and love the holiday season for! Rather than try and fight it, I'm going to take it easy for the next few days, and have the supporter poll up on Dec 27th. I'm hoping to still get some stuff done for AVFH, but anything that happens is a bonus, rather than my expectation.
Now let's loop back to what I've been working on the last couple of days. A bug report over on the Discord pointed me towards something with how Ren'py scaled Live2D images down when the display window was smaller than the virtual resolution that the game is set up at. Here's an example, looking at v0.32.4 (you might need to expand this to see the difference):
Each example was a screenshot scaled down to the same resolution; 720p. In theory the results should be (nearly) identical as Ren'py renders everything at the virtual resolution (1440p) and then scales it down. What actually happens is the Live2D model getting way blurrier. The effect is much more noticeable on the frames (created at 600x600 pixels) compared to the full MCILF (1200x2800 and scaled down).
I'll save you the hours of debugging and skip to the cause: internally, the Live2D model is handed a bunch of images for textures and then performs magic to turn it into the model. When the resolution is turned down, Ren'py limits the texture resolution to the screen size, because that should be the absolute largest size that can be displayed. Unfortunately that doesn't work with the Live2D magic, which wants it's texture information at the full size. Effectively the texture quality was being downscaled twice - once in the actual texture, and then once when the model was shrunk down.
Solving this ended up being tricky. Ren'py really, really , tries to avoid making textures larger than the display resolution, so I had to dive into the world of Pygame surfaces and rendering passes to make things work. Here are the results (again, you'll probably want to expand this to see the details):
Now the resolution of the textures is kept constant, so everything is only scaled once (and correctly). Memory performance is better on higher resolution screens now too, since I can apply a higher level of texture oversampling.
I want to fiddle with the rendering code a little more to make sure I'm getting the memory usage down as low as possible, which is what I'll be spending my spare time over Christmas on. I'm also hoping to get some art practice in, because I haven't done any drawing for weeks at this point!
That's all from me today, I'll see you all after Christmas! Happy holidays, et cetera!
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