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Gaweb Studio Adult profile
Gaweb Studio Adult
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Gaweb Studio Adult
Making adult games with real gameplay
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Gaweb Studio Adult
Hi all!

About me

I'm a 38 years old married french guy trying to create fun H games and trying to live from it to feed his small family. I've been on Patreon since February 2016 and I've achieved quite a lot thanks to this community. I usually lurk on H game forums under the nickname Daedolon or you can message me here or on my Discord if needed.

About my games

Here is the list of my current available games. Only the Glassix series is fully free, even after completion. The other games can be bought either here or on some web stores such as Itch.io, Steam, DLSite...

Vampire Revenge
Glassix 2 (Introduction to be added at a future date)

Campaign goals

Since I've started this campaign, I've switched from 2D to 3D games since they give more freedom in creating custom stuff. My current goal with this campaign is to create an adult game which contains user-friendly editors allowing players to add their own content to the game, such as new stories, characters, buildings, locations or furniture while also adding my own stories to the game using those same tools.

At the moment, I can only work about half time on this and would require more help to be able to work full time on it. By supporting my campaign, you'll allow me to focus on this so I can deliver this as soon as possible. I've been able to work on this so far thanks to my patrons so I won't say it enough: Thanks you all for your help and support !

Gaweb Studio Adult
Public post

Still working on v0.13


Hi guys,
I'm afraid I'm still working on the next version and won't be able to release it until a few more days. I've had much more web dev work than expected this month and couldn't focus enough on the remaining code for Glassix 2 v0.13.
What I've added so far is the actor node and the event steps overview panels. In my previous post, I had introduce the global variables and flags feature that events in Glassix 2 use to determine the conditions of an event. The third and last possible condition to trigger an event is the actor which itself has lots of variables of its own. Actors are simply citizens involved in the event currently edited.
When editing an actor, it'll lead to a sub panel similar to the previous one but all the conditions will be related to the selected actor.
From there, you can select several condition focused on a citizen, most of the time, it'll check the player itself, to confirm its current location, but when events involve other characters, we'll be able to create various conditions to choose the type of characters we want: their gender, the relation or obedience towards the player, their age and so on... This way, we could have 2 similar talk events with the same event code and event sub code, one dedicated to males, one dedicated to females, so that their speech feels clearly different. We can push it further by adding conditions on the affection of the character toward the player so that low affection characters would have a rude speech while a lover would have sexy lines. That was already the case in Glassix 1 and with this interface, it'll be much easier for me to add additional daily life events to flavor the game.
Once we have our event conditions set, we can move to the actual steps of the event where actors will usually interact with each others.
This one is a bit more messy since it lists all the dialogues in the current event and their number of sub nodes involved for each step. For example, the obedience or affection might change at a specific step or we could trigger doll mode or slave mode or play specific animation or moods or change the camera angle. Lots of stuff involved in each steps here. This page is a simple overview and when editing a particular step, we'll move once more into a sub panel listing all the nodes and allowing you to add/edit/delete them. That's where I'm at. Because those sub nodes have much more variety than the actor nodes, it's taking me more time than planned, I've tried to code something which can create the rows and the necessary inputs dynamically this time as opposed to static rows used in the previous panels. This way it'll be much easier for me to maintain the code and add new nodes but this requires more time to code this way.
I'm aware this UI kinda sucks for normal players, several huge tables full of data. It's possible to add an actual live edit mode where you play and edit each step one by one with the actual 3D characters and the actual location involved but it would require event more work and since I'd rather start filling the game with more content asap, this version will do for the moment. 
I'm still swamped with work at the moment and I'm not sure the additional days required to complete this can be planned in the following days :/ So you might want to cancel your pledge until I can actually deliver something concrete since that's the second month without actual content and of course, drop me a message for a refund if you'd like.
I apologize again for this new delay and I'll try to deliver this asap so that I can keep my word and give you a game worth playing and supporting.
Thank you for your time and patience!
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Gaweb Studio Adult
Public post

Glassix 1 Patch 1.0.1 to 1.02

Hi guys!
Changelog:
  • The credits page now only appear on first ever launch of the game and no more at each game launch (Thanks Squark!)
  • Disabled right click x-ray while the top right menu is opened
  • English translation, Sarah's file, improved by Spectre (Thanks!)
  • French translation, Sarah's file, improved by Spectre (Thanks!)
  • Fixed bug with top right menu click issue when a girl was displayed just below it, triggering the girl discussion instead of the menu action (Thanks Squark!)
  • Fixed bug with X-Ray not toggling properly when clicking on girls with doll mode (Thanks Dalzomo & Harem Route!)

It's been almost a year since the v1 release and there were still some quirky bugs preventing a smooth experience playing the game. Being a bit too focused on Glassix 2, I thought it was time to patch those issues since it's actually not that big to fix and would save players a lot of headaches. Sorry for the time it took.
I still have some other minor bugs to fix but since I'm quite busy at the moment and they shouldn't impact gameplay too much, I'll delay the fix a little more but will be sure to fix it once I have more time. Don't hesitate to report more bugs if you encounter any, I'd like to make Glassix 1 as bug free as possible even though I'm slow at patching.
Also, since v1 is already public, this patch won't have the usual 1 month PUBLIC delay. Anybody is free to get it right now and patch their game. I'll update the full version download links to v1.0.2 asap too (Currently 1.0.1 so you still need to patch it yourself to 1.0.2 at the moment) 
Enjoy & thanks for your help!
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Gaweb Studio Adult
Public post

Glassix 2 v0.13: Event Editor preview


Hi everybody,
I might have vastly underestimated the time required to implement the Event Editor and at the moment, I think I'm only barely ~30-40% done with it which would mean an end of the month release in the best case. In my last posts, I had estimated a few more days because I thought I'd just need to create some basic input rows for most of my XML nodes and that would be enough. However, in the end, many values required specific lists or range of values with specific interactions which slowed down my work. I'm trying to be as thorough as possible so this first version gets easy to use and understandable. I'll show you what I've got so far so you can give me some feedback too while at it.
In the game folder, mods are stored in "Glassix 2_Data/StreamingAssets/Mods". From there, you'll have one folder for each author, inside those, a folder for each authors' mod and inside those, various folders to store XML of various editors : Events, Furniture, Locations, Scenarios and so on... Since we are talking about the Event Editor, the files will be stored inside the Events folder. Then inside this Events folder, you'll have as many event file as you want to let author organize their events as they wish. 
Let's start with the editor preview : Selecting the author, mod, file and event:
You'll first have to select a mod author or create your own if you want to start creating or overwriting events. Spectre is a player who designed the low poly villa 3D model currently used in the Newbit map. (Thanks again!)
Then select the mod you want. Mods are kind of categories for authors to organize their mods however they want. You can add as many as you want. You could create a seasonal mod with events related to christmas, halloween, spring, winter, whatever... or create a folder which would be specific to a full scenario you want and so on... 
 
Then you select the actual XML file you want to edit, or add a new one. For my own core mod, I've organized files by actions and scenarios which you can see here. You might notice if you select Spectre > Starter, the list is empty which is normal since his mod has no events, only an infrastructure and we are currently working on the event editor. In the future, we'll have more editors, hopefully the city infrastructure editor which would allow players to add their own low poly 3D models to the game with their own textures, or modify existing ones, and in this future editor, Spectre's list would not be empty.
Now, under the hood, the XML file has been loaded by the game and shows all the events in this file. In my example, I opened the Newbit file which contains all the current events I created for the Newbit scenario. Each event has a custom label so the author can easily recognize them. The current UI is quite blunt at the moment, I guess in the future, I'll try to make it more visual, like a board like UI showing events related to each others (once I add choices) with arrows linking them, that'll come later if possible.
Then you either create or add an event and you'll end up in the interface shown above. I've split this in 3 tabs: General, Conditions and Steps. General is like the name says, some general information about the current event. The Conditions tab will list all the required conditions for this event to be triggered. The Steps tab will list all the steps of the current event, be it dialogues or hidden game flag changes.
It starts with the General tab. You'll first have to select a trigger for this event. There are currently 4.
  • On city load: When the city map is loaded, either when you start a new game, load a saved game, or transition from a location to the city map.
  • On location load: When you enter a location
  • On action button: When you click on an action button from the slot bar. Actions is another game entity which will be moddable and allow players to add their own actions, triggering their own events. For example, we could add a cheat button to max out obedience level on all the citizen of the game... I won't even need to hard code cheats in Glassix 2, everything can be handled with events.
  • Off: Used when you want to merge several events to the same event or for choices for example and thus don't need to be triggered automatically by any game interface.
From there, you select a code and a sub code for your event to make them unique. The code is kinda like a category or family, however you prefer to name it, and the sub code gives variations. For example, the doll mode spell events all have the code "dollmode", and the sub code allows to have different events depending on conditions: if the girl is not in doll mode yet, she will go under doll mode, that's the default sub code. But if she's already under doll mode, a second event with the same "dollmode" code would trigger to cancel the doll mode. This will allow me to add a Search feature in the game to find event codes or labels among multiple authors, mods and files if some events have been overwritten or expanded with new options in additional mods. 
For the action trigger, I've made it easier so that the code is actually changed to a select dropdown with the list of all possible actions in the game. And with the actions editor in the future, it'll be possible to add new actions like cheats and whatnot.
After that, we have the frequency of the event, meaning how often can we trigger it again. The names should be self explanatory:
  • Always
  • Once
  • Days (After X days): With this option, a new text field allows to select the number of days manually.
  • Minutes (After X minutes): With this option, a new text field allows to select the number of minutes manually.
  • Daily
  • Monthly
  • Yearly
Below that is the priority of the event. If several events can be triggered at the same time, the game will trigger the one with the highest priority. If several have the same priority, we trigger one randomly in the list of this priority. This way, daily life and unimportant event would have low priority while story events would have high priority.
Hovering over the labels will also give some information to help authors know what the row is for.
Then we can move on to the Conditions tab
Events will trigger based on conditions which come in 3 flavors:
  • Actor: This condition will check variables for a citizen involved in the event. Most of the time, it'll be the player obviously. When the player interacts with another citizen, this other citizen becomes a second actor. You can have as many actors as you want. For example, this condition is used for the talk action. Depending on the target's gender, we have different text. Then we can create whatever flavor of text we want with additional events: A young citizen might have a different talk topic compared to an old citizen. The target relationship or obedience level would also change the speech by using the priority feature and so on.
  • Global: This condition will check global variables, like the time, weather, current scenario and so on. For example, all events for the Newbit scenario would need a global condition checking that the player is currently playing in the Newbit scenario and not another one or Free mode.
  • Flag: If you're familiar with Visual Novels game, you should know this term. It's basically some event variable to keep track of what the player did.
For each of those 3 condition categories, I've added entities which can be added and edited easily and the game will display a dropdown with all the possible choices for this category.
For example, global conditions will list the various time checks. But let's say we want to add a new global condition. Let's call it "City Safety" which would be used to track if a city is safe to live in or not. With the Variables Editor (added in the future), it'll be possible to add it easily which would make it appear in this list and useable to have dangerous events trigger when the city safety is low. Those variables/conditions can have different types : String, Integer, List which allows the game to know what it needs to display and what values to expect and clamp in case of integers with a min/max value (For example, the hour variable needs to be between 0 and 23, Day of week would be a list with the 7 days of the week as values (Monday first btw)) All this process is automatically handled by the game and when you change the condition, the operator and value fields will change based on the type of the variable. integer would have additional comparison operators such as "Greater than X", "Lesser than X" while Lists would change the text input to a dropdown with all the possible values of the current variable. Such as this one below:
For the Newbit scenario, I created a flag to keep track of the Welcome party status. Before the dean announces the welcome party at the end of Day 1, the flag doesn't exist (save memories since in the future, we'll have many flags). Then at the end of Day 1, the dean talks about the party to the player, the Flag changes to "Dean announcement" (maybe I should have named it implying it's a past event, labels are editable anyway).
Then when the secretary gives the actual time to the player, it changes to Secretary reminder.
From there, we have two cases: Either the player misses the party or he completed it. This flag will allow players action to have consequences, same as choices. If you miss it, the dean, your colleagues and the secretary might have different talk interactions with you for the following days saying they missed you or blaming you, losing some relationship with them...
And if you've noticed, the operator dropdown in the picture above (the second one, with the "In" value) was another tricky part to code because it allows the author to select multiple values in the list which Unity doesn't handle by default and took me a while to expand their base dropdown to a multi select dropdown. But the process is seamless now, changing the operator from Equal to In will allow the players to select several options at once and vice versa without changes in the dropdown so the experience is as smooth as possible for the creator.
I'm afraid that's where I stopped so far realizing the "few days" estimation from my previous post had been largely underestimated... Which is why I'm writing this post to keep you updated on the current state, still working on the actor conditions, then comes the steps which is basically ~60-70% of the remaining work since they have so many more XML nodes and attributes than what I shoed so far. I hope to be done before the end of the month. I've already coded a lot of the most complicated stuff like operator and value switch depending on variables types. Since actors and steps uses similar features, that will save me some time but both those parts have much more complexity so I'll see when I get there.
Anyway, I think this post should give you a better insight of what you can expect with this editor. I already got some comments aiming at the classic "You expect your players to create content for you?" which was expected. I'd love players to create content with the tools I created but most of all, this editor forces me to codify my XML and organize it properly, something I didn't to in Glassix which makes it very hard to go back to Glassix's code because there are so many nodes with possible specific values which I don't remember anymore... Unity makes it much easier. And I'll also be using the Event Editor myself to add events which will much faster than manually writing XML code myself like I've been doing so far. So I'll be both the developer and the user of the editor.
This editor will give complete control over the game contents, even overwriting my mods with the priority system if you want to change how much gains you get from spells for example. I'll add a quick duplicate event button too so that this is easy to overwrite content. Anyway, I think this editor has a lot of potential and I hope that matches your expectations so far. Glassix 2 will be both a game and game content creator. I won't forget to improve the visuals too which need lots of work and optimization, this is not forgotten too. But gameplay is and will always be my priority.
Thanks a lot for your patience and support, I'll deliver this as soon as possible. If you have some feedback or ideas about the current interface, don't hesitate to drop me a message. Since this is currently in coding phase, that's actually the best moment to add or modify something to make it smoother, something I wish I could do with Glassix being quite outdated but unfortunately, too complex now that the code is done. 
Have a nice day!
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Gaweb Studio Adult
Public post

Glassix 2 v0.12 PUBLIC release


Hi guys!
Enjoy!

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Gaweb Studio Adult
Public post

Glassix 2 v0.13 delayed a bit

Hi everyone,
I'm afraid I'll have to delay the next version for a few more days once more.
This update will include the first version of the Event Editor allowing me and players to create new events easily in the game and the process is quite time consuming. I had already created several event files with lots of XML code inside and what I've been working on the last several days was to organize all this content into a basic UI as well as standardize all the possible tags and attributes.
What I learned from Glassix is that if such a step is not done properly and early, you end up with lots of different rules which you often end up not remembering. By having an actual game interface to create events, these rules are set in stone, coded and with Unity, are pretty neatly organized making it much easier to modify or add new ones in the future.
This first version will be quite limited at first with no possibility to have event choices or sex animations but that'll come later. The design will also be pretty much text/input oriented at first but in the long run, I'd like to make it so that while creating an event, everything is played as it is created, step by step, depending on the step you are currently creating, showing the characters in the selected positions and proper animation, updating this when you change the step. It's a bit tricky to prepare because for some events, actors are defined in advance, for example, obedience level where you'll have the MC and the related girl, and usually in a predefined location where you already know which furniture you can use. But some events involve random characters fulfilling special conditions in a location also fulfilling another set of specific conditions. Could be age related conditions for characters and furniture availability related conditions for the location, making it more complicated to code the event. All in all, it's quite tricky but should be doable. First versions might be clunky but will get improved with your feedback.
I'll also try to prepare a video to showcase this new editor since it's a bit complex but not that much if you're code-savvy or have a logical mind.
This editor will allow you to give life to characters you created with the Appearance and Biography Editors, giving them their own events, talk interactions, reactions and so on which made Glassix what it was liked for. Even if you didn't like all the girls in the game, some of them still piqued your interest and Glassix 2 will allow us to create lots of content much more easily than it was for Glassix. It'll also allow you to expand or modify existing content even the content I created. Then the online sharing interface through the game itself too will allow players to share their characters, events, scenarios and so on so that I might not even need to worry about writing content anymore but instead, focus on code to give you a smooth and powerful UI to use to make all this process easy.
On that aspect, I'm aware this goal is quite different from other H games online which focus exclusively on giving players actual story content but I think that should give players something fresh to use and play with. I received several requests to add custom girls in Glassix 1 which was not possible but with those tools, it'll be possible to do it in Glassix 2 and expand the content of the game much faster. That is not implying I plan to rely on player content exclusively and I'll of course be adding my own content and stories too.
With all that said, I apologize for this new delay. Unlike previously, I should be done with a few more days but since I missed the deadline for May, please contact me if you'd like a refund, my aim is not take your money for nothing which might be what appears to be in this case, sorry about that.
Thank you all for your patience and support !
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Gaweb Studio Adult
Public post

Glassix 2 v0.12 released to Supporters


Hi guys!
Enjoy!

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