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Gaweb Studio Adult
Making adult games with real gameplay
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Displaying posts with tag News.Reset Filter
Gaweb Studio Adult
Public post

Glassix 2 v0.16 poll results


Hi guys!
With an impressive number of 6 voting patrons (lol), you guys voted for Newbit story, new sex animations and wardrobe management!
Since it's a tie of 3 choices, I'll just select the one I prefer and will go with Wardrobe management first (more code oriented which is more interesting for me) with new sex animations if time allows it.
Regarding wardrobe management, the aim will be similar to what we had in Glassix 1 with the difference this time being that you'll be able to select each piece of cloth individually and assign them to different periods of time (casual, at home, work, date, etc...) and since jobs is now more open, it'll also give new action for business owner or jobs which allow business outfit customization to create their own outfits for each branch or job in their business. If you've played Lab Rats 2 before, you should be familiar.
And same as Glassix, outfits will have an audacity requirement depending on its pieces, audacity increasing with obedience level, spells and in the future, I'd also like to add NPCs traits which would also impact several aspects of the game calculations, including audacity.
Technically, the wardrobe management is somewhat done with the Appearance and Biography editors since you can already change NPCs outfits there, but in this case, I'll add the audacity and period selector too. I'd also like to make it more visually appealing as opposed to the current blunt options lists.
That's about it for next update!
Thanks again to the 6 voting patrons ;) And remember, the less voters, the more your vote has power.
Have a nice day!
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Gaweb Studio Adult
Public post

What's next!


Hi everybody!
With Glassix 2 v0.14 out and the Event Editor mostly done, it's high time to start moving the plot of the first scenario. Well, at least, that was plan until I realized a lot of the events I wanted to write involved public locations such as hallways or streets which are currently not included in the game. These locations are mostly use when encountering new key characters and since the Newbit scenario in Glassix 2 involves a university, a lot of the events I'm planning would occur in the University hallways or possibly outdoors.
So I've changed the plan a ~little~ and will first focus on adding such locations in v0.15 and since a lot of players already suggested it previously, I'll also include the location to location navigation feature similar to Glassix 1 so we don't have to go back to the city map each time we want to move in a nearby locations.
If time permits it, I'll also furnish the already existing quite empty locations to make it more lively (That's been on the backlog for a few versions already :x).
Well, that's about it. Quite a lot of work to do actually despite the few lines of explanations so I'll get to it now!
Thanks a lot for your patience and support!
Have a nice day!
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Gaweb Studio Adult
Public post

Glassix 2 Event Editor online documentation is... online... and some more Glassix 2 gossip!


Hi guys!
So! I've been back for the last 10 days from vacation and it was a nice break for once. I usually take my laptop when travelling but this often means I have to debug urgent stuff here and there so it doesn't really feel like vacation. This time, I left the laptop behind and just focused on family time and this does change the feeling. Just some thoughts I wanted to share.
Anyway, I'm back and have resumed work on Glassix 2. I've finally finished the script to convert the Unity code (which is easier to maintain and update) to XML code which is then sent on the online game website so it's easier to view all the possible nodes for the Event Editor as well as quite easy to update. The design is quite simple at the moment, I'll see when I have more time to make a more stylish theme but that's not urgent. But the idea is to see all the possible nodes at once which is easier than in game and make it easy to keep this list updated, it's now a single click. You can access the online documentation on the official website: https://www.glassix2.com. The Meta menu will contain all the extra stuff helping the game such as documentations, translations (not up to date yet, don't bother with it yet), character cards sharing and changelogs. I'm also planning to release some tutorial videos to showcase the Event Editor and show how to expand the game. The first video would be about adding some simple daily life talk variations with NPCs depending on their gender, affection or obedience. More complicated stuff to come later.
Now that this is done, I'm able to go back to coding and v0.14. The Event Editor still requires a few special nodes which I'll add asap but the biggest focus for v0.14 will be the new event choices which is the basics of any visual novels. Coupled with the events flags, this will allow me to advance the "Welcome to Newbit" scenario and let the player either side with the dean for the pervy ending or the secretary for the lovy-dovy ending which will of course also involves the other members of the family. I'm also thinking about a way to make the scenario quest easier to follow since even I often forget what I was doing in a porn game when resuming it a few days later... I guess I'll go with the usual toggable quests mini UI panel and will have to add trackers and tips when completing scenario events, I'll see...
Also, thanks to the help of a Glassix 2 player, @EIuvfpoeed, I've also been able to figure out a recurrent problem with the generated NPCs skin color which were either red or black only for some players. I thought it might be a shader issue since my shader is not properly optimized yet but in the end, it's a simple matter of decimal separator when randomizing the skin color, which is a decimal number from 0 to 1. The game requires a period decimal separator but some windows languages will use the comma instead which cause the issue and the game will transform the decimal to either 1 or 0 which result in the black or red skin color. Dumb issue... Anyway, it'll be fixed for v0.14 too. Sorry it took so much time to figure out...
I also received several requests a few months back to make the travel system easier in Glassix 2, something closer to Glassix 1 and I totally agree. Currently, it's a pain in the ass to move to close by locations since we need to go back to the city map first. You already know the answer: Simply make the doors and other waypoints clickable! Easy-Peasy! Well, it's not complicated in itself but I do want to add this feature properly which would require to add hallways here and there to connect doors which will require their own location models of course and their own furniture. So it'll take time but it'll come for sure, I'll try to squeeze it with v0.15 once the Event Editor contains all its core feature and the scenario is more advanced.
That's about it for now. If you have any suggestions to make the game better, don't hesitate to drop me a message here or on Discord (I usually react faster on Discord).
Thank you again for your patience and support! Have a nice day!
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Gaweb Studio Adult
Public post

Quick News

Hi everybody!
Just a heads up that I won't be releasing a new version for Glassix 2 this month. Family visit ongoing, kids and I got sick too so not much mood or time to work on porn stuff at this time I'm afraid.
I'm aware the last few months have been really really really slow, a mix of laziness, complicated code for Glassix 2 and web dev work load but I'm planning to be more serious in September once everything goes back to usual work and school schedule. I'll also focus on fixing the remaining reported bugs in Glassix, update the Android version as well as try to release the Linux and Mac versions. Linux version was actually working with a patch from a nice player before (whose name I forgot I'm afraid) but Mac version has never been tested, I'll try to install some virtual OS to try all this myself since the plan is also to have proper Mac and Linux versions for Glassix 2 in the future (no mobile though), should be easy process with Unity luckily.
I've also worked on a small script to convert the Glassix 2 in game event editor logic and nodes to official website documentation page so that the update process would be a single click when I add more nodes and functionalities to the event editor in the future which add some more extra dev time but should save lots of time in the future. From my experience with Glassix Wiki getting quite outdated and requiring lots of manual editing (which I haven't done at all :x), having automatic scripts to update such online data would reduce the hassle to keep the game information up to date with least efforts (You might have noticed I'm quite lazy when it comes to activities outside of the game code perimeters :x). I think having an online documentation on the official game website would be easier to access for players rather than in game plus I'm more familiar with website flow than game flow.
Again, I apologize for all this slowness lately and will do my best to resume monthly releases starting next month. Thanks to all the remaining patrons still supporting this campaign despite all these issues. I'm thinking of releasing extra unique rewards for long time patrons if I ever can in the future. We'll see!
Have a nice day!
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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 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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