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

Glassix 2 v0.18 released


Hi guys!
Changelog
  • Added new dynamic cum out feature
  • Added fake ambient lights indoor until better solution is found
  • Characters now properly get dressed after stopping sex
  • Added new menu buttons to toggle outfits display for characters during sex
  • Disabled waypoints interaction during sex mode to avoid unfortunate miss click express travel
  • Tweaked light settings to reduce light bleeding through walls issues
  • Added new character colliders in torso for easier interactions
  • Added Wait button in location.
  • Adjusted SkirtB to not clip when wearing PantiesA
It took me a bit more time than expected but here is the new cum feature, currently only focused on the Cum out part, so we're still missing the Cum in part as well as female orgasm, but this new feature is something I never saw in other H game and it's quite dynamic so I think it was worth the time to add.
There are still some quirks like said in my previous post like the effect only affecting only one girl at a time and not affecting clothes but those are all things which can be fixed with more time. Performances wise, this feature should be low cost and should work without too much issue on lower end spec from what I read about this Unity feature but I'll wait for feedback to confirm.
This cum feature uses the default camera feature to rotate around the character. You can either use the Q key to shoot or left click when camera control is off in cum mode. I have not restricted the Lock button currently so you can test this feature but in the long run, I'd like to lock it behind a spell as well as making arousal increase speed controlled by spell too.
To complete this cum feature, I'll have to add female orgasm and cum in option but this should be faster than the cum out option.
Other than that, I've also added the Wait button directly inside locations since it was quite a requested addition and I've also added simple colliders in characters' torsos so it's easier and more logical to click on them.
Let me know if you encounter any issues with this new feature!
Enjoy!
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Gaweb Studio Adult
Public post

Glassix 2 v0.17 released

Hi everybody!
Changelog
  • Added new Sound Volume option in game options
  • Added Wardrobe management for Businesses
  • Fixed issue with branch blocks in Business Panel not colorizing properly

I'll have to apologize for this short changelog. Between family vacation and getting covid during Christmas, I didn't have much time for the game this month and I'm spending most of my days in bed lately feeling sick and dizzy :/
Anyway, this version adds the Wardrobe manager for Businesses which is quite similar to the default Citizen Wardrobe except it only affects the work outfit. This time, you can design both the male and female since the gender of a job is variable. If none is set, it'll use a default one of course.
The button to access the job wardrobe is accessible directly from the business panel after selecting a job, in the right panel. This button is only visible if your current job gives you access to wardrobe management which is a new action visible in the list of actions of each job. Currently, only the Dean and the Head professor have access to this button so you won't have access to it in Scenario mode. Moreover, each job has different wardrobe permission. The dean can set any outfit in the business while the head professor can only change the outfits of professors and students.
That's about it for this version, sorry again for the lack of content :/
Enjoy!  

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Gaweb Studio Adult
Public post

Glassix 2 v0.16 released


Hi everybody!
Changelog
  • Added citizen wardrobe with four activities: At home, casual, work and sleep
  • Added missing loading panel when game boots
  • Added missing spell icons in Spells panel

This version focus on the citizen wardrobe feature as voted by (6) patrons in the previous poll and you'll now be able to customize the citizens' outfits based on their activity, similar to Glassix 1. Unlike in Glassix 1, outfits parts can be fully customized so the code was a bit more complex... I've tried to make it as clear as possible by adding tooltips which give explanations of how audacity of citizen and outfits are calculated, it's pretty straight forward addition of each outfit part own audacity plus some offsets depending on a few additional things such as whether the breasts is visible or what activity is done. You can also customize the men's outfit too and the formula is mostly the same except a few things, like not caring if the chest is exposed. The formula is not complete yet and I will modify it a bit in the future but overall it should work like this.
The wardrobe can be accessed directly by using the new Wardrobe icon located in the top right menu of a citizen info page.
The process is fairly straight forward: Select the activity then select the outfit. You can create your own outfits, save them and assign them easily. To make it more logical in the future, some piece of outfits might be more suited for certain activities, for example, pajamas would be to sleep, not really to work... which would mean adding some audacity penalty if you're using pajamas on activities other than sleeping, I'll fine tune the formula better in future versions.
I also wanted to add the business wardrobe feature to give the ability to customize working uniform but the citizen wardrobe took more time than planned and I couldn't finish it so that'll be for v0.17, which will also add new sex animations and possibly story content, but with Christmas on the way, I might have even less time to work on this :x
Anyway, this feature should be a nice addition to the game and let you create some sexy outfits for your waifus ♥ I guess I'll add some new poll options to add more piece of clothes too in the future so we can create even sexier outfits.
Let me know if you encounter any issues in this version!
Have fun!
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Gaweb Studio Adult
Public post

Glassix 2 v0.15 released

Hi everybody!
Changelog
  • Added waypoints in locations to travel between locations quickly
  • Travel menu can now go back levels by clicking on red labels
  • Reimplemented models loading directly from mods folders using Trilib
  • Added 4 new location models: HallwayA, HallwayB, HallwayC, HallwayD
  • Added 18 new hallways locations in Newbit map
  • Sounds and Musics have been moved to StreamingAssets folder
This new version focus on the waypoints navigation between locations. It works pretty much as you can expect, click on a door, stairs or specific waypoints to move to next locations. This one was more complex to code than Glassix 1 since when spawning in the new location, I needed to place the player to the related door but the result should give more of a feeling of living in the city than before. I've also took the opportunity to push it further with waypoints offering multiple destination such as a lift which can send the player to any of the floor directly, not just one. 
I've added hallways in both the apartment building and the university albeit they are quite plain at the moment. Here too, it took some time to create those myself even though they are quite basic. I prefer creating mine because the one I found online are usually made using tools which create a huge mess in the model and make it difficult to modify or maintain and I had to put my head back in 3D modeling and UV unpacking which is another mess to handle on top of all the other aspects of game making. But still quite interesting since I'll be able to create whatever I want given enough time.
Besides this new navigation feature, I also put back the external model loading feature. I had to disable this a few version back due to some bugs in the module but it has been fixed now. This means models are now loaded directly loaded from mod folders and creators will be able to simply drop their FBX or other 3D extension in their mod folder to use them in Glassix 2, be it buildings, locations or furniture, albeit each of those will also require their own editor to configure the necessary information such as size, materials and whatnot.
I've also moved the sounds and music in the external folder which means they are also loaded a runtime and creator will be able to add their own sound or music during events.
While coding the navigation stuff, I had a few ideas I wanted to share, such as a new spell "Wormhole" which could allow the player to create connected wormholes in their favorite locations for quick travel. Similar to teleportation but would be lower level and cheaper, that seems interesting to add to the game. Another aspect I'd like to improve in the game is interactions. For example, it's possible to toggle lights directly from the UI but with the waypoints interactions, I realized it would be more interesting to add light switches as interactable 3D models directly in all locations as well as make lamps and other lights not directly connected to the main system to toggle them on and off. Similarly, the ability to use furniture which should be usable such as chair or couch or TV which would change the animation, something I guess you are already familiar in other games. 
The plan was to focus back on the Newbit scenario now that I have the hallways and the event editor but I'm thinking it's been a while since the last poll to get your opinions plus those new ideas seem fun to add to the game so I'll prepare a poll with all the most interesting features planned so you can decide which one I'll focus on.
That's it for now. Again, this version has no new playable content I'm afraid just the navigation feature, sorry about that :x
Thanks a lot for your patience and support!
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Gaweb Studio Adult
Public post

Glassix 2 v0.14 released

Hi everybody!
Changelog
  • Added Choices feature in Events, Events Editor and Online documentation
  • Added game entities and entities properties in Event Editor
  • Added new confirm panel before switching or leaving the Appearance and Biography editors to avoid losing unsaved changes (Thanks player whose name I forgot! :x)
  • Fixed bug with male beard not updating correctly in Appearance Editor (Thanks Squark!)
  • Fixed Free Mode saves not working. Requires new game. (Thanks Bulgara!)
  • Fixed bug with outfit morphs not updating in Appearance and Biography Editors
This new version focuses on the choice feature in Events and add a new tab in the Event Editor to handle that. Choices or options however we want to name it are a basic feature in visual novel to (usually) let player decide the outcome of the story. 
In Glassix 2, choices involve much more complexity compared to other game engine such as Renpy because I've given access to most game variables to be able to cover all possible conditions we can think of when displaying a choice. Most of those conditions are the same as conditions for an event and use exactly the same code and prefab, making it easy to update and debug if needed. But as always, there are some exceptions which is what makes coding new interfaces not a simple copy from a previously existing interface (Event conditions VS choice conditions, same-same, but different). Choices are then displayed in the usual way (Just noticed I should add a semi opaque dark background to make it more obvious the players needs to click on one choice :x)
The second important addition to this version is the new game entity properties dropdowns which will allow creators to access dynamic data in their events. Usually, in Renpy, we'd have either the names hard coded or a global variable with the name stored and used. In Glassix 2, we have fixed content created in advanced (such as the Mercer family in the Newbit scenario) and randomly generated content, such as NPCs filling the city. What I think will make Glassix 2 really different from its competitor is mixing this fixed and dynamic content together and make it feel like an enjoyable experience. Fixed content will allow creators to create a proper story with different branchings, similar to Glassix 1, while having randomly generated content will allow the story to have its own flavor even when replaying the same scenario. 
Events can target fixed content and follow a scenario, but it is also possible to create unique events for the randomly generated content and NPCs, to make them appear as a fixed content when they would actually not be. They could be present during your first run in the scenario but in another run, they'd vanish. For example, we could create specific events for a nympho blond girl requiring specific body proportions and age which would keep seducing the player during any scenario played. Her appearance would still be random but would need to match some min-max value. When randomizing the citizens, there could be or not be a match making those events accessible or not.
Another way to make randomly generated content matter would be by using predefined randomly generated citizen. For example, in Newbit, the player has several colleagues, each with a unique job. Their appearances and gender are randomized, but their scenario unique citizen code is not and known in advance meaning we can use this code to make this colleague either a good friend or a rival, whatever their appearance is.
This mix of fixed and random content will make Glassix 2 fun to play and replay (At least I hope so!). I have not included all game entities not all game entity properties yet, only about 10-20% of the total of it I'm guessing but that should be enough at the moment. I'll add more as I create content for the game using those same editors as well as from players feedback if any.
All of this will require proper documentation and tutorials of course. I wanted to release a quick first tutorial for a basic talk event to show how to add some flavor when talking to NPCs but couldn't due to lack of time. I'll try to do so asap since it would be another good testing opportunity for me to test my own code. I did test it as much as I could this time around (did notice some bugs in v0.13 which have been fixed too) but with the code complexity, I wouldn't be surprised if some still escaped me.
As for new content, I'm afraid I didn't have the time to add any yet since both the choice and game entities features took me more time than expected so this version would only serve as a demo for creators to give a shot at the event Editor. I've also some stuff to say about v0.15 content but will keep that for another post coming soon as to not bloat this release post.
That's about it for now! I'd like to add an extra thank you for players reporting bugs, even if I don't fix them right away in the new version, I do (try) to keep track of the reports and fix them when I have the time as well as players suggesting how to make the game better (The new confirm panel comes quite handy like a player suggested, I forgot your name though, let me know if you read this!). I still have a few to fix in my backlog as well as some other QoL suggestions which are pretty good ideas so don't hesitate to report or give feedback on how to make the game or UI better!
Thanks a lot for your patience and support!
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Gaweb Studio Adult
Public post

Glassix 2 v0.13 (finally) released

Hello everyone!

Download links
Changelog:
  • Added Events Editor

Well, that must be the shortest changelog I ever wrote lol. But one huge mess to implement.
Anyway, the current Events Editor is a simple basic version which is quite rough but gives complete control over event contents in the game allowing player and myself to add new authors, mods, files and events to the game and even to overwrite events.
I've been rushing to push it out today actually, there are several important nodes which don't have proper dropdowns list and use plain text inputs which makes content unclear but that'll be fix in next version. It's also missing some critical features, such as the ability to add player choices during events but this is due to the fact I didn't use that myself yet in the current events and it will be added in next version.
The code behind all this is quite complex because some nodes values will depend on some other nodes values. Let's take the citizen list for example which will be quite important during scenario. When creating an event, the scenario condition is not mandatory, because the event could be a generic event accessible even in Free Mode, like some small talk and general work events. So the value of the citizens list needs to be changed each time the scenario condition changes, or even empty the list of selectable citizens of there are no scenario. Same things happens when we want to show the list of furniture inside a location. We have an optional location condition and in the event steps, we can interact with the furniture in the room (for this one, I want to easy way at the moment and show all the furniture in the game instead of loading only the ones from the current location if any, I'll fix it later too).
There's also the complexity of the getting entities properties. The game contains various entities, such as infrastructure, location, furniture, citizen which have various properties (a name, a size, an age, a gender and so on...) and I want to make most of those properties accessible in events so that the event can properly refer to the needed property. For example, when having a general talk event and we want the player to use the current character name, the game uses a unique variable structure like "[entity.code.property]", and to retrieve the full name of a citizen in an event, we'd then use "citizen.citizen1.fullname". This part is also not using proper dropdowns but will in the future so that everything is easily accessible in the Events Editor and we can really create unique events matching the involved citizens. It'll also be possible to extend this feature to get access to relationships, for example, Glassix 2 will allow you to get married and change spouses (I'd like to add possible spouse harem too depending on the setting of the city we're in and this city could be changed during gameplay by the mayor, a job which the player could also reach with the proper skills and relations). Since the spouse of the player could change, we'd need a special property to retrieve and we could go with "citizen.player.spouse.fullname"  or "citizen.player.spouse[0].fullname" if we use harem settings.
I guess I'm pushing it quite far here and it's really complex, but I wanted to share my ideas for the Events Editor now so you know where I'm going with this. I'll try to make everything easily accessible without requiring the player to know all those variables or entities because they will all be presented in a simple dropdown form with human readable labels. I've already started with several nodes but there were quite a lot and some required more dedicated UI to handle their complexity so it's taking quite a lot of time. To be transparent with you, I've been working on this editor for the past 3 months and stacking all my work time on it, it should be around 1 month of full time work on it. That's about 8-9 days of work on it per month, that's all I can afford at the moment since I'm quite busy with my web dev work. Next version should have most nodes completed + the new Choices tab, so still no new content in next version or maybe some basic events, though I'm not planning to release Glassix v0.14 in August (more details in another post).
Ok that's a lot of garble, let's try to give you some insights on the basic workflow of the Events Editor. I will release a proper documentation on the official game website asap too.
Here is a quick breakdown of how it works
The first step are to simply choose or create the author/mod/file where the events will be stored. You can add new authors, mods and files with the "+" button in the top right.
Next we can create or edit existing events.
Inside the event, we'll need to first configure some general data such as the trigger type or its frequency, a complete details of each field will be released on the official website asap.
Then we can configure the conditions of the events which comes in 3 types:
  • Character (or actor): A citizen involved in the event which can have specific gender or age requirement for example. A lot of variables are available and will be explained properly in the official documentation.
  • Global: A global condition such as the time of day or day index
  • Flag: A custom author flag. Author will be able to add their own flags to keep track of players actions and decisions. For example in Glassix 1, one series of event is related to Sarah's secret and whether you keep it, share it with Hikari or share it with the boys. A flag would then have 3 possible values here: not shared, shared with Hikari, shared with the boys. Follow up events would then depend on the value of the flag.
Once the conditions are set, we can move to the steps.
A step is usually a block of text shown to the player, each block of text is a step. So if you have 10 blocks of text, you'd have 10 steps. But when we show a block of text, a lot can happen at the same time, for example, a citizen will spawn, an actor will change its animation, some flags will change and so on...
Here is a quick peak at the current node to impact the current step. I've tried to add tooltips to explain what each node does and when you add one, you'll have more inputs to configure the node you just selected.
For example if we want to add a screen effect (currently a simple image shown but I'll add more effects in the future such as screen shaking or black/white screen), we'll need to select the image to show, its color and opacity. Here again, I've added tooltips when hovering the inputs with the mouse.
Some nodes are set in stone with a fixed amount of values, but some other requires more complex processing, such as changing the behavior of an actor like its animation, the furniture he is using and so on... In such case, a "+" button is available directly on the row to add more nodes to this block.
Once the steps are done, simply save the file and give it a shot in game (I'm afraid there's no quick preview yet but that's coming for sure asap)
This was a quick overview, the full documentation will be available online asap too.
Event files are located in the game folder and can easily be zipped and shared online so that authors can share their mods if they want and expand the game content. You can even edit my own files but beware they will be overwritten with each new version. There is also a priority feature in the event system meaning you can technically overwrite my basic events by your own if you wish so. Just make sure not to use too high a priority otherwise you might lock some core story events preventing advancement of the story.
Anyway, I think I've bored you enough (if you read this far lol). I'm expecting issues with the editor since I didn't have too much time to test it but I didn't want to delay this new version more. Error log can be found in "C:\Users\<user>\AppData\LocalLow\Gaweb Studio\Glassix 2\Player.log" so if you encounter any issue, please attach the file with your message so I can debug this more easily.
I still have a lot to say but I've already spent 3 hours on this and I need to eat so I'll keep the rest for another post.
Thanks for your patience and support!


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