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Killerqueen1911 profile
Killerqueen1911
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Killerqueen1911
I'm killerqueen1911 and I like to draw cute girls and what not. I mostly draw Anthro MLP cuties, but may deviate occasionally.
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This tier Grants access to the 5$ edit sets which are alternate edits of my art that i don't post anywhere else except Patreon.

With these edits there sometimes is a png of the line art for anyone that enjoys coloring. Just put it into a drawing program and put the color layers beneath the png layer. This doesn't happen very often these days as i am focusing on art for my game at the moment.

When i eventually start releasing versions of my WIP RPG VN "Hunter's Lodge", Subscribers to this tier will get it one week earlier than the Itch.io release.

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This tier Grants access to 5$ and 10$ edit sets which are alternate edits of my art that I don't post anywhere else except Patreon. With these edits there sometimes is a png of the line art for anyone that enjoys coloring. Just put it into a drawing program and put the color layers beneath the png layer. This doesn't happen very often these days as i am focusing on art for my game at the moment.

When i eventually start releasing versions of my WIP RPG VN "Hunter's Lodge", Subscribers to this tier will get it two weeks earlier than the Itch.io release.

Also grants access to my Patreon and Substar exclusive discord server where most of the polls take place.

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This tier Grants access to 5$, 10$ and 15$ edit sets which are alternate edits of my art that I don't post anywhere else except Patreon. With these edits there sometimes is a png of the line art for anyone that enjoys coloring. Just put it into a drawing program and put the color layers beneath the png layer. This doesn't happen very often these days as i am focusing on art for my game at the moment.

When i eventually start releasing versions of my WIP RPG VN "Hunter's Lodge", Subscribers to this tier will get it two weeks earlier than the Itch.io release.

Also grants access to my Patreon and Substar exclusive discord server where most of the polls take place.

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This tier Grants access to 5$, 10$, 15$ and 20$ edit sets which are alternate edits of my art that I don't post anywhere else except Patreon.

With these edits there sometimes is a png of the line art for anyone that enjoys coloring. Just put it into a drawing program and put the color layers beneath the png layer. This doesn't happen very often these days as i am focusing on art for my game at the moment.

When i eventually start releasing versions of my WIP RPG VN "Hunter's Lodge", Subscribers to this tier will get it two weeks earlier than the Itch.io release.

Also grants access to my Patreon and Substar exclusive discord server where most of the polls take place.

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For Gods amongst men.

This tier Grants access to 5$, 10$, 15$ and 20$ edit sets which are alternate edits of my art that I don't post anywhere else except Patreon.

With these edits there sometimes is a png of the line art for anyone that enjoys coloring. Just put it into a drawing program and put the color layers beneath the png layer. This doesn't happen very often these days as i am focusing on art for my game at the moment.

When i eventually start releasing versions of my WIP RPG VN "Hunter's Lodge", Subscribers to this tier will get it two weeks earlier than the Itch.io release.

Also grants access to my Patreon and Substar exclusive discord server where most of the polls take place.

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Welcome


Displaying posts with tag HuntersLodge.Reset Filter
Killerqueen1911
Public post

Hunter's Lodge DEV update.
Main menu GUI



Finally done with the main menu

Took forever i hear you say. I agree. Ended up taking many many many times longer than i had initially thought it would, but that's usually how it is lol. I can't for the life of me understand how some people do this so fast. I have been working on this almost every day, and it still took forever. Maybe they hire little helpers? I mean seriously, making a game and doing art at the same time is outrageous. What the fuck. 

A few things to look out for while watching: 
  • The backgrounds aren't static — each environment has its own subtle effects and atmosphere.

  • The ruined castle has its own rain/water, mist and environmental effects.

  • The castle hallways have dust particles drifting through the light from the window, alongside a much quieter and more distant soundscape.

  • The haunted forest has layered mist and falling leaves with different depths, speeds and movement. This is done in hope that it'll give the a otherwise 2d image a 3d illusion of sorts.

  • The ambient audio is different for each environment and is designed to feel like part of the space rather than just background noise.

  • Had a last minute idea to add a "press to continue" splash screen before the main menu. I think it turned out alright and it just adds to the whole custom feel thing.

A surprising amount of work went into making all of those little things behave properly behind the scenes. In particular, I spent a rather embarrassing amount of time making sure the environmental effects could run indefinitely without slowly eating the game's performance. The problem was that animations like the condensation streaks and dripping drops of the ruined castle BG would not delete once they had finished doing what they do and would therefore keep accumulating and eventually start eating ram and bogging down. It wouldn't really be a problem if i left it like that. The average player won't spend much time there, but i don't want a half-assed game. So i spent a lot of time getting that right.

I'm really happy with where it's ended up, though. It feels much more like Hunter's Lodge now rather than just a collection of Ren'Py menus. And that's very important to achieve if you ask me. If this game is ever going to stand out, it can't appear to be just a run of the mill ren'py game. 

Now that that's done and dusted i can move onto the next thing. I had initially planned to implement the journal gui system right after the main menu, but the main menu has taken so long that i think it's best to put that on hold and instead to some other artworks first. It has been almost two months since i posted Krystal and i really don't like leaving you guy high and dry, even if it might seem like it some times. I'm going to make a poll for what comes next so that you, my beautiful patient supporters can get your wish as to what i'll do next. 
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Killerqueen1911
Public post

Hunter's Lodge DEV update.
Main menu GUI | Keypad and and content choice.



Just finished a fully custom name-entry keyboard and content-mode choice system. Not at all necessary, but i want this game to be fully playable with gamepad, so i had to make some way to enter your name without using an IRL keyboard. You can still use your IRL keyboard or mouse to type though.

The fade-in transitions worked almost immediately and looked clean and polished. The fade-out, however, turned into a long debugging session against Ren’Py’s screen stack behavior.

The main issue wasn’t the UI itself, but a transition screen (hl_keyboard_depart) that was leaving its black overlay active after returning, effectively trapping the game under a permanent fade-to-black layer. This made it look like nothing after the keyboard was working, when in reality the screen was still sitting on top of everything.

Once that was identified and fixed by explicitly hiding the transition screen before returning, both the keyboard and the content-choice box began fading out correctly and cleanly. Only took an at least two hours to figure out just that, lol. 
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Killerqueen1911
Public post

Hunter's Lodge DEV update.
Main menu GUI | About screen.

That's the last full screen of the settings menus done. As you may be able to see, it is an improvement upon the design of the default ren'py screen. 

What's currently left to do on the main menu GUI is:
- Apply transforms on all the menu buttons to make them hover in a smooth and satisfying way.
- Build the in-game keyboard used to input the PC's name. Not a necessity for keyboard users, though it is for gamepad users and i want this game to be gamepad friendly.
- I have to find ambiance, sound effects, and possibly screen effects for the two dynamic BGs (castle hallways & haunted forest), and for the ruined castle sub-menus BG. 
- possibly some other small polish things i can't think of now. 

After that i'll get cracking at the in-game GUI which is all the journal stuff i made. That will be a whole other challenge, with it being bigger, entirely custom, more complex and not borrowing anything from default ren'py's GUI. 

Well well. Back to it.
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Killerqueen1911
Public post

Hunter's Lodge DEV update.
Main menu GUI | Controls screen.

This one borrowed it's layout heavily from the default one, but is still plenty fresh. 
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Killerqueen1911
Public post

Hunter's Lodge DEV update.
Main menu GUI | Settings screen.


Now i have built a custom settings layout around the existing 2560×1440 menu, with the settings text aligned inside a imaginary frame (guide frame i made when i first drew all this which is not visible now of course) and custom gold sliders for the different audio channels, text speed and auto-forwarding time. The sliders i made to be reusable, and have gamepad-friendly components rather than separate systems for every setting.

The main struggle was getting Ren’Py’s "Preference" and "Adjustment" systems to play nicely with my custom graphics. I had a few rounds of errors where I was trying to treat preferences like ordinary numeric values, and the gold bar initially moved far too quickly, wandered off the slider, or ended up in the top-left corner. Eventually i got the ranges working properly for each setting, and the sliders now move correctly, hover, play their sounds, respond to mouse and gamepad input, and actually change the relevant settings.

I also discovered that Ren’Py's mixer names aren't quite what you'd expect, so the master volume needed to use the proper main mixer preference rather than the nonexistent "master volume" preference that i initially tried to use.

After that i added the display-mode selector. It uses the same general style as the sliders, with custom left/right arrows, hover animations and sounds. i initially tried reading "display" as a preference value, which produced an error because Ren’Py uses it as an action instead. Once we switched to "preferences.fullscreen", it worked.

So, after a fair amount of "Ren'Py, why are you like this?", the settings screen now has the foundations i wanted to achieve: custom visuals, reusable components, proper gamepad support, working audio/text settings, and a functioning display toggle.

If there are other relevant settings that you guy thin should be there, post them in https://discord.com/channels/1154797948404768830/1163201178327322685, or comment.
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Killerqueen1911
Public post

Should i post the discord HL dev updates here as well?

I already post the big updates here, but also post small updates of what i am doing on the game on discord, but there might very well be many of you that aren't active there and won't actually see them, so i wonder if i should post everything i post in the "Hunter's Lodge updates" channel here as well.
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