On Monday, two things insisted on not working properly, the save system and the roll-back function. So I thought it would be worth spending a day scanning all the code behind everything that needed to be saved.
Well, the work took much longer than a day, and on Friday I was still hunting for bugs. But I must say it was worth it, the save system is powerful and seems to be working perfectly and the roll-back is smooth as a Ren'Py game.
So far I must have spent 99% of the work time typing code, it is boring and does not please the eyes, but it is important. Changes like this require me to redone many things, with a most solid code I can add the content more safely and quickly.
I still want to check the translation system, but this one I know won't be long. I also plan to run more tests on the save system to be sure. The demo is ready and will be released after these tests and some adjustments.
Thank you for your patience and support (consider supporting if not yet, I really need it at the moment), and see you soon!
(In the video is the title screen for the first demo, which I intend to standardize, changing the background for each version.)
I decided to spend a good part of this week recreating my shaders. I solved some problems with the brightness, eliminated some unnecessary details, and the shadows are much better.
Shaders are responsible for telling the video card what to do with textures, shapes, and lights. For me, shaders have always been a nightmare, they use a different programming language, and small changes generate drastic results.
I thought it was good to get these details right before moving on because it will give me more confidence to show my work.
The next step is to work on some animations. I hope you like what's to come. Thanks for the support. See you later!
Speech and facial expressions animation (and a little test with lipsync) in Unity
I’m proud of my face animation system, even though it’s still not perfect, because it was the first thing I programmed from scratch and it was what made me think that I could create a game with more details, automating the time-consuming animation processes.
What I show in this video is just the result of the automatic applications. Here you see how the character comes to life, even before I open the timeline to configure the animations in the traditional way.
In the end, I couldn't resist adding audio to the lines. The result is a little weird, mostly because of the voice and the lack of time adjustments. But you can have an idea of what would be possible to achieve with more time for adjustments and resources to hire voice actresses.
Thanks and keep an eye out. I plan to release more interesting content soon. See you!
Hello visitors. I want you to meet Wanda Titball (the short-haired chick) and Tiffany Nutter (the mohawk chick. Video below). These two beauties volunteered to help me demonstrate some Malixe Tools features.
There is nothing very elaborate in this video, just me playing with characters inside the Unity editor, but it is possible to see some of what I already created for the game, such as:
The new characters design;
The new shaders created for the game;
The rigging system that allows animating the character with precision;
The looking control, which can be fixed to another character;
The dynamics of the breasts and how the clothes restrict the balance;
And my favorite, the dynamic response of the breasts to contact.
The video got a little big and I don't have much time to re-edit it, but I recommend that you advance a little bit if you want, I promise it will be really fun from half to the end.
Thank you and please consider supporting the project. Help me speed up the development of this and other games to come.
I started this project in 2019. As at the time I had never programmed anything in my life, I chose to use assets purchased from the Unity store, so I created the first demo version of the game. Trying to customize the assets of third parties to meet my needs, I learned to program and so I created the second demo version of the game. You can try this version at the link below:
But the game was still difficult to update and I was not at all satisfied with the overall look. So I decided to give the updates a break, I deleted all the third party tools from my code and started to program my own tools from scratch.
It took a long time, after all I had no financial gain and I had to spend most of my time working to pay the bills, leaving a short daily time for the development of the game.
But I was successful, I created several tools that allow me to control every detail of the characters, and an intelligent system to add story without mess.
It was a lot that I was able to do without any help and little time. Imagine how much I could create if I could work on this project full time.
I really want to make the best of all these games that inhabit my mind. Your support can facilitate and speed up this process.
See something you like? Subscribe to see even more!
The subscription gives you:
Full, unlimited access to Creator's profile content - to view it online or to download it to future use.
Support your Creator by contributing – one-time or recurring.
You can cancel this subscription at any time.
$1 of $200
It would be enough to pay half the rent I share with a friend, my noodle-based diet and two packs of coffee a month, so I can abandon the fruitless job hunt to focus on making my games a reality. I will also have time to interact and update you on the progress of my work.