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Why hello there!
I've finished all of v1's content for the non-furry version of @Syrup Town ! Or, at least, I think I have. It needs more testing, so if you'd like you can fire it up on the public test server (PTR). If you do, let me know if you find any bugs, graphical errors, inconsistencies between images (IE characters having the wrong colors), or have any feedback in general! This is a cosmetic change only and does not include either the tarot cards or pocketmanz cards, but it does include over one thousand expressions/images of shortstacks!
PC: https://noodlejacuzzi.neocities.org/syrup-town-ptr/
Mobile: https://noodlejacuzzi.neocities.org/syrup-town-ptr/mobile
I had to do very large bulk changes to some of the code to make the toggling work, but hopefully nothing's broken.
Also, subscribers, be sure to send me more avatar images/requests! If all goes well I'll be releasing this proper soon, and you should have a pretty face to go with your name in-game! I'll see about implementing the same system in Hentai University's next update as well, so your smug mug will be in there too!
Status report time!
I've been making great progress with the non-furry version. A massive hurdle is that I use Easyfluff v11.2 for generating the game's visuals, but while it's not terrible for generating humans, It's very difficult to make them look good. The usual problems with AI really pop up, bad fingers, wonky eyes, etc.
Considering I 648 total images for all expressions across all costumes, consistency is valuable. Luckily as I've been working on the game I've written lots of python scripts for rewriting PNG info in images and gotten lots of practice with the AI, I was able to use SDXL to convert my old collection of easyfluff human images into ones using the AutismMix model.
I've already finished making all 54 costumes with 12 expressions each with AutismMix. I generated them in Easyfluff and used img2img at denoising strengths ranging from 0.6 to 0.8. There were a lot of cleanup steps involved though.
It's just the expressions though, so only dialogue and logbook profiles. Apologies if anyone liked the EasyFluff style better, using SDXL means better resolution which means easier emotion generation and cleaner background removal.
Please note! Shortstacks are not shota/loli, I gave these characters mega thick dumptruck cake factories for a reason! Please don't get excited expecting shota/loli content and then get disappointed when all characters are directly stated to be of age.
As for how exactly I'll implement all of these... I'm not totally sure yet. A few outfits need a tiny bit of work, like Cayenne's pregnant images having some white spots in their hair and Helena's buzzcut being inconsistent between images. I could...
What do you all think?
in order to non-furry everything in v1 I need to do
I don't have ideas for how to replace the tarot cards or the pocketmanz for the moment, so if I ignore those for now that's 300 images just to catch the non-furry version to v1.
Luckily I saved the prompt for every single image I've generated for the game. I'll just need to write up a script to extract all of the prompts from them, then write another script that will hunt down each character's tags and replace them with their human version's tags, then generate, and then check and polish the 300+ images, and the non-furry version will be caught up with the furry ver of syrup town.
It won't be as simple as just removing tags, since the non-furry characters use entirely different sets of tags. Human sorbet for example has a ponytail. It will also need to account for if some parts of a character's keyword set shouldn't be shown, like how sometimes a character's eyes aren't meant to be visible like if from behind.
It'll be quite the undertaking but I think the expressions will prove to have been the hardest part. But I'll be juggling all this with more Hentai University and whatever content Syrup Town needs for v2. Please wish me luck!
It's time for Syrup Town!
The first full release of Syrup Town is here! A proper intro and lots of scenes await!
Smaller .WEBP version downscaled to 0.5x size, but image quality is still good: https://mega.nz/file/myYi3IKB#7TmMvDBIIsRBJlIOe7bf5cFayQGHoPN9-JePj8WOIcE
.APK version for android devices: https://mega.nz/file/Ojgh1YSD#e6mVq-vgH4z2Pb3KCl4y3Zj2o66vGjA1Vb5SKRfldgw
Full-Sized .PNG version with included .txt files for recreating images, since not all of them have PNG data intact: https://mega.nz/file/nr4jwYJR#jvysIQfcFpxMx7_HUPgnDaGVukZpGaoQhe4v9mQt08Y (Warning, very large!)
Fixes softlock if you save during the intro, certain items not appearing in the shop, foxes not unlocking when you skip the intro, UI/CSS improvements, several magazines being broken, clothing breaking after transferring between PNG and WEBP versions, Riley's 3rd outfit not unlocking, and boost the priority of Angelica's morning events: .webp version bugfix patch: https://mega.nz/file/LmJxRCbC#mRjBlIwyxOoDLYmupFZZwi8G0BnYsbviIAUMX9BqjfU
.png version bugfix patch: https://mega.nz/file/fipGGK5a#EA4l8loN-wN-XGc_xC1M9uGVTRwMyuf9SBJJ1ybHmqc
Play the game online: https://noodlejacuzzi.neocities.org/syrup-town/
Mobile version of above link: https://noodlejacuzzi.neocities.org/syrup-town/mobile
Downloadable APK version: https://mega.nz/file/PzB1XJAQ#5nUUcsOsRa4HZaTZHLOAs7y7SFG5e5yrrrNtzJxDcq4
There's also the content from v0.6, which will be new to you if you didn't play the test release: * 2 scenes for Angelica (which change depending on if she has a dick or pussy) * 2 scenes for Bluebell (which change just like Angelica) * 2 scenes for Cayenne (which change just like Angelica) * 1 event each for Garnet and Jasper for taking a tour of the museum
For non-lewd events there are:
For collectables, including ones unlocked by cheats there are:
For clothes: (not including different colors)
And of these change depending on your bodytype, and with your selected genitals as well once having a vagoo is implemented.
Other things to count are:
For costumes... * Each character except Sharly and Mary-Lou have a clothed outfit for a total of 13 outfits * Each character has a nude outfit for a total of 15 * Each girl except Garnet has a pregnancy outfit for a total of 8 prego girls * Bluebell, Sorbet, Sharly, Khanna, Marlow, Riley, Helena, Nutmeg, and Cinnamon have bonus outfits for a total of 9 * All in all, 45 total outfits, all of which have a full range of expressions
And there are a total of 20 working cheat codes:
Enter these codes in Angelica's office, they're called postal codes in-game.
I'll be uploading the games to F95zone and Itch.io soon, so please let me know if there are any more bugs!
Hey y'all! I meant to work on Riley today as he's all that's left for v1, but I got distracted and ended up working on unrelated characters who'll be in a future update. Sorry!
To explain, there will be extra seasonal characters who appear during holiday seasons, these two appear in the autumn running a farm. You volunteer to help them and get a halloween party as a reward.
As these aren't characters who will appear in v1 It's stuff I probably should have left for later but my brain is my brain. Sorry!
Please take these cute goblin girls as penance for my failures:
Syrup town v1 will be done soon, I promise! For those of you playing on the PTR, firstly I hope you're having fun, secondly do please note there may be save compatibility issues as I've added things like a longer intro. Hopefully it won't be a problem, but please don't hesitate to let me know if anything breaks.
Syrup Town Ya! Hallo! Hallo! Hallo!
This is a test release, basically an alpha for Syrup Town. The engine is all finished and a number of characters have content, with 8 scenes in total (13 if you count penis/pussy variants)
Syrup Town is a new engine and there's a lot of moving parts. Thus I'm publishing this alpha before I finish v1 and post it to places like f95zone and itch.io. There's already way more content here than in one of my normal updates but I'd like to make a good first impression so I want a lot of content in the first proper release.
The game can be downloaded and played two ways, if you notice any bugs be sure to specify what version you're playing on:
Smaller .WEBP version downscaled to 0.5x size, but image quality is still good: https://mega.nz/file/jzJ3DahD#KKfkfj1hz1BHH3fGugITnVq8ob17QpJ4L_MmZsDEC_U
Full-Sized .PNG version with included .txt files for recreating images, since not all of them have PNG data intact: https://mega.nz/file/LuoWHbbL#-gRr9tembNQs_mYn-XICbIYA1JOeYs2upW72pZf8nNM (2.6 gigs!)
Public test server to play v0.6 online: https://noodlejacuzzi.neocities.org/syrup-town-ptr/
Mobile version of above link: https://noodlejacuzzi.neocities.org/syrup-town-ptr/mobile
Downloadable APK version: https://mega.nz/file/PzB1XJAQ#5nUUcsOsRa4HZaTZHLOAs7y7SFG5e5yrrrNtzJxDcq4
I'm also working on using Cordova to make an APK version of the game too but it isn't done yet.
For lewd events there are:
For non-lewd events there are:
For collectables, including ones unlocked by cheats there are:
Other things to count are:
For costumes...
Each character except Sharly and Mary-Lou have a clothed outfit for a total of 13 outfits
Each character has a nude outfit for a total of 15
Each girl except Garnet has a pregnancy outfit for a total of 8 prego girls
Bluebell, Sorbet, Sharly, Khanna, Marlow, Riley, Helena, Nutmeg, and Cinnamon have bonus outfits for a total of 9
All in all, 45 total outfits, all of which have a full range of expressions
And currently only 5 subscribers have sent in or requested avatars so far
And there are a total of 20 working cheat codes:
Enter these codes in Angelica's office, they're called postal codes in-game.
I have some engine tweaks to do, as well as improving how I import subscriber lists so that former subscribers still get mentioned.
All of the museum tech sections are currently placeholders, so I'll need to fill those out.
And then the two main characters to appear in v1 will be Riley and Sorbet, both of whom I've generated many images for and written in chunks, I'll need to put everything together for them.
And that's it for v1 of Syrup Town!
After that there are a bunch of projects to do next:
Working on Syrup Town has been quite the rabbit hole but I've gained lots of new skills and improved my code writing a lot! Future games will definitely have the subscriber lists and avatars, so make sure to send in yours/make any requests you want!
But also I brought it up before but on my break days from Syrup Town I also played with SDXL a bunch and made some mockups of what an RPG based on the art of Ahemaru would look like:
Pretty neat huh? What do you think I should focus on first?
Howdy y'all! You look great, have you been working out?
So right around the start of 2024 I made a state of the noodle address on Patreon, which was meant as a way to let people know about my plans for the year. This is half a re-upload of that and half a progress report on each section.
I'll be going through each of my ongoing and upcoming projects, so feel free to skip around or CTRL-F to see what you want. Since we're talking about my entire backlog of things to do, I have quite a bit to say! Here's a quick table of contents, please note that this isn't a release order or anything like that, they're just sorted by how much I have to say on the matter:
First of all, sorry again that the next update is taking so long! I really burnt myself out on HAA, it turned into a grind and working on other things is revitalizing me. I haven't given up, I promise!
Because the characters are much more flat I've found the most fun way to work on the game ends up turning it into more of a sandbox for fun mechanical ideas, like altering Alexis's body. But doing mechanically complex things with an older engine leads to lots of time spent fixing things.
On the other hand characters in my other games are much more engaging to write, and I can implement new features with much less hassle. I'm not exaggerating when I say that the camboi, who is about as mechanically complex as Damien from HU, took about five times as long to program compared to the jigsaw puzzle I implemented in Syrup, which is pretty disheartening. Updates for HAA take longer with much less of a fun payoff compared to my other games, and the wait time makes me disappointed with how little I can actually show for the time. It's like every inch I move feels like I've walked a mile.
It's an unhealthy mindset but I promise I'll get past it. Thank you all so much for being so patient with me!
As for long-term goals, while I might not be able to get everything done this year, here's what's still on the table I want to do before HAA is totally done. Skipping over Avery since he'll be in the next release, here's what's on the table:
Bodytype differences:
Outside of customizing smaller details like your booty, there are three main bodytypes. The masculine body, the femboy body, and the dickgirl body. As the first choice made in the game, I want this to do more and make that sandbox game vibe feel even better! There are already some scene differences though, so I'm not totally sure what could change. Adding scenes of girls femdom topping you if you're a femboy? Rewrite scenes to have a heavier emphasis on worship for non femboy scenes? What do you think?
Clothes:
To align with the wardrobe changes, I also wanted to add back in the clothing options from previous versions, but engine spaghetti is making that harder that it has to be. In the future I want to add in a first-time-wearing scene for new clothes, especially lewd ones, where you enjoy wearing the new outfit, that way they feel more valuable. You put on the bodypaint outfit and go for a walk on the town, for example, or make Lisa wear it and parade her around with nothing but paint to cover her bits.
The Bully:
HAA's dom route had kind of a revenge motif which justified some of the player's actions, I'd like to take that a little further by having a character who's purpose is that same humiliation focus Kendra had. A bully the same age as you who you alter on the bus ride home is a great way to do that.
The Bully (Sub Route):
This new character wouldn't be a dom-route exclusive. Experience the joy of watching as Jean finds a new target to mess with the same way she messes with you: With copious amounts of teasing and bodily alteration.
I mentioned the last time I went over all this that unless I make some kind of massive breakthrough with AI, sub route content is definitely more constrained. Well, breakthrough is an understatement. Since any kind of deepfake is banned on this website I don't want to do any kind of AI content that uses real porn, no thank you, so the sub route is probably the only area it'll appear, unless I do some kind of 2d version of the dom route. ... Hmm...
The obvious plan for HU is to have a new update in the pipeline. Hopefully this time I'll have figured out the save issue, although throughout all my testing it seems like an error with browser settings, not with my code, since all my games save the same way and HU is the only one with issues.
In any case v33 will continue and finish our lovely massage parlor manager Quinn, that's for sure, as well as fleshing out an alternate route so you don't need to bring anyone in for a massage. I can't promise it'll be as good, but I'll do my best!
Because of the game's very large scale, the game keeps getting clunkier and clunkier. Lots of choices I made working on the engine have made adding new characters slow the game down a lot, so a fantasy version has been in the works. It'll use Syrup Town's fancier engine, so even if you don't care for that game the time I've spent working on it hasn't been wasted!
On top of that because AI technology continues to improve, every day we get closer to a more feasible workflow for decensoring the entire game!
However there's still a ton of work involved. I'll need to: Collect higher resolution image sets than the ones I've already hoarded Redo all the image customization and stuff I did for certain scenes. Oreteki sets for example often have double penetration scenes that I edit into just anal/just vaginal. Blend in the uncensored stuff with the artist's natural artstyle. This will mean making other artist style LoRas.
On top of that each artist presents their own challenges. I uncensored some test images to see how rough they would be:
Oreteki18kin (Lana, Victoria, etc): The girls have beef curtains which the AI really really struggles with. It's pretty rough to try and decensor them.
Silver Radish (Bay & Saffron, Robin, Gekka, etc): The AI can do dicks really well so even though lots of each image are censored the process isn't too bad.
Enoshima Iki (Emily, Tia, etc): Probably the most easiest to uncensor, as dicks often don't take up a lot of each shot and pusses are often smaller innie types or are partially hidden by hair.
Two other artists I practiced uncensoring with are Kuribayashi Chris (aka GFF) and Nacchuushou (aka Amazon):
Because I built a custom LoRa for Nacchuushou, the uncensoring went quite well! If you didn't already know, I made an uncensor patch for their game which you can learn more about here: https://noodlejacuzzi.neocities.org/amazon-gallery/ For this test I used a shot from Yuuka's mansion to see if I could get dicks that actually fit the artstyle, and I can! Doing this is a lot less work than HU as well because Nachuushou separates their game art into layers, so I only need to decensor a few pieces per scene instead of every image.
I posted a step-by-step process of how I uncensored the image here: https://f95zone.to/threads/the-wreck-of-the-spaceship-todoroki-v1-03-natyusyo.104874/post-13161321
I also tried uncensoring a shot from GFF's game Contamination. Success rates here vary wildly. He does beef curtain muffs like oreteki so those are a huge amount of effort, and he doesn't separate his art into layers like Nachuushou, but the dicks aren't too big a deal.
In addition I spent yesterday building a prompt generation tool. While making Syrup I wrote a javascript program that would generate image sequence prompts, essentially it lets me generate a full series of images instead of just one at a time, which is how I was able to create so many. This is meant to be a GUI version of that for people who want to push buttons. While I was fine generating things through console commands via javascript someday I'd like Syrup to have a modding scene, and a prompt generation GUI will probably help with that.
Online link here: https://noodlejacuzzi.neocities.org/prompt-builder/ Download it here if you want to tinker with the code or try adding stuff yourself: https://mega.nz/file/DuQ1wBDI#3YIoumL-cFlnXZfCQk3tT5LsqH11z1PFWlNPHG-rH6E
It's just a proof of concept atm since I only started on it yesterday. I'll add a way to add custom characters/styles/actions later. Let me know if there's any features you'd like me to include!
Compared to my other games, Syrup Town's progress is lightning fast! Every step I take feels like an inch but looking back it's like I've moved a mile.
If you haven't seen it already, the preview I posted on March 29th has the character designs and a link to the preview gallery: https://subscribestar.adult/posts/1230120
Since that post I worked out some kinks with the jiggy game and I've been working on a new logbook system that gradually unveils more information, like how HAA's dom route does it. It's a lot of writing but I think it will be worth it!
I really want v1 to put a good foot forwards as I'll be posting it to Itch.io and F95zone, where lots of small demos have really exhausted people by having barely any content. If I want Syrup Town to stand out I've gotta make a strong showing, which is why I just keep clunking away at it, but I'll release it before the end of the month. Gotta grow this subscribestar big and strong so I can buy groceries!
Once the game does release, I'd appreciate it if you could all review it and share it around. After v1 releases the strategy is to do smaller, frequent, and most importantly consistent updates. My long term plans are already laid out in the preview gallery, I don't expect much deviation aside from how Helena is now a main character. Thank you to everyone who voted in the poll by the way!
As the first project I started exploring AI with, there's two big issues I need to resolve before I can work on the game again:
Because I thought AI would be clunky and broken forever, I assumed that unlike HU I'd need to use images for tone only. If you play Rainy DayZ you'll notice that oftentimes there's just one image to the scene, it's just meant to suggest what's happening. Compare this to HU, where the images are the dominant content, with the text serving as connective tissue between them.
HU's style is definitely preferable. Images are more fitting for the content and the writing process is smoother and faster. Because I have tools for generating image sequences going for HU's style is absolutely feasible.
However! As you can see Argent Science was designed to show off only one image per scene. Meaning that I need to redesign the UI to accomplish this.
All the images I've generated so far for Argent Science are quite old, newer models output better quality and can do more complex things, meaning new images won't match the old ones in style.
My April Fools Day post was the result of experimenting with some of these new models, especially the goblins and other shortstacks I generated afterwards. Results already look really good, so the hard part will probably just be picking a style and sticking with it. If you haven't seen them, I recommend checking them out and letting me know if any stand out in particular:
Now that I'm off patreon I don't need to worry about a rainy update killing my revenue!
I have more scenario ideas and lots of interesting potential images to use, but other things have taken priority lately. Rainy DayZ is really fun to write so I'd love to do a quick update, but due to the interconnected nature of Rainy DayZ campaigns plus the older engine, doing content updates is hard.
What I've been thinking about doing is some kind of list of infected types/logbook I could put on the main screen, alongside a few extra cut scenes from Typhoid Mary. That'd be a nice update, right?
For that logbook I gave AI work a shot and I think the results are really good! I generated a bunch of the infected types who already appear in the game and a bunch of random new ideas too. I tested both some 3d style models and some 2d ones, check them out (content warning for all of Rainy DayZ's tags, but parasite and watersports content are in the second halves, there's a warning you have to click past to see them):
These are saved as .webp files so that I don't butcher your internet. If you want the full ones with all the generation info included, here are some MEGA links for you:
Would you be interest in a full scenario which uses these styles? I know real porn has its advantages but this stuff is much, much easier to work with. Fun fact: I spent longer finding and preparing the dialogue sprite images for every Typhoid Mary character than I spent writing them. I ended up using a set of kinda dusty fashion images from a defunct product line I found on pinterest after several hours of searching.
BM2 is in a tough spot. My initial plan was to save up and commision and work with other authors on medicenter 2, but until I grow more on the site that won't be able to happen.
Plus while a body modification clinic seems like the perfect place to use AI for fun content, I brought it up in the Human Alteration App section but since any kind of deepfake is banned on this website I don't want to do any kind of AI content that uses real porn, no thank you. So if I do go that route it'll be 2d and 3d renders only.
All that said, while I've improved a ton at coding, I don't expect to see medicenter 2 this year. Hopefully my other games will still be fun!