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Triangulum Games profile
Triangulum Games
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Triangulum Games
Creating Science Fiction Adult Visual Novels
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Displaying posts with tag ProgressReport.Reset Filter
Triangulum Games
Public post

August 2024 Debriefing

Hello Crew, so its that time of the month again. This one is a bit longer due to changes coming from Patreon and some process changes on my end.

Patreon changes:

First, I want to start this off by talking about some changes that Patreon is putting in place. So I had already switched to the Subscription billing model while I was pausing the Patreon, with this you get charged as soon as you sign up and charged again on that same date each month, this only applies to subscriptions made after that change was applied, existing members would continue to be charged on the first of each month. Patreon is forcing everyone onto this by November 2025 and this change is being made due to Apple's Billing Requirements that are now being applied to Patreon. In addition to that, Apple's 30% App Store fee is now going to be applied to all memberships purchased in the Patreon iOS app starting in November 2024.
There are two ways to handle that as a creator, you can choose to either eat the fee so that people that sign up to support you through the iOS app get charged the same as everyone else, but you get less from their membership, or you can choose to charge more for iOS memberships so they pay more and you the creator would earn the same amount as if they supported via Web/Android.
Now I have already decided how I will handle this, I will charge more for memberships through the iOS app, but I would advise that you use Web/Android to actually sign up for a membership so you don't get charged extra for using iOS.

Process changes:

Second, I have realized that I have not necessarily been using the best settings in the app that I use for converting from the .PNG renders to .WEBP for the actual releases. In the past I was using the lossless setting, which when converting the files resulted in a file size decrease of around 33%. As it turns out, I am unable to distinguish the difference between lossless and 100% quality, even compared to the original .PNG. And when using the 100% quality option, the .WEBP files are about 84% smaller then the original .PNG.
So I went through and converted the previous images to use the new settings, I might have missed a few and will deal with those later if I did (stupid Windows Explorer was crashing on me while doing this). As things stand at this moment, we have gone from the PC build (Windows and Linux) being about 1.11GB to being about 437MB. Now I do want to note as well that I haven't done a ton of renders for this release yet, and probably won't have any animations, or they will be very short if there are any. But this release may end up being a smaller total file size for the distributions compared to the previous one, even though it has more content.

Progress Update:

This month I mostly focused on creating some of the Daz3d scene files so that I can more easily just load them each up and render them in turn, I think I've said it before, but one of things that really slows down creating the renders is just the time it takes to import some of the assets as well as then posing them. I would say the script it about 3/4th done, not considering a branching path near the start of the update that I have just skipped over writing for the time being because its not high priority.
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Triangulum Games
Public post

May 2024 Updates

Hey everyone, been a long time since an update has been provided. I had originally been planning to make a post about two weeks ago, but then I got distracted and in someways I am glad I didn't make the post then since I have some additional information. I also know I said on Friday I would have another post the next day, that changed because I decided that I wanted to include some extra renders with this post, but those are still being rendered at this time, so this post will be updated in a few days to include a zip with all the images.

Good News:

Let's start off with the good news, that work project that I have been working on since late November will be ending at the end of this month, as I was informed last week, this will give me a fair bit more free time to spend on development, it also results in me returning to my old schedule which I think also worked better for me to have time to set aside for development. Even while working on this work project I have still spent some time working on development when I have had the change, though I have done a pretty poor job tracking the work month to month, so I don't have a month to month breakdown of work done, but I am looking at about 500 lines worked since I went basically radio silent, though some of that is fixing up grammar and spelling errors that have been around for a while, I really wish Visual Studio Code had a functional spelling and grammar checker because I don't write my dialogue in a word doc first, though maybe I will explore how that impacts work flows in the future.
I have not fully decided one way or the other for this, but I am considering holding off on releasing Chapter 6 until the end of the year, and just doing it as one big release, and hopefully 2025 will be the year I can finally commit to a release schedule that I have wanted to do for a while, but something always seems to come up.
With all this news, I do want to state that billing will resume in the next couple of days for the June billing cycle. Thank you to all of you that have been patient through my radio silence and I am happy to finally be able to dedicate time to development again.

Changes to releases:

I am sure many of you follow releases of these types of games on a certain website, that I shall not name, and know they recently had a security incident where old user accounts were hacked and used to upload copies of game updates that were modified to include malware. This is something that probably should have been a possible concern for releases for a while now, but has generally managed to avoid causing any major issues. As someone that studied cybersecurity, this change going forward is something that probably should have been done from the start, but as mentioned these types of incidents have generally managed to avoid causing any real issues so outside of an abundance of caution didn't really seem to have a need before.
To avoid this potentially being an issue in the future with my releases, I am going to include the SHA256 hash for my releases in the release notes. That way if you download a copy somewhere and run it through a hashing tool for SHA256 and get something different then what I provided, you will know that file has been modified in someway. To start us off with that, going back to the most recent release the SHA256 hashes are as follows:
PC : 6DD249F213520C21A31AB4535EB304D5DFD2F93F23C908C0A92090EAEA44875D
Mac : 42711D023F127309AD9D40E679376628A2FED06B815988C89C5EDCE226610635
The PC (Windows & Linux) and Mac versions will have different hash values due to differences in for example file structures.
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Triangulum Games
Public post

Radio Silence


Hey all,
Sorry for the radio silence since early November, this is due to two things though the first is the bigger cause.
  1. A few months back I volunteered to take part in a project at work, that project started mid-late November and is just taking more out of me then I had originally expected it to. I also figured the project would run for a month, maybe through the end of 2023, or two months at absolute most. We are now about a month and a half in and I have been informed today that we still have no idea when the project is expected to end. So mostly for this reason at this point I am going to place the Patreon on hold going forward. Development will still continue and I'll try to still provide updates from time to time, but I will likely be even less active with updates going forward. Once I have an idea as to when this project will end I will post an announcement and say when the Patreon will start up again. I am hoping that this project ends soon, because we have expanded the scope beyond what it was originally meant to be and brought in more people to help, but the new people just aren't holding up their end of the work, so work on the project is mostly left to me and my team, some of whom have now also left the project as a result of changing roles in the company.
  2. Holiday obligations got in the way of me being able to render scenes. If asset creators for Daz did a better job of using unique naming conventions for parts of their assets I might have been able to set up a render queue in Daz using one of the add-ons that add it, but because of repeat IDs caused by creators not using unique IDs in their assets, Daz throws and error when you have multiple assets installed that reference this ID and I would need to have a way to click past this error every time it showed up, because their is no good way to do that setting up some sort of render queue just wasn't really an option.

*I don't have anyone supporting over here on SubscribeStar so I'm not going to bother placing this on hold.
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Triangulum Games
Public post

Short pause on rendering

Hey all, just wanted to let you know that I need to take a few days off from working on renders due to the fan on my CPU cooler finally deciding to die after all these years. I have already ordered a new fan but it will be at least a few days before it arrives. If I had an Nvidia GPU I'd probably be able to still work on the renders since in that case the work would have been done on the GPU. But as it stands I have to do the renders on my CPU and even at idle it hangs out at around 80C* since its only cooled by the case fans blowing air across the heatsink.
As for a quick progress update. The only major work left is the renders. The script has been done for a while but I am fine tuning some of the dialogue particularly, during the second sex scene. Baring anything needing to be re-rendered or running into a major bug during a quick play test I think the next update is on track for a release at the end of this month.

*Outside temperature has been around the upper 70F-low 80F here and my room doesn't have the best cooling so the room temperature probably hasn't been much better.
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Triangulum Games
Public post

Andromeda 0.4.5 Briefing 3


Hey all, it has been almost a month since the last update. I am still working on writing the dialogue for the second sex scene as well as rendering out images, both for that sex scene as well as some other scenes. I am close to having the money needed to order a 3080, as well as a new PSU to replace my existing one because it is old (10+ years) and I am missing one more set of 8-pin connectors to power a 3080. I am hopeful that I will be able to purchase it by the end of next month.

As for the update, I don't expect it to be out probably until sometime in June unless I remove the second sex scene or not animate it (the first one is animated with two positions). 

I am also thinking about what the next update will entail, haven't started writing it yet. I guess the best way to describe it would be to call it a bottle episode, it won't use a bunch of different sets and will be focused on getting to know more of the main cast that we have currently met.
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Triangulum Games
Public post

Andromeda 0.4.5 Briefing 2


Hey all, it's been a few weeks since the last briefing.

I would say the script for this update is around  60-70% complete, most of what is left is writing out the dialogue for the sex scenes. I have blown past the 60-80 images that I projected for this update, currently sitting at 104 images and that only covers around half of the update.

When I don't have an image ready to be rendered I have also been dabbling in seeing what changes I can make to render settings to cut down on render times to see if I might be able to use animations in the sex scenes. So far this testing has shown me that an image with two figures and an environment doesn't look noticeably different between using a Max Samples of 5000 (default setting) and 500. This also cuts the render time down from around 1 hour - 1.5 hours per frame to around 30 minutes per frame, which is a noticeable difference since the animations in question are around 200+ frames.

Luckily though graphics card prices seem to be coming back down and availability it starting to be a thing again so in the next month or two it might be possible for me to actually pick up something like a 3070, might even be able to stretch for a 3080.
Random image from the upcoming update, make sure to check Patreon because it has a different preview image
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Creator Stats

15 subscribers
68 posts

Goals

$0.00 of $120
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Hitting this goal will allow me to quickly and easily upgrade my existing rig with hardware to help me render scenes faster and as a result be able to update on a more regular schedule and with longer updates. I will also allow me to put some of the money aside to build a second rig.
$0.00 of $500
per month
Hitting this goal will allow me to be able to speed up building a second rig as a dedicated rendering rig to further improve my ability to render images/animations and create longer updates.
$0.00 of $1,500
per month
Hitting this goal will allow me to able to dedicate more time working on game development by allowing me to focus on it on a part time basis as opposed to "just a hobby."
$0.00 of $5,000
per month
Hitting this goal will allow me to comfortably work on game development on a full time basis.

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