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Author Topic: WhiteSheepDogs Kisekae Processor v0.4  (Read 58395 times)

erw255

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Re: WhiteSheepDogs Kisekae Processor v0.3
« Reply #15 on: December 13, 2016, 04:25:32 am »

This has nothing to do with the poses, actually :P
By adding props to the scene You are able to change girls into futas while wearing panties simply by adding a bulge in a proper place (a prop)
This would enable greater variety of content.

Second part is that HHS+ is not the only game that would benefit from this particular tool. While the main development is aimed at enabling HHS+ to use the generated files, I do not plan on closing shop once it does.

And while I agree that for now poses aren't very useful, imagine a situation where You are able to receive a photo from someone and it is posed.
That kind of content may be very easy to make (and automate the creation of) while adding lots of flavour to the end game.

Another idea I had was to display the dancers - like You have it now in cabaret setting on stage - whenever You enter there would be someone doing something - be it sweeping the floor or students dancing.

And remember that once I finish the editor, it could become a platform for a game - content creation platform would already be estabilished :)

That's why I post it in art discussion instead of HHS+ dev forums - I plan to make this quite a universal tool :)


Here are some props I found that often get used in Kisekae.  Can you use them?
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WhiteSheepDog

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #16 on: December 13, 2016, 10:03:21 am »

I'm going to make stuff like that possible to be integrated into the paperdolls, yes.
Need to figure out the local file sourcing though :)
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person27

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Re: WhiteSheepDogs Kisekae Processor v0.3
« Reply #17 on: December 15, 2016, 04:48:47 am »

Okay, so now I'm working on making addons to characters - lemme'splain:

I've attached what I'd consider a great example of where it could be useful;
See characters 3 4 and 6:

The design of said characters includes the additional props (last kisekae menu)
Those props are *not* connected to characters however.
What I plan on doing is enable that connection.
When You would work on a character detailing (like the girls' addons or skirt with a penis outline) You would load a single character version in the middle, put those addons on and save a single version of this character. This would enable me to display them correctly when rendering as well as create addons (image files) you could user there.

my system would allow for much better customization this way.
whaddya think?

Oh. And I've upped the resolution in the renderer so that You can better zoom in :P
(will come in the next patch)

I actually love this, we need some stuff like this just spread out in the game, I would love to see this get improved upon further and get some events from certain actions as well
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PhantomBull

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #18 on: March 21, 2017, 06:41:24 pm »

Well, I've been testing this and I have to say that in general it is very useful but it also needs some love.

So here you have some comments ;)
  • It's annoying seeing a Help button up there without help content. Once you click it you can see that none of them work
  • I don't really get the point on adding a gallery of Event Images...
  • In the Paperdolls menu only adult females are displayed. Having the possibility to alternate between males and females and between students and adults would be great
  • In the Paperdolls menu the Reload Images button makes every other option to stop working. If it's doing something it should give some kind of feedback
  • In the Paperdolls menu it would be nice if it could load the character in Kisekase if the file exists the same way it does in the Character Editor (maybe both could be merged into one tool?).
  • The Location Editor doesn't work...
  • In the Compositions Editor having a button to open the Output directory would be great. It took a while finding it... It would be even better if the Launch Processor asked about the output directory (being the starting one the last one used or if none was used the default one).
  • I miss a way to configure the generated output in the processor itself. If I want to set different parameters than the default one I have to go to the php files of the autocutter. Being able to configure the output through the tool would be a plus ;)

And this is more a question than feedback about the tool. But if I want to have the body and the clothes in separate layers that I can put one above the other and create the final image which files I have to touch?

And by the way, even if my huge list can make you think the opposite I like the tool, even if it can be improved in many ways ;)
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WhiteSheepDog

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #19 on: March 22, 2017, 08:10:21 am »

It is now significqntly changed, it is becoming a full editor + generator and it doesnt use the autocutter anymore either. You can now specify layers however you want - and do hiding/showing of whatever parts you want.
It also dumps the character tree from kisekae so you can show/hide additional sections that are not used by default (faces might be one use case)
1. No help - still very early in dev tho :p
2. Event images are going to be resized and saved as jpg plus categorized and tagged. Also tagged if used.
3. Viewing was done as a rough prototype. And admittedly it is lacking. I have done it so that you browse characters (generic, anette, andy, etc...) and when you click them you can specify a basedoll. You click ite button, kisekae pops up, you design it there, you click a button, its back to the editor.
Php config - all will be configured within the tool but not using php anymore.

This will generate whatever paperdolls you need (and kk is able to provide)
Also for location editor and event images, this will make it possi ble to make design of the whole game and then process all files to a desired resolution and to proper folders.

It will also save the position of the head image (and other nodes, possibly) to prevent floaty heads and hunchbacks.

I have processing roughly done, character edit halfway there. Then its a rather short way and i'll have a fully fledged editor and a start of a game engine.

I'll publish once character processing is done. By default it will generate backhairs and all in hhs+ format like it was before.
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PhantomBull

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #20 on: March 22, 2017, 11:13:43 am »

I like it ;) Do you have an estimate of when would that be available?
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WhiteSheepDog

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #21 on: March 22, 2017, 09:08:36 pm »

Might be end of next week. Might be even later.
Lots of other stuff on my plate.
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PhantomBull

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #22 on: March 22, 2017, 09:20:15 pm »

OK, it's good to know ;) Then I'll start what I can do instead of waiting to test the implementation and then I'll adjust the config to use the new layers instead ;)
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WhiteSheepDog

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #23 on: April 15, 2017, 11:37:10 am »

Yeah; it turned out to be slightly bigger than anticipated; also real life crept in.

BUT. I am working on a setup that exports the paperdolls in parts - all of the elements are separate and vectorized. They could then be rendered, manipulated and so on. You can even create new vector elements using the built in editor.

Once that's done you will be able to create new clothes etc... and assemble and animate the paperdolls :)

All in the editor/game engine i'm working on :)
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PhantomBull

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #24 on: April 15, 2017, 01:57:03 pm »

Yeah; it turned out to be slightly bigger than anticipated; also real life crept in.
RL get in my way too, so I stopped with my progress to... for now and until I get some more free time I'm not in a hurry, so don't worry ;)

BUT. I am working on a setup that exports the paperdolls in parts - all of the elements are separate and vectorized. They could then be rendered, manipulated and so on. You can even create new vector elements using the built in editor.

Once that's done you will be able to create new clothes etc... and assemble and animate the paperdolls :)
Wow, that's amazing  :o If it is as I'm imagining it it's even better than I expected ;)
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WhiteSheepDog

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #25 on: April 15, 2017, 06:20:43 pm »

It is basically kisekae but integrated. So paperdolls become really dynamic :)

I already have the display of static paperdolls setup, still working on proper configuration of colors and such... but if this ends up working really well, i might release it as a standalone saas - you would make games, publish them on the service and the client would allow to browse and play those.

But that is a bit off for now.
I'd be using paper.js and papergrapher as the built in editor.

Then i'd make the game logic, events and loops working. Could be nice.
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radoma

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #26 on: May 01, 2017, 02:47:12 pm »

Hi! I decided to put the part of our discussion about your project into this thread, as it seems to be more relevant here.

Now I'm attempting to do a similar thing in HTML5 canvas, but instead I plan on using the system that K_Kisekae 2 was using - and allow additions via a built-in editor.
I see. I once decompiled kisekae and found that it contained hundreds of small pieces of SVGs that had to be assembled to look meaningful in any way. Recreating all that content will be quite a task.
Why do you want to add a built-in editor? Inkscape works reasonably well and is free. It seems to me that building an SVG editor with superior quality, even if it would be more specialized on a particular type of conent, would be pretty hard.


My "niche" would be enabling to create characters, then integrate them into a game and then publish, all from one UI; all working on mobile, browsers, mac, linux, windows and probably anything that can run chrome. Then making games like HHS+ or Visual Novels would be just that much simpler -
- Create an area (put a bed here, window here, make the room cast some rays when morning comes etc...) (or just put in a few images, that works too)
- Create a few characters
- Add expressions (could be premade to modify)
- Write text
- Publish to a package (in-system or a binary hosted on someones servers or a web-publishing, maybe??)
Sounds neat, but a whole game engine is a huge project. I suppose you plan on tackling this subsystem for subsystem?
IMHO, visual novels and management sims like HHS+ have pretty different requirements with regards to their engine. For example, Ren'Py might not be a bad choice for a visual novel, but if you write a management sim in it, then you will either have an old-fashioned interface or spend a lot of time creating modern widgets from scratch. A one-size-fits-all solution seems risky to me.

Am I right in assuming you are using Java Script to develop this project?



I'll definitely watch with interest how this project develops. Thank you for sharing!
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WhiteSheepDog

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #27 on: May 01, 2017, 05:27:21 pm »

Yes, js.

Yes, one subsystem at a time.

I can improve a bit on the kisekae design since i'm not constrained by flash. For example by providing a sleeve solution (cast a line through hand to see collision line and build the sleeve decorator based off of that.) Then provide masking for the hand with a scale and boolean area unification to which you then apply decorators - crease lines, shadows etc..
Each garment would then be a js object and it would be responsible for fitting the shirt onto the body.

Complex. But possibly quite nice while retaining kisekae quality.

Game engine is simple really. All is already handled by js/react and all i would Provide is the paperdoll and environment generator APIs. Rest would be done by creators. Overall pretty long but doable within a month of dedicated work.

And yes. Kisekae is a HUGE thing when it comes to content. Replicating that would be a huge undertaking as well.

EDIT: Typos, writing on a phone while walking the dog is hard;P
« Last Edit: May 01, 2017, 05:47:02 pm by WhiteSheepDog »
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WhiteSheepDog

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #28 on: February 18, 2018, 10:25:03 pm »

Short update:
A bit of a progress here:)

Partial rendering of the paperdoll is working :)

Once I work more on this, dynamically generated paperdolls would be possible :)
And maybe animated too :D
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SlaveSama

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #29 on: February 18, 2018, 10:48:55 pm »

.... Pretty interresting ... Two Question Can we add outfits ? and how?
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