Wednesday, November 30, 2016

Completed

Wiii!
Finally completed and in full hd size.
Here 3 version:
1. naked
2. clothed
3. censored




Saturday, November 26, 2016

bonus

I tought about adding her classic dress. Here's the line.

Wednesday, November 23, 2016

Saturday, November 19, 2016

Wednesday, November 16, 2016

Cleaned draft

Here's the cleaned draft and final one.
Next step: doing the ink

Sunday, November 13, 2016

Wednesday, November 9, 2016

Another idea

Hi,

I decided I'm gonna make another draw for Nanako.
Unfortunately for you, fellow fapper, the base will be this:



Yes, I know not sexy. But lurking on 4chan I have to say I always tought about making a nanako version of that.
And so that's the plan for the following days.

Sunday, November 6, 2016

Release

Hi,
I guess it's time for release.
Note:
As for XMaker this work on Windows only from vista or 7 (don't remember which one) and up.

So, here's the link to download
https://mega.nz/#!44ozHLhR!IiMiw34Wm1GvYzp5BJdvbZOw-YxFc6rG4HkGDkjf33s

Enjoy!

Wednesday, November 2, 2016

Censor dress

Simple yet powerful dress.
It's just the nude dress with the censor band on top of it :3

Sunday, October 30, 2016

Korra dress

The korra dress is here. Don't like much how it came out (mostly the top).
I don't know if I'll have the willpower to fix it...
Anyway for this one there are two version. With and without trousers.

Wednesday, October 26, 2016

Wednesday, October 19, 2016

Sunday, October 16, 2016

Wednesday, October 12, 2016

Sunday, October 9, 2016

Tattoos

Hi, here you can see the tattoo.
I tried to mimic the one you see in the game.

Thursday, October 6, 2016

Working on something

Hello,
I'm currently working, not on xMaker but still working on something.
It's a multilayer draw for the puppeteer system (The one that display the character in xMaker)

Here's the original concept

The character is Nanako. I thought she's not getting much love (outside of VH) so I'm going at least to make one tribute to her (hopefully more, but we'll see since I'm already a lot behind schedule with an update for RPGAutoCAT and I'll probably have to spend time on that after this)

Anyway it's pretty simple that is the rought sketch of the draw. There will be a simple interface that will let you modify her expression, clothes etc etc...

Don't expect much, I'm just an amateur drawer (expect no shadows, some anatomical error, etc... but it should be still fappable content :3)




Anyway, actually I already started a bit ago and at the moment I have already something ready.


I'm not going to show the whole thing you'll have to wait for when it's finished.
Anyway I'll post a couple update along the way before releasing the whole thing.

Bye

Monday, August 1, 2016

ShowEquipScreen event step

Hola,

small post

I've added ShowEquipScreen event step.
It's a pretty simple event step with no parameter.

It's use is to show the equip interface and it's meant only for that.
In fact items that are not equippable are not shown.

This is useful if you need to change equipment mid-event
For example the slave might be unconfortable in her current dress and ask to be dressed differently before going out.


Remember the previous post about outlaw public nudity?
In that event if a guard stop you will ask to redress the slave before giving you a fine.
He gives you 3 warning if at the third the slave is still nude you will be forced to jail.

Bye bye!

Sunday, July 17, 2016

Activity features

Hello,

I added a new information to week activities.

Just to refresh your memory. What's a week activity?
A week activity is what youre gonna do during the week and that you can select during week planning.

The activities are defined inside an xml file.
And now when you define an activity you can declare a new information called Feature.

So, what's an activity feature?

An activity feature is just a piece of text that describe the activity. This description can be retrieved while the activity is running. This will be mostly useful for generic events and checks that might happen in the game.

But let's take an example,

in the Xmaker world, nudity is not allowed in public.
So, do I have to check in every activity if the slave is nude and if yes react?
Well, yes, if you have some custom event.
But in general you just want a default event to fire.
By default a guard will stop you and give you a fine / send you to jail.


I could easily add this event in the activity start hook, right?
Well, yes and no.

It's correct for this to be executed at the start of an activity, but not all activities are done in public or where guard are available...

Enter the features

The solution can be found by using activity features.
By giving an activity the following features: Public place and Presided by guards (I hope it's correct english because I'm not really sure :/ )

Now in the activity start event we could check if the activity has both these features and in case give a fine or jail the player.


Okay, that it, bye people. Hope this will be useful for other things than the nudity check in the future.



Thursday, July 7, 2016

Finally the weekend arrive

Hi folks,

finally I added hooks for the events.
The hook are fired when a week start or end and when an activity start or end.

What's the idea behind this?

Well, mostly it's needed to do some common checks on the state of the game for example, during the week end (which was actually the only hook already implemented) I check for game over conditions.
The next step will be to add a way to check the current activity data, this will open a world of new opportunity (just exaggerating).
For example, once you know that an activity is done in a public place, before the activity start, I could check whether the slave is nude (public display is against the law in the game) and if so a random event might trigger, were the guard give you a fine or take you to the prison (and you know what will happen in prison to your slave right?)


Anyway that's it for now.

Saturday, May 21, 2016

Stackable items

Hi, it's been a really long time since the last post.

I'm not even sure someone still look at this, but who cares.
Anyway, you probably wondering what happened to me.


Well,
nothing really...

It just that I just didn't felt (is this the correct conjugation?) like working on the project.

Then why are you writing, you might ask.
Okay, let me explain.
I work like this:


  1. I start a project.
  2. I work on it hard until I burn out or find another (more appealing) project.
  3. I stop working on the project.
  4. Time passes.
  5. ...
  6. ...
  7. ...
  8. ...
  9. ...
  10. I look on the old project and feel like I could continue.
  11. I work on it hard (but less than when I started) I burn out or find another (more appealing) project.
  12. I stop working on the project.
  13. And so on...

So, I felt like working a little more on this.
And in these days I added.

**roll of drums**



























Nothing new...

















Just kidding, I added stackable items.
I know it's probably exactly like nothing new for your perspective.
But hey, it's progress!

Items marked as stackable are grouped inside the inventory and in shop you might buy and sell them in bulk.





Saturday, February 27, 2016

Parse R.I.P.

ACHTUNG! Technical post ahead

I really like Parse and it is the backend used for XMaker and RPGAutoCAT (For feedback)
It is ultra simple to use, the sdk is very well written and very explorable.

It is free for small amount of requests ( my case ).

It looked like it was going very well for the parse team.

And then:


An Important Announcement.

Parse's hosted services will be fully retired on January 28, 2017. We're proud that we've been able to help so many of you build great mobile apps. Read more on this announcement and what this means for your app here. Thank you for using Parse.

This is what is shown on parse site as of 28 january.

:(

When I received the email saying they were shutdown I was like:
What?

It was really unexpected.

(
For whoever is still reading and don't know what's Parse.
Parse is a Baas (Backend as a service). To make it really simple it's a database in the internet.
History in a nutshell:
Parse started as a startup, it was then bought by facebook in 2013, it continued good for a couple of years and now it's dying.
)



Anyway, now I need to explore other Baas, there are a lot and at the moment they look all bad compared to Parse (SDK wise).

I'll already experimented a bit with app42 cloud it seems, uhm decent, but there are already problem that make me think about the stability of the system.
In fact, making a request make the app crash if there's no internet connection...
This is only an issue with asyncronous request, with syncronous I can catch the exception and continue normally.

Anyway, after having these horrible experience (I'm still shaking for Parse departure), I decided to abstract the Baas out. Baas and XMaker now reside in different assemblies and interact through another assemblies which is just an interface over the Baas.

This should make switching baas pretty easy in case of other surprises...






Wednesday, February 17, 2016

New facial expression: Sleeping

Continuation to the this and this previous post.
For the moment I need no other expressions.

Here's the result for the three type of eyes in the game.




Wednesday, February 10, 2016

Wednesday, February 3, 2016

New facial expression : cry

Hi, in these days I added a some random events, mostly short and a couple medium sized.
One of those medium sized required some new expression that I still didn't had which is the crying one.


In the next days I'll need to add other two expression, an embarassed and a sleeping one, all required for the same event.
This is the first event that actually make use of facial expressions.
I should start use them more.


Thursday, January 28, 2016

Trainee properties

Hello there,

I added a new event step.
A lot of time ago I added the SetGlobal event step, which let you to set a global variable that can be retrieved in the future.
That lead to have a PlayOnce event step which let you play a event only once during the whole game.

Well, now I added a similar event step but with a smalle scope.
The scope is the trainee and the event step is called SetTraineeProperty.
The event step works exactly as the setGlobal but it clearly require a trainee.

Here's an example:

<SetTraineeProperty Type="Bool" Key="trainee_happy">
   [Trainee.Mind.Happiness] > 70
</SetTraineeProperty>

Okay, so to retrieve the value:

<SetText>Is trainee happy?  !$expr{[Trainee.Property.Bool.trainee_happy]}</SetText>

This would led (if the trainee happiness is higher than 70) to the following result displayed on screen:
Is trainee happy? true

Anyway this led to add the PlayOncePerTrainee event step too, which has the same sintax as the PlayOnce event step:

<PlayOncePerTrainee CompletionKey="trainee_present_herself">
   <SetText>!$trainee: Hello, I'm t!$trainee, pleased to meet you.</SetText>
</PlayOncePerTrainee>



Well, that's it for today.


Friday, January 22, 2016

Inside view

Hello there,

BEWARE: Long post ahead.



I'm happy to announce I'm working on a feature I tought I would add from the beginning.
As you probably know the "external view" was the only eye candy you get by playing the game.
Now finally I started working on the "internal view"



The internal view can be used to, uhm, inspect... Yes, that's a nice term...
Anyway to inspect the trainee closer.


So, let's start with the basic


Hmm...


Your probably wondering:
you: What the fuck is that?
(Actually I hope you are not wondering that, since that would mean I have to redraw that in the future)
To that question I respond with a:
me: It's a bottom
you: It doesn't look like a bottom
me: Fuck...
you: ...
you: ...
me: ...
you: and anyway is not much of an eyecandy.
me: Hmm...
me: You're right.
me: hmm
me: what about if I add...
me: Hmm
me: this?



you: ...
you: I don't understand. What's going on?
you: Why the colour changed all of a sudden?
me: Urhm, no need to notice that.
me: I'm still using that feature in test mode.
me: Each time I start the game the slave is generated randomly and the skin colour changes.
me: I had to restart the game to take the first picture because I forgot...
you: Hmpf, that's no excuse
you: And anyway why she has a missile stuck there?
me: It's not a missile, it's a test dildo



me: See? It has the "Test" symbol on it.
you: What the?
me: Yes, the internal view come with a xray view.
you: Hmm, that's interesting.
me: Another interesting thing about the game is that it support multiple penetration.
you: Well, every game do that.
me: I mean in a single hole




you: Uh, nice

Okay stop the conversation
I hope  it sound interesting the whole internal view as a concept.
At the moment is still in very early phase, in the sense that I miss all possible drawing needed.
For starting I'll probably start by drawing three human dicks.
I'd like to add in the future different sized human dicks, monster and animal dicks.

Other interesting thing I'd like to add in the future (far away) is pregnancy (You will see the baby grow in the womb) and cum (which I know I probably can add in the vagina but for the anus I don't know I have kinda a logistic problem for displaying cum there...)


Sunday, January 17, 2016

Finally an If else that make sense

Okay,
this is a continuation to the previous post.

I wasn't happy with the IfElse element.
At start I was trying to decide whether it was better to let ifelse as it was or change it for this:

<If Expression="true">
   <SetText>I will be displayed</SetText>
   <Else>
      <SetText>I won't be played</SetText>
   </Else>
</If>

I'm still not sure this is better than the <IfElse> I described in the previous post.

So, I looked at how Slave Maker does it.
Here's a short excerpt:

<if gender='2'>
   <Question event='CockOutOfHole'>Ask for a cock</Question>
   <else>if</else>
   <Question event='CockOutOfHole'>Ask for a cock</Question>
   <Question event='CockIntoHole'>Stick cock into the hole</Question>
</if>

Well...
This, from my point of view, made even less sense than mine...

So, finally I decided to go with the normal way of doing an if else.
Here's the final version (I think) version:

<If Expression="false">
   <SetText>I wont be displayed</SetText>
</If>
<Else>
   <SetText>I will be displayed</SetText>
</Else>

I had to make a little more work since this was the first time I had to treat two sibling xml nodes as "one step"

Before all elements were evaluated singularly.

Anyway this gave me the opportunity to make an ElseIf too.

<If Expression="false">
   <SetText>I wont be displayed</SetText>
</If>
<ElseIf Expression="true">
   <SetText>I will be displayed</SetText>
</ElseIf>
<Else>
   <SetText>I wont be displayed</SetText>
</Else>

Yay!
I'm pretty happy with this, since it's a lot more natural than the previous solutions.

Friday, January 15, 2016

new event step: IfElese

Warning: Somewhat technical post
During the writing of various event I always found myself writing if but till now I never had a if else.
I simulated the ifelse using the Switch event step like this:

  <Switch Expression="[Trainee.Mind.Purity.Slut]">
    <Case Value="true">
       <SomeEventStep/>
    </Case>
    <Case Value="false">
       <SomeEventStep/>    
    </Case>
  </Switch>

It does work but it feels strange to me using a switch for doing so.
So I finally decided to add a IfElse.
The previous example became:

  <IfElse Expression="[Trainee.Mind.Purity.Slut]">
    <Composite>
       <SomeEventStep/>
    </Composite>
    <Composite>
       <SomeEventStep/>    
    </Composite>
  </Switch>


Unfortunately xml doesn't make it much better then the previous version but at least now you don't have to specify the Value="true".

IfElse must have two child, the use of a <Composite> is only if you have to specify more than one event step.

Using a IfElse kinda feels better than the switch but I'm still evaluating other solution, since this doesn't feel too natural...

Friday, January 8, 2016

Ze bank and game time

As anticipated in the previous post I needed a bank in order to make simplier to buy the home.

The bank is now a new location where you can take a mortgage.

You can get a lot of money that you will have pay in a very long period with monthly payments.
The long period as I write is 20 year.
So, since I doubt someone is going to play for a so long period it's more like an infinite time.

Anyway for this I enanched the AddPeriodicMoneyMovement event step.
Adding an optional duration field.

<AddPeriodicMoneyMovement>
                  <Id>bank_loan</Id>
                  <Reason>Bank loan</Reason>
                  <Amount>-Round(55000 / 200, 0)</Amount>
                  <Period>Month</Period>
                  <Duration>200</Duration>
</AddPeriodicMoneyMovement>

Did you catch the mistake?
The duration is 200 months while 20 years should be 240.
Well, it's not a mistake.
The game time is different from the real world one a year is made of 10 months and a months is made of exactly 4 weeks.

Weeks will remain as is for simplicity reason, but maybe I'll change the month number to 12. I have still to see whether it's an advantage to have 10 month years.

Tuesday, January 5, 2016

Ze house

Hi,

I added a event where you can actually buy a house.
This will give you the advantage of a lower monthly expense, instead of paying the rent you will just have to pay a own taxes which is lower then rent.

The house at the moment does not provide anything else.

But the idea behind it is to use it similarly to otherworld (an old and for what I know defunct hentai game) where you can build new room that will unlock new events.

The house though (as a real one) cost money, a lot of money.
So, I'll have to add the bank, which will gladly lend you money as long as you pay them interests...