Seisont Posted September 26 Posted September 26 1 hour ago, kobold tinkerer said: do you still plan to do second animations for wizard? i mean barfer animation to all the rest of them and vice versa, and also futa wizard ah right, forgot about those! yeah i'll get those made soon 😺
Ranot Posted September 26 Posted September 26 2 hours ago, Seisont said: Got some more fem sprites finally designed. Had to deal with some IRL stuff so I couldn't work on them as much as I'd have liked this week but here's some progress nonetheless. 🐱 They should all look good in game. With the limited testing I did I didn't notice any glaring errors but if some are spotted just let me know and I can patch it up. Enjoy! 😸 Noita More Fem Enemies.rar 76.65 kB · 1 download Nice! I may offer some debate on the exposed tits for the gluer. Seems funny that they're in a full body suit with only their jugs exposed, lol. 47 minutes ago, kobold tinkerer said: unfortunately doesnt seem to do anything. i doubt those jobs parameters are even used. there is a lot of unused stuff in noita ecs, like shitting and pissing for example, remnants of initial noita game design Dang... was worth a shot at least, thanks for trying it out. Yeah, it sucks since there's useless variables here and there, and the ones you actually want aren't available or don't work. For example, the enemy's target. It feels like that should be something we should have access to. Instead we're given the highest threat entity and most wanted prey entity. I'm sure the trick to getting them to move is with the PathFindingComponent, but I'm not sure how to use it yet. You might have to disable all AI components and somehow give it a position to go to. I really wish they didn't use descriptions like "PathFindingInput" or "VECTOR_PATHNODE" without at least providing some information on what those are. I'm sure you could brute force it by repeatedly setting the PathFindingComponent.path_next_node_vector_to member to where you want it to go, but then it would go in a straight line to the destination. Of course... that's assuming that any of these members actually do anything. If all else fails, I guess we could just force them somewhere by moving them every frame or teleporting them, then disabling any components that let them move once they're at the right spot. Kind of don't want to do that, but... if we have to.
cloneyclone Posted September 26 Posted September 26 sorry if there's a setting for this and I'm just not seeing it - but would it be possible to be able to configure the toast duration for the flavor text? It goes away very quickly and I'm usually unable to read it all.
kobold tinkerer Posted September 26 Posted September 26 3 hours ago, Ranot said: exposed tits erm, well, i thought more of "thicc" female sprites, like hips and stuff, not breasts out
kobold tinkerer Posted September 26 Posted September 26 (edited) im sorry i might have snuck in a bug in that gallery code. it breaks if you give birth to an entity with no name (worm egg) because it tries to add to the progress icon (egg) that obviously doesnt exist. one way to fix it is to add an exception to the part of code that tries to get localized enemy name from the filename of entity you are about to birth or maybe just remove the birth stats for now, except for total birth amount, which dont have this problem also that gave me a thought that we may probably want to update some pregnancies to eggs, such as zombie, hamis and so on. might be more lore accurate, but this is not very important, just a thought. https://noita.wiki.gg/wiki/Egg another way is to remove eggs from pregnancy entites and change it to worm, but it will bite you in the ass (the worm, not the solution). unless we change its damage to 0, which will make it a stupid ass worm that will be bullied by other worms for its zero damage Edited September 26 by kobold tinkerer
Platinphoenixx Posted September 26 Posted September 26 (edited) Fixes for recent community patches on 1.4.1 (gallery, Summoner's Bonanza, hooded, pokeegg, Been-'s LoS/duration) Found these while merging the recent patches into 1.4.1. Fixed files + diffs attached. @kobold tinkerer - gallery (files.zip, p.25): 1. sex_scene.lua calls serialize_table / retrieve_table, which are never defined -> the scene script errors on the first player scene. 2. init.lua defines OnPlayerSpawned and OnPausedChanged a second time at the bottom -> they replace the existing hooks, so the _init OnPlayerSpawned / OnPausedChanged calls never run. Merged into the existing hooks. 3. The birth child entry reads the VSC "name", but start_birth.lua stores the path in "value_string" -> born children are never counted (worm egg case included). 4. Entries created by a birth have no friendly_sex / double_sex / time / cum -> arithmetic on nil in gallery.lua and on the next update. retrieve_table defaults missing fields to 0. 5. Repeat friendly scenes (helpless_animal) were counted as forced. 6. localized_enemy_name / localized_birth_name are never set -> now uses translated_enemy_name. 7. nil guards for scene_stat (e.g. saves started before ln_sex_stats existed). Note on EntityGetFilename in start_sex.lua: after the renames (skullmage -> icemage, wizard_wither -> wizard_homing, worm_tiny_head, eel_head), start_sex_charmed.lua, animal_seduce_init.lua, the double-scene check in sex_scene.lua and gfx_mina/sex_gfx still use sprite names. I kept the sprite lookup for scenes and use the filename only as the stats key. @Kartan1 - Summoner's Bonanza 1.1.1: birth_patch.lua expects 3 early birth loads, LNR 1.4.1 has 2 -> signature mismatch, the birth normalization silently never applies. Relaxed the check to >= 1. hooded.zip (p.23): the invincibility check compares "pickup/easter/beer_bottle", the loot entry is "easter/beer_bottle", so it never matches. Attached: the loot table ported to redux paths with that fixed. spells.zip / pokeegg (p.23): hitting yourself captured the player (run over). Enemies loaded from a save have a "??SAV/" filename, EntityLoad can't hatch those eggs. Both are refused now. @Been-- LoS + scene duration (p.21): the zip ships a sex_scene.lua / settings.lua older than 1.4.1, dropping them in reverts 1.4.1 changes (futa settings, fungus_giga_futa). Attached: only your changes applied to the 1.4.1 files, readable setting names, leftover debug_los_test setting removed. EDIT: FILES MOVED TO THE NEWER POST Edited September 27 by Platinphoenixx
Platinphoenixx Posted September 26 Posted September 26 (edited) Platinphoenixx Add-Ons for LNR 1.4.1 - testers welcome Some additions on top of 1.4.1. Copy lewd_noita_redux/ from the zip over mods/lewd_noita_redux, restart, new run. Everything is in its own settings section "Platinphoenixx Add-Ons". Includes kobold tinkerer's gallery with the fixes from my previous post, since the viewer builds on it. README lists every changed file. Tested in game: - Animation Speed (default 130%): scenes play faster, same number of loops and cumshots. Rewrites frame_wait at init, needs a restart. - Gallery: stats persist across runs, toggle [ALL RUNS] / [THIS RUN]. Click an unlocked enemy -> scene viewer: big preview, stages auto or one by one, kobold/Mina, alt/double variants. Debug Mode shows every scene, also locked ones. - Womb effects: 100+ of a fluid gives a buff plus a side effect instead of periodic damage (lava = fire immunity / ice x1.5, chilly, electric, toxic, cursed, potent - table in README). Iron Womb removes side effects, Healthy Metabolism the dominant one. - Second round: before the enemy lets go it may start over (no intro, struggling possible again), max 3 rounds. Base chance setting, per-enemy values (wolves/hiisi/zombies more eager), ln_second_round_chance="..." on <Sprite> overrides. - Brood altar in every Holy Mountain: 1 of 3 blessings for your offspring. Costs being pregnant (kept) or 300 womb (taken) or 400 gold. Untested, please report: - Brood: full womb at conception gives twins/triplets. Fluids in the womb at birth imprint the children: immunity plus an aura that ignites/freezes/shocks/poisons/weakens nearby enemies. Children stay loyal, altar blessings apply to all of them. - Layered scenes: 137 scenes auto-split into enemy/player layers (pixel-identical to the originals), 75 show a belly bulge by womb fill (3 stages). Skipped on upright/hanging/frontal poses. [Belly] toggle in the viewer to check them. For animators: tools/ln_layers.py splits any scene with kobold + Mina sheets into enemy / player layers. New player figures or overlays (belly, clothes, ...) would only need drawing once per pose instead of once per enemy. Also attached for people who just want everything: complete pack = LNR 1.4.1 + all current community patches from the thread (credited in its README) + these add-ons + Summoner's Bonanza fixed for 1.4.1. Devs: happy to adapt anything you want to merge. If you are a lurker and jsut want new stuff, just download the complete pack. EDIT: FILES MOVED TO THE NEWER POST Edited September 27 by Platinphoenixx
Been- Posted September 26 Posted September 26 @Platinphoenixx Thanks for the add on updates. Diff files and even a complete pack, very handy!
Platinphoenixx Posted September 26 Posted September 26 17 minutes ago, Been- said: @Platinphoenixx Thanks for the add on updates. Diff files and even a complete pack, very handy! I hope the complete pack is okay, it does contain work that isn't mine!
Platinphoenixx Posted September 26 Posted September 26 In addition to the gallery now being able to show the animations right in the window, the layer system should allow for quickly switching player models and even pregnancy states etc without redoing every animation. I also did a quick and dirty alt skin and color changer, that i will build into a small character customization window. There will be a slimmer and a curvyer Mina in addition to the kobold form. Some color options are also included. Maybe i'll add some alt heads/face/hair/horns as well, but i honestly just wanted to contribute a little bit since i had fun with the mod after picking it up a few days ago
kobold tinkerer Posted September 26 Posted September 26 2 hours ago, Platinphoenixx said: Platinphoenixx Add-Ons for LNR 1.4.1 - testers welcome Some additions on top of 1.4.1. Copy lewd_noita_redux/ from the zip over mods/lewd_noita_redux, restart, new run. Everything is in its own settings section "Platinphoenixx Add-Ons". Includes kobold tinkerer's gallery with the fixes from my previous post, since the viewer builds on it. README lists every changed file. Tested in game: - Animation Speed (default 130%): scenes play faster, same number of loops and cumshots. Rewrites frame_wait at init, needs a restart. - Gallery: stats persist across runs, toggle [ALL RUNS] / [THIS RUN]. Click an unlocked enemy -> scene viewer: big preview, stages auto or one by one, kobold/Mina, alt/double variants. Debug Mode shows every scene, also locked ones. - Womb effects: 100+ of a fluid gives a buff plus a side effect instead of periodic damage (lava = fire immunity / ice x1.5, chilly, electric, toxic, cursed, potent - table in README). Iron Womb removes side effects, Healthy Metabolism the dominant one. - Second round: before the enemy lets go it may start over (no intro, struggling possible again), max 3 rounds. Base chance setting, per-enemy values (wolves/hiisi/zombies more eager), ln_second_round_chance="..." on <Sprite> overrides. - Brood altar in every Holy Mountain: 1 of 3 blessings for your offspring. Costs being pregnant (kept) or 300 womb (taken) or 400 gold. Untested, please report: - Brood: full womb at conception gives twins/triplets. Fluids in the womb at birth imprint the children: immunity plus an aura that ignites/freezes/shocks/poisons/weakens nearby enemies. Children stay loyal, altar blessings apply to all of them. - Layered scenes: 137 scenes auto-split into enemy/player layers (pixel-identical to the originals), 75 show a belly bulge by womb fill (3 stages). Skipped on upright/hanging/frontal poses. [Belly] toggle in the viewer to check them. For animators: tools/ln_layers.py splits any scene with kobold + Mina sheets into enemy / player layers. New player figures or overlays (belly, clothes, ...) would only need drawing once per pose instead of once per enemy. Also attached for people who just want everything: complete pack = LNR 1.4.1 + all current community patches from the thread (credited in its README) + these add-ons + Summoner's Bonanza fixed for 1.4.1. Devs: happy to adapt anything you want to merge. If you are a lurker and jsut want new stuff, just download the complete pack. LNR_Platinphoenixx_AddOns_1.4.1.zip 2.15 MB · 1 download LNR_1.4.1_Platinphoenixx_Complete_Pack.zip 19.44 MB · 1 download howd you do all this so fast? 1
Platinphoenixx Posted September 26 Posted September 26 1 minute ago, kobold tinkerer said: howd you do all this so fast? A mix of Coding with AI support (local Gemma 4 31b) and the API as well as the mod being surprisingly easy to work with.
kobold tinkerer Posted September 26 Posted September 26 Just now, Platinphoenixx said: A mix of Coding with AI support (local Gemma 4 31b) and the API as well as the mod being surprisingly easy to work with. thank god
Platinphoenixx Posted September 26 Posted September 26 Just now, kobold tinkerer said: thank god wdym Thank god for AI coding assistants? Thank our Big Tech overlords XD Even though apparently using them doesn't make coding faster for most programmers https://arxiv.org/abs/2507.09089
kobold tinkerer Posted September 26 Posted September 26 Just now, Platinphoenixx said: Thank god for AI coding assistants yes, i felt useless for a moment. i thought i was just inadequately slow compared to other humans. 1
Platinphoenixx Posted September 26 Posted September 26 Just now, kobold tinkerer said: yes, i felt useless for a moment. i thought i was just inadequately slow compared to other humans. I wouldn't have even had a grasp of what to do with this without your work. So definitely not.
Draugard Posted September 26 Posted September 26 Immersed in the abyss of lust, I discovered that “bees” carry you off to the hive after three consecutive sex sessions... And I started wondering: what other lovers might do the same?
Ranot Posted September 26 Posted September 26 6 hours ago, Platinphoenixx said: gallery (files.zip, p.25): 1. sex_scene.lua calls serialize_table / retrieve_table, which are never defined -> the scene script errors on the first player scene. 2. init.lua defines OnPlayerSpawned and OnPausedChanged a second time at the bottom -> they replace the existing hooks, so the _init OnPlayerSpawned / OnPausedChanged calls never run. Merged into the existing hooks. 3. The birth child entry reads the VSC "name", but start_birth.lua stores the path in "value_string" -> born children are never counted (worm egg case included). 4. Entries created by a birth have no friendly_sex / double_sex / time / cum -> arithmetic on nil in gallery.lua and on the next update. retrieve_table defaults missing fields to 0. 5. Repeat friendly scenes (helpless_animal) were counted as forced. 6. localized_enemy_name / localized_birth_name are never set -> now uses translated_enemy_name. 7. nil guards for scene_stat (e.g. saves started before ln_sex_stats existed). Note on EntityGetFilename in start_sex.lua: after the renames (skullmage -> icemage, wizard_wither -> wizard_homing, worm_tiny_head, eel_head), start_sex_charmed.lua, animal_seduce_init.lua, the double-scene check in sex_scene.lua and gfx_mina/sex_gfx still use sprite names. I kept the sprite lookup for scenes and use the filename only as the stats key. I caught all except maybe the 6th. But dang... it's bizarre seeing it so well listed. 6 hours ago, Platinphoenixx said: - Animation Speed (default 130%): scenes play faster, same number of loops and cumshots. Rewrites frame_wait at init, needs a restart. - Gallery: stats persist across runs, toggle [ALL RUNS] / [THIS RUN]. Click an unlocked enemy -> scene viewer: big preview, stages auto or one by one, kobold/Mina, alt/double variants. Debug Mode shows every scene, also locked ones. - Womb effects: 100+ of a fluid gives a buff plus a side effect instead of periodic damage (lava = fire immunity / ice x1.5, chilly, electric, toxic, cursed, potent - table in README). Iron Womb removes side effects, Healthy Metabolism the dominant one. - Second round: before the enemy lets go it may start over (no intro, struggling possible again), max 3 rounds. Base chance setting, per-enemy values (wolves/hiisi/zombies more eager), ln_second_round_chance="..." on <Sprite> overrides. - Brood altar in every Holy Mountain: 1 of 3 blessings for your offspring. Costs being pregnant (kept) or 300 womb (taken) or 400 gold. Untested, please report: - Brood: full womb at conception gives twins/triplets. Fluids in the womb at birth imprint the children: immunity plus an aura that ignites/freezes/shocks/poisons/weakens nearby enemies. Children stay loyal, altar blessings apply to all of them. - Layered scenes: 137 scenes auto-split into enemy/player layers (pixel-identical to the originals), 75 show a belly bulge by womb fill (3 stages). Skipped on upright/hanging/frontal poses. [Belly] toggle in the viewer to check them. For animators: tools/ln_layers.py splits any scene with kobold + Mina sheets into enemy / player layers. New player figures or overlays (belly, clothes, ...) would only need drawing once per pose instead of once per enemy. Also attached for people who just want everything: complete pack = LNR 1.4.1 + all current community patches from the thread (credited in its README) + these add-ons + Summoner's Bonanza fixed for 1.4.1. Devs: happy to adapt anything you want to merge. Yeah, I may want to incorporate a few of these, lol. The layers is something I've wanted to do for a while, but I've been busy with other parts of the mod. I was also thinking of making the stats persist between all runs, but a debug mode with a previewer on top of it beats anything I was thinking about! 3 hours ago, kobold tinkerer said: yes, i felt useless for a moment. i thought i was just inadequately slow compared to other humans. Same. This caught me pretty off guard. I don't use AI for coding, so this was pretty wild to see, lol. 1 hour ago, Draugard said: Immersed in the abyss of lust, I discovered that “bees” carry you off to the hive after three consecutive sex sessions... And I started wondering: what other lovers might do the same? Just the "bees" for now. They can actually carry you away after sex just once, but it's guaranteed after several times, as you noticed. There's plans for other things though, don't worry! 3
Platinphoenixx Posted September 26 Posted September 26 Teaser: What i already have and will put here very soon: (at max 48hrs away) Spoiler A character editor located in the pause menu, right above the gallery with it's own UI and even a preview of your customized character in action! (does require FULL game restart to apply changes though) You may have also noticed, Kobold is in there too and... i also made new-ish body shapes. (adjusted what i could automate on the fly without any artistic blood in my veins... please help me) I tried my best to add some new clothing and accessories, but it doesn't always look great in the scenes with the creatures. But with my new layer system, it will be a lot easier to work with! So what's available as body shapes then? Look no further: (This is an older shot, i have since adjusted slightly.) Newer for the Kobold-Version: To fill the new character editor, i made some mostly bad accessoires! Yay: And then lastly, to make this much easier in the future, i made a tool that you can use to properly view such edits, see diffs directly and even make adjustments on the fly. That is barebones but works and is also practically done. The LNR Sprite Workshop. I hope this will be useful for people that actually can do proper art stuff. Feedback will be very welcome. What is currently what i work on: Spoiler Slime girl! And Mushroom Girl! So cool. Very simple, as i am a terrible artist. Basically pixel-by-pixel from the original models of actually talented people but with slight adjustments. This isn't too hard to make, so that might even happen with the next update, bu maybe it won't. Then: Picture-in-Picture. Noita makes you squint really hard to see the horny. This makes it at least possible to see what's happening without glasses. Thank me later. By default, this will use a basic 4x4 view of the current scenes, so it's never empty, with an optional (probably bad) smoothed one. The real goal would obviously be someone making some cool fitting pixel-art animations for this (pretty please!) This is the scale of how it might look in game. This is a concept. I know, you are probably shocked now. But don't worry. Cursed "Too-many-pixels-zombie" can't come and hurt you. Probably. The PiP will be a framework, i will not do animations for it. That's really far out of my league. What is in the "eh-maybe"-stage: Spoiler Eh-maybe? Classes. Originally i wanted to make unique looks have unique buffs and debuffs to make the game more interesting. Maybe even friendly-enemy swaps depending on your character race? Damn that would be cool. Hm. You may recognize Slime girl and Mushroom girl. That's because i hate that i can't make a succubus that doesn't suck (not in the good way, i mean... whatever). My other ideas: I thought maybe ghost girl would be a thing to make use of all the work for transparency-ing monster dicks and liquids? Maybe. Or maybe it's way too much work. Anyways... What do you like? Other ideas? This is basically all just color reskins. What i do have is basically a fully automated crop-setup, so whatever char i will do like this will probably be adaptable to all the body shapes in a few minutes only. Minus unique things. Fire hair. Hell yeah (literally, maybe) The "What i want to do but am way too not talented to do but i made a concept": Spoiler An X-Ray. I did kinda make good progress on translucency on slime girl, but if this works with so few pixels to work with, who knows. There will be a way though and people with more time can try! The entire thing/concept is a bit too much for me i think, but maybe. Maybe. i probably forgot a few things and i definitely didn't make screenshots of everything. Closing up: I love the collaborative spirit here. Obviously the goal is to implement my work into the mod. Feel free to use, distribute, modify and share without any additional consent. I'd be glad to have my stuff contributed to this cool mod. 2
Platinphoenixx Posted September 26 Posted September 26 (edited) 44 minutes ago, Ranot said: I caught all except maybe the 6th. But dang... it's bizarre seeing it so well listed. Hehe good job. 44 minutes ago, Ranot said: Yeah, I may want to incorporate a few of these, lol. The layers is something I've wanted to do for a while, but I've been busy with other parts of the mod. I was also thinking of making the stats persist between all runs, but a debug mode with a previewer on top of it beats anything I was thinking about! Please do. I HATE having to look through forum pages to find stuff. The goal was to contribute to the mod. 44 minutes ago, Ranot said: Same. This caught me pretty off guard. I don't use AI for coding, so this was pretty wild to see, lol. I actually feel bad since i only uploaded 20% of what i did. See my post above this with the teasers. The stuff in the first spoilers is basically done. Hoping some of it will help you guys make cool stuff @Vitalie If that wasn't clear enough, i'd like to contribute : D Edited September 26 by Platinphoenixx
kobold tinkerer Posted September 27 Posted September 27 3 hours ago, Platinphoenixx said: Teaser: What i already have and will put here very soon: (at max 48hrs away) Reveal hidden contents A character editor located in the pause menu, right above the gallery with it's own UI and even a preview of your customized character in action! (does require FULL game restart to apply changes though) You may have also noticed, Kobold is in there too and... i also made new-ish body shapes. (adjusted what i could automate on the fly without any artistic blood in my veins... please help me) I tried my best to add some new clothing and accessories, but it doesn't always look great in the scenes with the creatures. But with my new layer system, it will be a lot easier to work with! So what's available as body shapes then? Look no further: (This is an older shot, i have since adjusted slightly.) Newer for the Kobold-Version: To fill the new character editor, i made some mostly bad accessoires! Yay: And then lastly, to make this much easier in the future, i made a tool that you can use to properly view such edits, see diffs directly and even make adjustments on the fly. That is barebones but works and is also practically done. The LNR Sprite Workshop. I hope this will be useful for people that actually can do proper art stuff. Feedback will be very welcome. What is currently what i work on: Reveal hidden contents Slime girl! And Mushroom Girl! So cool. Very simple, as i am a terrible artist. Basically pixel-by-pixel from the original models of actually talented people but with slight adjustments. This isn't too hard to make, so that might even happen with the next update, bu maybe it won't. Then: Picture-in-Picture. Noita makes you squint really hard to see the horny. This makes it at least possible to see what's happening without glasses. Thank me later. By default, this will use a basic 4x4 view of the current scenes, so it's never empty, with an optional (probably bad) smoothed one. The real goal would obviously be someone making some cool fitting pixel-art animations for this (pretty please!) This is the scale of how it might look in game. This is a concept. I know, you are probably shocked now. But don't worry. Cursed "Too-many-pixels-zombie" can't come and hurt you. Probably. The PiP will be a framework, i will not do animations for it. That's really far out of my league. What is in the "eh-maybe"-stage: Reveal hidden contents Eh-maybe? Classes. Originally i wanted to make unique looks have unique buffs and debuffs to make the game more interesting. Maybe even friendly-enemy swaps depending on your character race? Damn that would be cool. Hm. You may recognize Slime girl and Mushroom girl. That's because i hate that i can't make a succubus that doesn't suck (not in the good way, i mean... whatever). My other ideas: I thought maybe ghost girl would be a thing to make use of all the work for transparency-ing monster dicks and liquids? Maybe. Or maybe it's way too much work. Anyways... What do you like? Other ideas? This is basically all just color reskins. What i do have is basically a fully automated crop-setup, so whatever char i will do like this will probably be adaptable to all the body shapes in a few minutes only. Minus unique things. Fire hair. Hell yeah (literally, maybe) The "What i want to do but am way too not talented to do but i made a concept": Reveal hidden contents An X-Ray. I did kinda make good progress on translucency on slime girl, but if this works with so few pixels to work with, who knows. There will be a way though and people with more time can try! The entire thing/concept is a bit too much for me i think, but maybe. Maybe. i probably forgot a few things and i definitely didn't make screenshots of everything. Closing up: I love the collaborative spirit here. Obviously the goal is to implement my work into the mod. Feel free to use, distribute, modify and share without any additional consent. I'd be glad to have my stuff contributed to this cool mod. do you plan to redraw all sex scenes with other mina versions?
kobold tinkerer Posted September 27 Posted September 27 3 hours ago, Platinphoenixx said: I actually feel bad since i only uploaded 20% of what i did so this is what singularity feels like 1
Platinphoenixx Posted September 27 Posted September 27 5 hours ago, kobold tinkerer said: do you plan to redraw all sex scenes with other mina versions? No… I uhm… the models are almost the same, so I developed a tool that extrapolates the diffs between the models and automatically applies them. It won’t be absolutely perfect, but I think it’s pretty good and there is a lot less work with the layer system. And I kinda already finished that. buuuuut I’ll upload my tool later, so you can do the same! Some automation stuff is very limited to my setup so I cannot provide automation software, but it should make edits easier nonetheless.
kobold tinkerer Posted September 27 Posted September 27 27 minutes ago, Platinphoenixx said: No… I uhm… the models are almost the same, so I developed a tool that extrapolates the diffs between the models and automatically applies them. It won’t be absolutely perfect, but I think it’s pretty good and there is a lot less work with the layer system. i dont get it. how it will work for example for these sprites? if i make my kobold thicker, how it will change it in the scene?
Platinphoenixx Posted September 27 Posted September 27 (edited) 1 hour ago, kobold tinkerer said: i dont get it. how it will work for example for these sprites? if i make my kobold thicker, how it will change it in the scene? Well, I’ll upload my tool soon so you can try it out. But my models if you look closely, are much more similar to the original Mina model. So I automated some marked pixels. The tool cannot 100% extrapolate the pixels in every scene, so some may look less slim for example for the different body shapes. it comes down to the fact that I basically developed a skeleton frame for the characters. The goal being that you can have a good basis for where hands, feet etc are in a scene and only need to make adjustments. Real Skeletons still will need to be adjusted by hand, but it should hopefully make life easier: Edited September 27 by Platinphoenixx 1
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