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Battle Test 3 (v0.0562) Inner Circle Release!

🕑 Added 2018-03-25 02:34:56 +0000 UTC
Battle Test 3 (v0.0562) Inner Circle Release!

Comments

Jamie C.

I figured ok that was the only thing I ran across. Other than that it runs like a dodge charger :) cant wait.

Quick update-- I have the procedural automation network working. Automated a lot more than I was thinking I could. Still have a few things left to do, but once done it will handle Uber's lighting system, post processing, positioning and scaling portraits, and auto-cropping portraits -- for all the game's portraits -- in a single click :D. And it's modular/scalable to boot. Will be adding enemy lighting to it as well. It outputs in a way that I just have to run a batch script in order to rename files so they can be used by the game. <a href="https://cdn.discordapp.com/attachments/418449471760891904/428443407673720836/network.png" rel="nofollow noopener" target="_blank">https://cdn.discordapp.com/attachments/418449471760891904/428443407673720836/network.png</a>

AltairPL

Unfortunately, it's exactly like MangoFishSocks wrote, thanks BTW :D. Main problem is that we've found out about it way too late, and there's nothing we can really do to fix it, short of removing the most problematic element (RPG Maker) from the equation ;).

MangoFishSocks

Fullscreen resolutions breaking is a known issue. It's an incompatibility with RPG Maker. They recommend starting the game without RPG Maker's fullscreen mode through the F1 menu and then using F5 to set it to fullscreen through the game itself. This has bad anti-aliasing, though.

Jamie C.

ok interesting nothing on my end seemed bad, I struggled to make it break to fins any errors but I am just not seeing anything. Only thing I did find but i brushed off is resolution. I am 1920x1080 and the game does not seem to acknowledge that. and so good portion of Neon and Malise are hidden by the edges of the border. I looked in options to find a solution but there is none is this not meant to run on that screen resolution.

dd209

Ah, wasn't aware of that. Thanks.

MangoFishSocks

Yes, logically post-processing would be everywhere or nowhere, but so far the only feedback we can give is on this one scene, and if it looks better in, say, lighter areas, to a greater extent than it not looking as good in darker areas, then that's a net positive and the consensus would be to add it. Nothing is set in stone, of course.

The cool thing about this setup is I can have it in some environments and not others. So really this workflow isn't about unique lighting for environments, but post processing in its entirety. EDIT: For now at least :D. If we choose to do some of it in-game in real time later then that'd change.

MangoFishSocks

That image without the post-processing looks much better to me. Sure you've lost some of that cinematic effect (which I think is better left to cinematics like cutscenes) but the retro style is definitely still there and the picture is much clearer comparatively. As for delaying the IC update, take all the time you need especially if it makes things more convenient for you later down the line. I'd say drop the chromatic aberration for now and try again later once you have some different scenes and lighting set up to get some personal and community feedback.

I really recommend checking out this video for an idea of what I mean when I say "retro cinematic" :D <a href="https://www.youtube.com/watch?v=er416Ad3R1g" rel="nofollow noopener" target="_blank">https://www.youtube.com/watch?v=er416Ad3R1g</a> It needs a lot of supporting elements to make it work though, and I don't think those are in place yet (I'm looking at you, UI skin).

So, a few things going on here--- I'll update and re-render the poses with the wetness textures because they definitely don't look as good in 720p (the sparklies). As for the brightness, I think people are getting tunnel vision from looking at a single scene. It's probably not the best scene to be using for this but doing another right now would just cost more time. Regarding some of the post-processing -- I'm not quite certain things are clicking yet with the direction I'm taking the visual style, and I don't think I'll sell you on it without more of the full package. For now I can strip some of that off and it will look like: <a href="https://cdn.discordapp.com/attachments/418449471760891904/427646990973796364/1080p_no_CA.png" rel="nofollow noopener" target="_blank">https://cdn.discordapp.com/attachments/418449471760891904/427646990973796364/1080p_no_CA.png</a> Unfortunately I have zero automation with the new workflow so it's very laborious to process all these portraits. In light of that I'm going to work on some makeshift scripts for batch processing / renaming portraits instead of doing an IC update tonight. This is a necessary step anyways and will save a lot of time.

Mostacho

<a href="http://www.myspace-tricks.de/uploads/images/2018-03-25/ycC7aTjB1p.png" rel="nofollow noopener" target="_blank">http://www.myspace-tricks.de/uploads/images/2018-03-25/ycC7aTjB1p.png</a> I can still fight without mistakes or other disturbances. I don't know the possibilities you have to portray the characters, but I have to admit the look has become more authentic. Nevertheless, Malise seems to be in motion and cannot be seen sharply. With neon, it doesn't matter that much. Neon looks extremely authentic. I think it's just her face, her hair and the weapons making Malise look fuzzy. If there's anything sharper to add, the rest would fit. Should there ever be a scene in which Malise comes out of the water, then she is welcome to shine 😉

BAB PEEG

Going to say it straight I am annoyed but I understand the project had to be rebooted the girls look so much more ALIVE it's fantastic.

AltairPL

Just remembered, you can always hold SHIFT to make the time pass at normal speed. Not perfect, but always something.

AltairPL

Found and fixed. Only Actions timing was affected, so if you want, you can still set Input to 0%. Ero has some hardware problems at the moment, so no idea when patch or whole build will be (re)uploaded. Thanks again for the report.

And to explain my loght rig, it is tool where we prerender stuff and we can tweak brightness and color of lights without rerender, so ero can make her butt brighter in one day on all portraits oh and also sweatyness or water droplets on malise are too small so it deff looks weird, forgot to mention to ero, my bad :D

To regard this, yes it created some disagreements in our dev team but for you guys it should be good to know we read feedback and try to figure out whats the best. I personally like it when it blends well in background and character outlines dont really scream at you, while you look at it all the time. Also this is particularly dark area combined with further battle backgrounds. I personally dont mind aberration and grain but ero likes it so decision is up to him

AltairPL

Whooops... apparently nobody tested it &gt;.&gt; . Thanks for the report, will take a look ASAP.

AltairPL

For various reasons, I'm gonna leave graphics stuff explanations for Eromancer. @Fredinator - borked fullscreen is known RPG Maker and wide-screen incompatibility... unfortunately, there's nothing I can do about it, but stay tuned for the upcoming IC update for a hint what my plans are.

same for me as mango said !

MangoFishSocks

Again no bugs so far. The grading and chromatic aberration I think is best left to cutscenes and the overworld. It makes the most physically appealing part of the game, the in-battle portraits, less clear especially with the darker shades. It's a good experiment and a good thing you tried it but with negative results. Are the spots/sparkles on Malise's body at minor lust sickness the effect of Ubercharge's texture-based wetness mapping technique shown in the Inner Circle Update of January 31st? Meant to showcase sweatiness? The idea is great but in practice it looks odd. Like a Twilight vampire. Maybe just make her skin more shiny and add fewer, larger drops of sweat if at all possible.

Fredinator

I totally agree. The HDR and lighting is nice but I want to see the girls clearly. Especially Malises butt is barely visible and I want to see that marvelous thing. Also I have some strange white sprinkles on malises body after first arouse level. It's visible in the screenshot above but it is way more visible in my game. And for some reason when I go fullscreen it changes the aspect ratio to 4:3

dd209

I think there's a bug when you set ATB gauge during both Input and Actions to 0% (with concurrent actions disabled). The game simply froze after the android (forgot her name now lol) took a shot - music continued to play and characters played their idles but everyone's ATB stopped and I couldn't do anything except force-quit. Setting the gaueg to default speed for actions seemed to be fine.

Somnovox

Same. It had a grainy/washed out look to it. Not sure what's going on there, but it doesn't look much at all like the images you've been showing. If it's a hasty mockup, I can understand, but the previous battle test looked better.

The game looks great, but it kinda has this grainy effect that I'm not a big fan of. Also the new lighting helps the girls portraits blend in with the environment, but tbh I'd rather see a more defined lighting on the portraits. So we could get a better view of the girls' assets and the upcoming h-scenes.


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