[Visual Novel, F/F] Saint Miluina's Visual Academy v0.6.5

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Re: [Visual Novel, F/F] Saint Miluina's Visual Academy v0.6.

Postby zinx43267 » Sat Apr 30, 2022 6:57 am

viewtopic.php?f=79&t=61405 could you do what this game did for MVA?
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Re: [Visual Novel, F/F] Saint Miluina's Visual Academy v0.6.

Postby Whereaminow27 » Sat Apr 30, 2022 8:33 am

Will this be like it was, or is this going to be remade in that stupid RPGmaker engine?
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Re: [Visual Novel, F/F] Saint Miluina's Visual Academy v0.6.

Postby Anunnaki » Sat Apr 30, 2022 8:55 am

As I have said before - this project will not touch RPG Maker, RenPy, or any existing tool of that sort. We are creating a new engine for directly translating Twine games into a visual medium. It will follow the previous SMVisualA's approach closely, but the Kisekae-based graphics will be replaced with art drawn by Shevron and posed in-engine.

I'm honestly getting a little heated about the degree of ignorance in this thread. As a game engine, RPG Maker is a dumpster fire on its best day, and the idea of translating multiple novels' worth of text into its dialog system isn't even worth my time to respond to. I went through a lot of trouble to write this bespoke browser scraper and intend to use it again. You'll just have to be patient.
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Re: [Visual Novel, F/F] Saint Miluina's Visual Academy v0.6.

Postby Winny » Sat Apr 30, 2022 10:47 am

Anunnaki I just want to say thank you for not giving up. Even though problems have arisen from the entire debacle, I just wanted to tell you thank you! <3 Mucho love.
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Re: [Visual Novel, F/F] Saint Miluina's Visual Academy v0.6.

Postby Susuko » Sat Apr 30, 2022 5:29 pm

I liked the game and would like to know when will the remake of the game will be.
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Re: [Visual Novel, F/F] Saint Miluina's Visual Academy v0.6.

Postby Gamma47 » Sat Apr 30, 2022 6:00 pm

Susuko wrote:I liked the game and would like to know when will the remake of the game will be.


In a previous post Anunnaki stated they were hoping to have the project overhaul ready to launch by summer, but at this time there is no way of knowing for sure.
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Re: [Visual Novel, F/F] Saint Miluina's Visual Academy v0.6.

Postby HungryIguana » Sun May 01, 2022 11:54 pm

Anunnaki wrote:I'm honestly getting a little heated about the degree of ignorance in this thread.


Indeed. Frustratingly, people do not seem to care to actually read what was posted.

For my part: keep going Anunnaki, that scraper of yours sounds like something thats gonna make a lot of projects massively more enjoyable.
On a side note, congrats to not taking the anarchist approach.
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Re: [Visual Novel, F/F] Saint Miluina's Visual Academy v0.6.

Postby lurker1111 » Wed May 04, 2022 8:52 am

The game is about murdering teen girls through agonizing torture for sexual satisfaction. Funny you take this moral highground. Its cool that youre chosing to make a new engine, but personally i dont buy the excuse.
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Re: [Visual Novel, F/F] Saint Miluina's Visual Academy v0.6.

Postby heromc » Wed May 04, 2022 9:18 am

lurker1111 wrote:The game is about murdering teen girls through agonizing torture for sexual satisfaction. Funny you take this moral highground. Its cool that youre chosing to make a new engine, but personally i dont buy the excuse.

The game is a work of fiction. I'm not too sure how the game morals have anything to do with what he's choosing to do.
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Re: [Visual Novel, F/F] Saint Miluina's Visual Academy v0.6.

Postby Achenar » Wed May 04, 2022 11:31 am

lurker1111 wrote:The game is about murdering teen girls through agonizing torture for sexual satisfaction. Funny you take this moral highground. Its cool that youre chosing to make a new engine, but personally i dont buy the excuse.


Behold: the list of people who asked whether you "buy" Annunaki's reasoning or not:
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Re: [Visual Novel, F/F] Saint Miluina's Visual Academy v0.6.

Postby ryanshowseason3 » Wed May 04, 2022 11:55 am

It's amazing to me that people who received something for free are upset about the manner and speed of its delivery.

I for one thank you for even considering the continuation of the project.
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Re: [Visual Novel, F/F] Saint Miluina's Visual Academy v0.6.

Postby Potatogggm » Wed May 04, 2022 2:38 pm

ryanshowseason3 wrote:It's amazing to me that people who received something for free are upset about the manner and speed of its delivery.

I for one thank you for even considering the continuation of the project.


Some people here are so disrespectful and ungrateful it amazes me :(
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Re: [Visual Novel, F/F] Saint Miluina's Visual Academy v0.6.

Postby Anunnaki » Wed May 04, 2022 11:02 pm

I really appreciate the support from this community, and I'm doing everything I can to get the new version out in a timely manner. Today I implemented a weighted mesh for characters' limbs, taking Shevron's base art and allowing it to be fully animated, posed, and scaled. Here's a very basic example (with a rough mesh to be refined later in development) showing off normal Mary, Chonky Mary, and Shortstack Mary:

Image

You'll be able to customize your character's body proportions thanks to inverse kinematics, allowing even unusually tall or short characters to perform swallowing animations! Other customizations include the sort of thing you'd expect from most character editors (hair color/style, facial type, skin tone...) and a few more specific ones (nipple type, pubic hair, piercings).

lurker1111 wrote:The game is about murdering teen girls through agonizing torture for sexual satisfaction. Funny you take this moral highground. Its cool that youre chosing to make a new engine, but personally i dont buy the excuse.


If you honestly believe that your fetish defines who you are as a person - if you are not mentally developed enough to separate fantasy from reality - then being here is dangerous for you, and you should leave until you have matured. There's a reason we don't give porn to children.
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Re: [Visual Novel, F/F] Saint Miluina's Visual Academy v0.6.

Postby Gamma47 » Wed May 04, 2022 11:10 pm

Ooo, love the new art direction.
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Re: [Visual Novel, F/F] Saint Miluina's Visual Academy v0.6.

Postby Sternyberby » Wed May 04, 2022 11:38 pm

Thank you for even considering continuing the project, I know this is going to be an insane amount of work but you’re doing what’s right, and judging from the sample of the new art direction the end product is going to be even better than how this started out. No matter how long it takes I’m seriously looking forward to the finished product and if there’s anything the average degenerate on this site can do to help, please let us know!

Don’t let any fools like lurker get to you, and thank you again for your commitment Anunnaki
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Re: [Visual Novel, F/F] Saint Miluina's Visual Academy v0.6.

Postby Whereaminow27 » Thu May 05, 2022 12:59 am

lurker1111 wrote:The game is about murdering teen girls through agonizing torture for sexual satisfaction. Funny you take this moral highground. Its cool that youre chosing to make a new engine, but personally i dont buy the excuse.


.... what exactly are you here for. Apparently this site isn't for you, yet you not only came here, you made an account, and etc....... Either you are having a mental break, or are a troll :?


Can't wait to see what the new engine will be like.
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Re: [Visual Novel, F/F] Saint Miluina's Visual Academy v0.6.

Postby vAte » Thu May 05, 2022 1:43 am

Anunnaki wrote:It's not about fear of exposure; it's about living one's life with integrity and honoring contracts which one freely entered into.


This is my first time posting on the forum, but I wanted to voice my immense respect for both the incredible technical effort of rebuilding the game in an entirely new system, and your reasons for doing so.
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Re: [Visual Novel, F/F] Saint Miluina's Visual Academy v0.6.

Postby AGenericPervert » Thu May 05, 2022 5:02 am

Art direction looks tastefully in-line with what people are already used to from the mod, on top of seeming flexible as heck - fantastic job hitting the sweet spot, provided this works as intended.

It's funny, I think your mod adds more enjoyment to SMVA than is in the base text-only game, at least for me.



...So, with you mentioning customizing body proportions, does that mean you could play a character that starts with a potbelly/paunch? I'm one of those wierdos that really likes a paunch on preds, so I have more than a bit of a vested interest here!
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Re: [Visual Novel, F/F] Saint Miluina's Visual Academy v0.6.

Postby Seifens » Thu May 05, 2022 3:57 pm

AGenericPervert wrote:...So, with you mentioning customizing body proportions, does that mean you could play a character that starts with a potbelly/paunch? I'm one of those wierdos that really likes a paunch on preds, so I have more than a bit of a vested interest here!

Unless I miss my guess, this looks like it's using unity's 2d animation rigging or something similar, so what you have is a bunch of flat sprites that are overlaid paper doll style and attached to bones that can be animated. The sorts of size changes shown in the image above are done by changing the length and scaling of specific bones, but this can't really change fundamental shape of the character without distorting the source art. Ideally what you'd do is have variations of the art to swap to when you want to animate it differently or pass certain thresholds.

It makes me think of that one version of A High Stakes Game that used Live2D to rig kisekae characters to pretty great effect. But even there the points where it swapped out the normal for full bellies would push the part being swapped out of frame so it wasn't as jarring.
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Re: [Visual Novel, F/F] Saint Miluina's Visual Academy v0.6.

Postby Anunnaki » Thu May 05, 2022 5:53 pm

Seifens wrote:
AGenericPervert wrote:...So, with you mentioning customizing body proportions, does that mean you could play a character that starts with a potbelly/paunch? I'm one of those wierdos that really likes a paunch on preds, so I have more than a bit of a vested interest here!

Unless I miss my guess, this looks like it's using unity's 2d animation rigging or something similar, so what you have is a bunch of flat sprites that are overlaid paper doll style and attached to bones that can be animated. The sorts of size changes shown in the image above are done by changing the length and scaling of specific bones, but this can't really change fundamental shape of the character without distorting the source art. Ideally what you'd do is have variations of the art to swap to when you want to animate it differently or pass certain thresholds.

It makes me think of that one version of A High Stakes Game that used Live2D to rig kisekae characters to pretty great effect. But even there the points where it swapped out the normal for full bellies would push the part being swapped out of frame so it wasn't as jarring.


You'd be correct! There's a separate belly layer that gets added with its own rigging, allowing for bumps and struggle animations. Here's a very primitive version of this from a few weeks ago, using much older prototype art and an animation I slapped together in fifteen minutes:

https://vimeo.com/706732629

You'll notice that even at this early stage, the belly layer scales all the way from "live prey" down to "potbelly." We'll likely use a slightly smooshed version of the potbelly for characters who are the normal kind of fat.
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