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Some more art, but first, a question! For TLS 0.55.3, I'm going to include a new room where sprite animations can be seen simultaneously. I could theoretically have let players input something and view any given animation, but I felt that method would be a pain on several levels. That means there's going to be duplicate Simons everywhere, along with other copied characters.

Do you think I should just lean into this and organize all of a character's scenes together? Try to space them out a bit? This area of the game will be bluntly some sort of gallery, not an in-world event, so that sort of logic isn't relevant. Any thoughts as to the distribution?

As for the art itself, hope you like the scenes! We experimented with different styles for the two different Wendis ones, and after much negotiation, ended up with this. I'm quite pleased by the relaxed Riala one. ^-^

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Peter

Just speaking for myself here, as I had a little fun going through guessing who fit the sprites and positions, I’m fine with no particular ordering scheme. Since it’s a gallery room, just touring around will be fun enough for me. If it helps though, I guess sorted from couples to threesomes would make sense? Edit: Sorry, forgot to say that I love the pics! Got a soft spot for the “old fashioned” ones at the end. XD

Ditto

I've seen galleries done in a few ways. 1) Sprite Gallery - This is nice but it can take up space still you could section it into rooms with the Scene Title on the door. Something like a Love Hotel. I seen this something like this done in Nightmare★School~Lost Girls~ since it had lots of sprite sex. 2) Painting Gallery - I seen this in Mega Milk Story where thumbnails of the scenes are hanging up on the wall. It makes a fancy room to highlight progress though might give off Lustlord vibes... You could use 'living statues' of the sprites to make it look like a noble art collector fancy. 3) Main Menu Gallery - This tends to be a clean gallery most expect with only thumbnails but does mean setting up a system save for tracking. 4) Probably the least classy is simply an item called 'Book of Memories' that just has the player select the scene they want to play. However it's not exactly horribly painful either... As for distribution em scenes with individual girls then a separate one for group & miscellaneous/comedy. Really though anything but a room filled with Blank Crystals would be fine. Trying to find the scene to an old game can be a bloody nightmare with those :P The art itself is good <3 You and your artists put a lot of work into them!

Decanter

Here's my first idea: Cluster the scenes together on one map in, like, compact hotel type rooms with just a bed and one tile's worth of floor space, one-tile-wide walls even. Pack them tightly for quick viewing from outside, several rooms visible in the game window at once. If the player wants to block out other animations playing around them, they can enter the room, which will a) activate a simple opaque filter/overlay graphic that hides other rooms by blocking view of anything not near the player and b) render the player character invisible. Both effects to be reverted upon leaving the room. This can be accomplished by events you copypaste so I think it wouldn't be a lot of extra work. If needed for performance reasons you could also have events not animate until the player enters the room, just a still sprite until then for browsing purposes. As for which scenes should be located where... I dunno, maybe follow the layout of Yarra's harem menu and sort by character? Threesomes along one side, maybe a fifth column?

DragonWarrior45

Well, I think its a good idea to just group all of one characters scenes together, but also since it's a gallery why not just tie it to Reflect, the scene viewing ability that Simon learns from Esthera? Then it can also still fit in as an in world event (I think?).

BleBle

Mmm I dont know if it can be done this way but I think more simple: There are two beds in the basement, one main bedroom with two orbs, and another where yarra is, unused. In main bedroom can be done with randoms like is working right now. The other bedroom can use it for more specific scenes: -Clicking on the bedroom, A menu appears and you specify wich one you chosses. Profit. The scenes are good, but I am dissapointed with the last one: I expected to dream with an skeleton not and illusion.But okay.

sierralee

Thanks for giving your thoughts! I personally think there's some appeal to just having everyone together too, but I wasn't sure how most people would feel.

sierralee

Thanks for giving your thoughts in the abstract, but I should have clarified that this one is going to be more limited by the nature of the sprites. Instead of choosing among blank crystals, you'd probably be seeing all the sprites simultaneously.

sierralee

That's not a bad idea, but full disclosure, my plan for this was more "all sprites on a crystal floor" level of work. Following the harem menu is an interesting idea, though. It'd make for uneven columns, but it would be a logical grouping.

sierralee

The gallery script is custom coded and can't handle sprite animations, otherwise that would be a perfectly fine idea. Thanks for sharing your thoughts!

sierralee

Thanks for giving your preference, but I probably wouldn't be able to do it that way. RPG Maker isn't good at handling large menus, and this one would have to be quite large. The main bedroom will stay random like it is now, though.

Decanter

Last I checked, you can also copypaste regions of tiles in the RPG Maker editor. I dunno why you asked about possibly spacing them out a bit, if not to keep the player from seeing a bunch of sprites at once. If you just want to keep the player from seeing a bunch of animations at once, and still sprites are fine, you could just have each event not animate until interacted with. But if you're just going to stick the animations on the floor and not in bed, you should at least pick a more neutral floor than the busy crystal floor. Simple white marble perhaps. Bed would look less weird though. Also please don't do the thing where the animations automatically end. Let the player control that. I just realized that hasn't been brought up in these comments yet.

sierralee

My communication about my intentions may have been worse than I thought. The plan is for all the animations to be looping, simultaneously. I don't want to stop players from seeing multiple animations at once, I was more asking if anyone had strong feelings about that. The spacing question was regarding how many people want on screen at once, though perhaps poorly stated.

Lamsey

Is there some sort of in-world justification for the proposed sprite-sex room, or is it just a fourth-wall break for porn purposes? I'd rather see something that makes sense within the context of the game, such as adding the lower floor of the HQ and putting the sprite animations as triggerable events on the beds in each character's room (or in Vhala's case, the comfy chair where she's reading a book whilst wearing earplugs). Just having a no-context room with dozens of gyrating Simons seems a bit jarring in a game that strives to be more than just porn, but maybe I'm straying too far from the mentality of the usual adult game player.

sierralee

This one doesn't have an in-world explanation and won't be mentioned by the characters in much dialogue.

Treeman4

While it may not be a very good solution, perhaps the trigger to select the various sprite scenes would be set up as... Thought bubbles in some of the beds around the base/extra dimensional base, these could just be the sprite's own head in the bubble like the icon for the over world. But again that's just my two cents. The art looks lovely, and I'm hoping you can find some way to integrate them that you enjoy.

Runcible Technician

I'm in the camp of a sort of aftergame gallery like the one in Ouroboros.

Decanter

Well, if a contingent of people who don't like seeing a bunch at once become known after the release, the overlay approach could be applied after the fact. Actually, could probably do it as parallel process event in that map, triggered by a keypress, similar to how party switching is activated.

Aris Katsaris

I probably prefer them grouped by character. And the ordering/placement of characters to have some logic into it also, because if it doesn't have any logic to it, it'll be an itching in my brain. :-) By "logic", I mean something like "ordered in the same order we see them in the Harem pages" or "ordered by the order we encounter the characters in the game", or possibly even "ordered by Simon's chronological knowledge of them" -- so (in the last of these options) you'd get first the characters with lots of history with Simon (like Wendis, Wynn, Riala, Sarai), then characters like Hilstara, Robin, Carina, then we reach characters like Altina, Aka, Yarra, Qum whom we meet in-game. Btw, it actually annoys me that I can't figure out what order the scenes are in the Reflect skill. Is there some logic there? It doesn't seem to be either alphabetical, nor order by which we encounter the scenes in the game, nor ordered by character really.

Aris Katsaris

You could just have Yarra say that she had the mages make an illusion room of sexiness, filled with sexy memories of sex.

sierralee

Thanks for giving feedback on the potential logic; that's the sort of thing I was curious about. The Reflect menu is supposed to be generally chronological, and it's certainly chronological in terms of the order they were put into the game (since they're all manually added to the Reflect script). When scenes get retroactively added, they might not match their exact time. The other exception is that I threw the Chosen scenes at the bottom, presuming people don't want to start with those.