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VN Game engine for Studio/NEO/PlayHome/CharaStudio (upd 18-04-2019 - v12.0)

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  • [Utilities] VN Game engine for Studio/NEO/PlayHome/CharaStudio (upd 18-04-2019 - v12.0)

    A plugin for making... may be VN-like-games in Studio / Studio NEO / PlayHome Studio / CharaStudio (Koikatsu).
    (Also a lot of utilities to manipulate camera and scene)

    Why?
    Imagine that you have a number of scenes in Studio / NEO, with one storyline. Or multi story-lines with choices. Or just a scene with some cameras to move between them. Or scene you want manipulate by buttons.
    With this plugin you can made a small vn game, where you can navigate between scenes, or cameras, or changing a scene to tell your story.

    It's heavily based on HS Console (http://www.hongfire.com/forum/forum/...ed-19-mar-2017), so be careful, if you have it. (Also, great thanks to TheHologram for made it)

    Ready games and utils for VN Game Engine (separate thread)

    Very useful Scene Save State mod for VNGE

    Features

    All engines (Studio, NEO, CharaStudio from Koikatsu):
    For users:
    - Play games
    - Navigating using mouse or keyboard (Z,X,C,V,B keyboard buttons)
    - Autotranslating (using XUnity.AutoTranslator) for game texts to your own language (unstable and ugly, but it works)
    - Automaking list of all games for startup
    - Includes several games in distro:
    Spoiler

    - Simple demo - small school story for 3-5 minutes (for Studio/NEO/PlayHome/CharaStudio)
    - VNSceneScript / Demos / Simple demo - another small school story for 3-5 minutes (for NEO/PlayHome/CharaStudio)
    - Ruris dream - small intro about sleeping girl (for Old Studio)
    - Laboratory Girl - a laboratory girl story. 5-10 minutes (for CharaStudio)
    - VNSceneScript / Demos / Hot Story - 3-5 minutes story about girls on hot springs (for CharaStudio)
    - VNFrame Tutorial - interactive tutorial for making stories (for NEO/PlayHome/CharaStudio)
    - Techdemo - technical features demo - animated cameras, switching animations, etc. (for Studio/NEO/PlayHome/CharaStudio)
    - Game based on VNSceneScript files - how to make a game, basing on long linear VNSceneScript files (they are easy to make) - see "Easy way to make a kinetic Visual Novels..." section below.

    For scene creators
    - A set of utils for mass replace characters, move/rotate/scale using buttons, add a tree of items etc.
    - Utils for making set of animations (see VNFrame - it evaluate difference bitween scenes and interpolate from one to another)
    For developers
    - show text from different charactes, making choices using buttons, programming game logic using Python
    - loading scene
    - switching between in-scene cameras
    - animate between in-scene cameras
    - loading animation for characters
    - manipulating characters (varies from engine to engine)
    - Utils: setting timers, move to start screen using Ctrl+F3, hiding main text screen using Ctrl+F8, zoom_in, zoom_out animated functions
    - Fake lip sync (since 7.5)
    - Includes several frameworks to make a games and stories (needed for developers):
    Spoiler

    VN Scene Script
    Provides a way to script your story just inside scene editor (by naming the folders)
    Simple and target for beginners. Easily adapts to existed scenes, where story is telled by switching camera from 1 to 10.
    An examples included in core
    Documentation and so on
    Why do you need VNSceneScript? (is under spoiler)
    Spoiler

    If you try VN Game Engine, you understand, that usually you need these resources to make a game:
    - 1 or more scene files - to show graphics )
    - PY (Python script) to save texts, make choices, etc.
    If you want to share your creation, you, of course, need to pack PY, Scenes etc.

    It's a correct way, but it's too long - especially, if you need some simple game in 1 scene and with 1 button "Next >>" (so 1-lined stories also usually called "kinetic novels")

    So, VN Scene Script is a way for not saving texts and game actions in PY file - but, instead of, save it in NAMES of folders in Scene Editor.
    As a result of using VN Scene Script, you don't need PY file - only scene PNG file, that you can share in usual way (or use it in game itself like completed story element - like introduction, one of finales etc. - because we have game functions to show entire VN Scene Script file)

    Of course, saved elements need an interpreter to show the story - and this interpreter is already included in engine. It runs by F7 button (full mode) and F8 (just view).

    So about this approach,
    Pros:
    - compact saving - only PNG file needed. No name handling etc.
    - simple edit just in scene editor. No need for Python knowledge (instead, you must learn several commands of VN Script language)
    - classic Python script has a problem with non-latin chars in PlayHome and CharaStudio. If you work inside editor in VN Scene Script approach, you can show any text, because it loads from folder names, not from PY files.
    - simple working for in-game resources (show/hide elements)
    - you can construct game even in visual mode in touch with VNFrame - see this post: http://www.hongfire.com/forum/forum/...42#post6224742 for start tutorials

    Cons:
    - one scene - one logic. For several scenes you must use PY file.
    - almost impossible to construct complex logic (several choices etc.)
    - restricted set of scene actions (can be solved by VN Scene Script extensions)

    So, if you want to start making text captions to your scene - it's a good choice. If you want to do more, you can always combine this approach to classic PY code.


    VNActor-VNProp (from countd360)
    Classes that provide functions to manipulate characters and items/folders in NEO-based engines (NEO/PlayHome/CharaStudio)
    You must just mark one or several objects or chars on scene to manipulate it in code.
    Suits, if you want to make one or several changes to concrete character or object.
    (Exampls will be provided in future, now see Laboratory Girl example and core functions scenef_register_actorsprops (for registering actors and properties)
    scenef_get_all_props, scenef_get_all_actors, scenef_get_prop, scenef_get_actor functions)


    VNFrame (from countd360)
    High-quality framework to make an anime-styled movies or kinetic visual novels (for NEO/PlayHome/CharaStudio, but mostly for CharaStudio)
    Provides an utility called "script_helper" to calculate the difference between to scene states and packed it to code (to smoothly animate between them)
    Use it if you want to made a lot of animation inside scene
    There are high-quality demo Laboratory Girl and tutorial for using framework (included in 8.5)
    (this framework is supported by countd360, so all questions is up to him)

    Ruris dream (from @Kningets)
    Framework for Studio (classic).
    Provide the original idea to VNFrame framework.
    Examples include in core.
    Doesn't contain script_helper, so you must calculate the changes in scene manually. Also used in Ruri's Adventure (see in Games section)
    Use it if you want a lot of animation using Studio classic
    Keyboard shorcuts (editable in INI file):
    Spoiler
    - Ctrl+F8 - show/hide main window
    - Ctrl+F3 - return to title screen
    - Ctrl+F4 - dump camera state (saved in dumppython.txt)
    - Ctrl+F5 - dump scene state (saved in dumppython.txt)
    - Ctrl+F6 - print list of scene characters in console



    How to install and use?

    You'll need IPA for Studio/NEO/PlayHome, or Bepis for CharaStudio.

    - download and unzip
    - run Studio / NEO and see throw demos

    Screenshot of correct installation:
    Spoiler
    Click image for larger version  Name:	scr_inst_corr.jpg Views:	3 Size:	140.5 KB ID:	6191980





















    Troubleshooting during installation
    Spoiler

    CharaStudio: console loads and just disappeared
    Spoiler

    Reason: some plugin blocked HS Console
    Solution: find conflicting plugin.
    I have a report, that configurationmanager.dll from some versions conflicts with HS Console, so try disable it.


    CharaStudio: no window appears
    Spoiler

    Try toggle Python Console:
    set up ShowAtStartup=1 in Console.ini (located in Plugin/Console or BepInEx/Console)

    Due to unknown reason, it helps on some installations.



    (For NEO users I also highly recommends HSUS plugin, it efficiently decrease startup time, from 60-90 to 4-5 seconds on my machine ( http://www.hongfire.com/forum/forum/...06-08-2018-206 )


    - demos can be find in Plugins/Console/Lib - all commented and detailed described
    -- maingamedemo.py - for main demo (example VN game)
    -- simplegamedemoadv.py - for simple demo, where we get only one button (Next >) and only loading scenes (example VN game)
    -- techdemo.py - for technical features demo

    - scenes for Studio located in UserData/Studio/game_subfolder (for NEO - in UserData/studioneo/scene/game_subfolder)

    (old description for version under 5.0 - how to add your buttons to game under spoiler)
    Spoiler

    -change Plugins/Console/Console.ini startup script at end.
    for example, if your game is in file mycoolgame.py, so print:
    >>import mycoolgame
    >>vngameengine.vngame_window_studio(["Start My Cool Game >"], [mycoolgame.start])
    or for NEO:
    >>vngameengine.vngame_window_neo(["Start My Cool Game >"], [mycoolgame.start])

    - game engine located in vngameengine.py, but you don't need it normally

    Sharing your works

    If you want, you can share your results in this theme: http://www.hongfire.com/forum/forum/...ames-and-utils
    Please, provide in ZIP
    - your game.py in Plugins/Console/Lib (no need for additional scripts)
    - necessary scenes in UserData/Studio/game_subfolder

    (During game made, please, try to use usual (non-moded) clothes and objects - so, if you want to distribute it, other players will have all needed files.)

    Good luck, have fun

    Download

    v12.0 for Honey Select Studio/NEO
    Link: https://mega.nz/#!MmQRCApQ!gaNadpbpP...b64CJf9cOxhz5g

    v12.0 for Koikatsu CharaStudio:
    Link: https://mega.nz/#!suAhDaYS!M0s9GkS7n...6mExAWAAuJ0cbE

    v11.8 for PlayHome Studio:
    Link: https://mega.nz/#!FmpQySyL!6RnIAfgIr...uGWEETJ7QF4LIA

    If you see text after installation: Warning! You have a problems with UTF-8 libs!
    Spoiler


    For CharaStudio users:
    Spoiler
    (Warning: installing HF Patch remove UTF-8 dll libraries from CharaStudio_Data/Managed.
    If you experience problems (some games don't run) - please, reinstall VNGE after HF Patch. Or just copy DLL files from installation to CharaStudio_Data/Managed)


    For NEO users:
    Spoiler

    Most frequently reason:
    You use HSResolveMoreSlotID 0.9
    (The UTF-8 Libs ERROR Caused by UtinyRipperCore.dll(Mod name:HSResolveMoreSlotID 0.9))

    What to do:
    Upgrade to HSResolveMoreSlotID V1.0b and higher (about)

    Old solution:
    Spoiler
    You can try:
    - Unpack this DLLs: https://mega.nz/#!tz5gXKia!O6vj3pGxz...-72-auhbPagcOQ to StudioNEO_64_Data\Managed
    - try to back to previous version of VNGE.
    - try to reinstall HoneySelect (it's no good, but we can't say anything good about it)

    What happens in details?
    Python programs use special info to handle UTF-8 files. Like this: # -*- coding: UTF-8 -*-
    Due to some reason your installation doesn't proceed this type of files.

    Most libraries and games can work in this case; but someone can't.
    So, run everyone at your own risk - but it's better try to fix this.
    If you see some kind of error like:
    "An exception was thrown by the type initializer for CodecsInfo"
    - so you have this problem.



    (for Koikatsu CharaStudio users - how to update to latest minor version)
    Spoiler

    Sorry, have no time to support several releases. So, CharaStudio users will have only MAJOR releases, minor you must made by yourself

    How to update to latest minor version:
    1. Download latest major release for Koikatsu and install it:
    2. Download latest minor release for Studio/NEO from this thread and NOT install it
    3. Copy the latest version of files in Lib to BepInEx/Console/Lib, replacing old one

    (description for VN Game engine for CharaStudio here: http://www.hongfire.com/forum/forum/hentai-lair/hf-modding-translation/5990340-illusion-koikatu-koikatsu-コイカツ!-mods-no-discussion-allowed?p=6034645#post6034645)

    (for PlayHome Studio users - how to update to latest minor version)
    Spoiler

    Sorry, have no time to support several releases. So, PlayHome users will have only MAJOR releases, minor you must made by yourself

    How to update to latest minor version:
    1. Download latest major release for PlayHome and install it:
    2. Download latest minor release for Studio/NEO from this thread and NOT install it
    3. Copy the latest version of files in Lib to Plugins/Console/Lib, replacing old one

    PS: Sorry, PlayHome is not in my main interest. So, PlayHome version can contain bugs and updates non-frequently.

    Short changelog (only main versions)
    Spoiler

    1.0 - supports Studio
    2.0 - supports NEO
    3.0 - supports CharaStudio
    4.0 - animated cameras
    5.0 - full supports NEO+CharaStudio, automaking game list, params in INI file
    6.0 - VNSceneScript appears
    7.0 - supports PlayHome Studio
    8.0 - VNSceneScript 2.0 (simplified playing), first VNFrame support (handling state changes) for all engines
    8.5 - full VNFrame release and help (full scene state handling for NEO-engines)
    9.0 - skin support, SimpleNovelManager added
    10.0 - full UTF-8 support on all engines
    11.0 - VNFrame 3.0 and VNAnime 1.0 - now you can make animation clips with Bezier curves


    Old versions and full changelog
    Spoiler

    Old versions
    v1.0: - only for Studio
    Link: https://mega.nz/#!Y7pSjZwA
    Key: !TDq-6WxzHBcN66wNc_ng865uKVzAS3kUUgWD3paFx5U
    v2.0: - support Studio and NEO, keyboard navigation and camera changes
    Link: https://mega.nz/#!A7hiBAZQ
    Key: !sB9aaJ-8_3NQUxY0Kh3oGSHqipZWLdyHAUkMSMuX4-I
    v2.1: - support animation in-scene changes in Studio
    Link: https://mega.nz/#!17IX0T7K
    Key: !U51hmxkAXdukZBaV7IJkCDf-rOYn66geV0nQK-i2X5k
    v3.1:
    Link: https://mega.nz/#!VuBAHK5Q
    Key: !bmvmQv9egkfgbxTiHMz-moRnpnMXKWbJAbUVrozgkeo
    v4.0:
    Link: https://mega.nz/#!JyRBlaDI
    Key: !DKRXEfTm4e8hE9JhN5oURfm6SsIyPd7WIDlJfP_0uY8
    v5.0:
    Link: https://mega.nz/#!FrpwDC7T
    Key: !Cn48GHEjh5jMdkOV9YkpJMZtiHDErg8xWetGLJQZ6Xc

    v6.0 for Studio/NEO
    Link: https://mega.nz/#!N75REYxS
    Key: !gP9f0bRtYQ5nupVEg0zHkHCaKhhkaj8WIv9vEZJPqdc

    Folder with other versions (since 6.0):
    Link: https://mega.nz/#F!t25CDITL
    Key: !Nwi9e3CA9YabdUm5U5ll5g

    Changelog:
    2.0
    - added NEO support, some refactor
    2.1
    - for Studio - added change_female_num_animation and change_male_num_animation
    3.0
    - added CharaStudio support (Koikatsu game)
    - added updFunc param for call on latest update
    - due to updFunc feature also added "Loading scene..." feature during scene loading for all engines. See "load_scene" function for example
    3.1
    - Studio: self.isDevDumpButtons removed, for dump camera use Ctrl+F4, dump scene - Ctrl + F5
    - All engines: set_timer function available. Example in maingameunstablefeatures
    - All: functions anim_sim_zoom_in and anim_sim_zoom_out available. Example in maingamedemo
    - All: return to main screen using Ctrl+F2
    - Studio: anim_to_camera_num and anim_to_camera funcs available. They are for animation move between cameras.
    Latest param is animation style - linear,slow-fast,fast-slow,slow-fast3,fast-slow3,slow-fast4,fast-slow4
    - Studio: added high quality demo for manipulating chars - Ruris Dream by Kningets
    4.0
    - NEO,CharaStudio: dump camera using Ctrl+F4, move_camera func available
    - NEO,CharaStudio: anim_to_camera, anim_to_camera_num funcs available
    - NEO,CharaStudio: changed to_camera function to more correct code
    - NEO,CharaStudio: internal changes - common code moved to VNNeoController
    - All: game.isHideWindowDuringCameraAnimation option for hide game window during camera animation
    - All: function on end camera movement can be defined
    - All: funcs show_blocking_message, show_blocking_message_time, hide_blocking_message available. Used during dump camera or scene
    - All: return to main screen switched to Ctrl+F3
    - All: params can be passed in Buttons actions - if it is tuple.
    Example: game.set_buttons(["Simple examples", "Advanced examples"], [simple_tests, (adv_tests, "Advanced examples as param")])
    def adv_tests(game, param):
    - Studio: specific code moved to vngameenginestudio.py
    - NEO,CharaStudio: manipulating characters functions + dumping scene (Ctrl+F5):
    -- save position, rotation, scale for chars
    -- save animation state for chars
    - NEO,CharaStudio: new advanced cool camera moves:
    -- try game.anim_to_camera_num(3, param, {'style':"linear",'zooming_in_target_camera':6}) # cool camera move with zoom-out - zoom-in
    -- try game.anim_to_camera_num(5, 0, {'style':"linear",'add_distance_target_camera':-0.2}) # this is example of slow zoom out - 5 seconds, -0.2 camera distance from 0 - current camera
    - All: menus features - see examples in techdemo
    - All: use Ctrl+F6 to print list of scene chars in Console
    5.0
    - NEO,CharaStudio: buttons works with mouse clicking
    - All: function to set background to arbitrary PNG-file - use game.scene_set_bg_png(filepng) (filepng must be in all scenes game folder)
    - All: unified code for camera animation and targeting
    - All: techdemo - new cool options and demos for camera movement
    - All: set_buttons_alt function - example:
    game.set_buttons_alt([ # set_buttons_alt receive 1 array intermediately placed Text and Functions
    "Text test", toText,
    "Timer test(15 seconds)", toTimer,
    "System message", toSysMsg
    ])
    - All: game autoprocess large number of buttons, splitting it by pages by game.maxBtnsBeforeSeparator items.
    By default game.maxBtnsBeforeSeparator = 5, so max 5 buttons on page.
    See example in techdemo / Simple examples - how 10 buttons in a row processed.
    So, you don't need to manually split buttons/actions by pages - game do it by itself
    - All: automaking list of available games
    first line of your game must be
    #vngame;<engine_name>;<game_name>
    Engine names are: studio, neo, charastudio (also "all" in case of your game is engine-independent - like in examples)
    As an example:
    #vngame;studio;Ruri Adventure
    - All: autoreloading game during the next run (after Ctrl+F3) - so, you can change it and reload without reloading Studio
    - All: autochoose the correct engine (no switch between Studio/NEO/Chara) using vngame_window_autogames_uni() call in Console.ini
    Also, no annoying windows in games itself
    - All: support for AutoTranslation of game texts using XUnity.AutoTranslator. So, you can see the game texts on your own language!
    Detailed desc in AutoTranslation_desc.txt
    - All: some options - keys for buttons, show/hide, reset and auto-translations are located in vngameengine.ini file. Edit it carefully!
    6.0
    - All: INI can be configured to run games by hotkeys
    Hint for developers: game code will be reloaded by hotkey run, so it extremely useful for debugging
    - All: INI key shortcut for hot reload of full vngameengine.py
    - All: INI option for start at hidden mode
    - All: Developer console instead of direct dump calls. Enabled by Ctrl+F4 (config in INI)
    - Chara: known BUG: temporary return to_camera function to simulating key presses.
    Due to unknown reason we are not always setting camera at correct position by num by classic code.
    - All: INI option to disable keyboard shortcuts for buttons
    - NEO, CharaStudio: VNSceneScript engine released!!!
    VN Scene Script is a framework/script for running stories, written in folder names just in scene files.
    So, in simplest cases you don't need PY scripts at all - just scene.png file
    - NEO, Chara: added functions to run VNSceneScript scenes as intro with returning to main game
    function: vnscenescript_run_filescene(file,onEnd)
    see example in techdemo
    - CharaStudio: functions to get and set frames for scene
    scene_set_framefile and scene_get_framefile (see in techdemo)
    - All: optimization: autogames feature scan only .py files
    6.5
    - Neo,Char: fixed bug in HSNeoOCIChar.animate function
    - Neo,Chara: HSNeoOCI has property visible_treenode to manipulate treenode
    - also set_parent function
    - All: set_timer allows you to pass tuple as onTimerEnd function
    - Neo,Chara: HSNeoOCIFolder class available, added to techdemo
    - Neo,Chara: lots of properties for HSNeoOCIChar - look eyes etc.
    - All: set_buttons(_,_,"compact") for place buttons compact (up to 8) on screen
    - Neo,Chara: HSNeoOCIFolder has static functions add, find_all, find_single, find_all_startswith, find_single_startswith
    - Neo,Chara: Added dummyneoclasses.py file to get dummy classes for Studio internals.
    - Neo,Chara: HSNeoOCIChar contains much new functions
    - VNSceneScript updated to 1.1:
    -- Added Developer utils - button to add typical header
    -- Devutil: save action with current camera in debug mode
    -- Devutil: can add dummy texts on default cameras
    -- Devutil: sync with file vnscene_sync.txt (you can load commands from external text file, not write it in Studio!)
    7.0
    !! ready for PlayHome - engine, demos etc.
    !! (Main was tagged set of NEO-engines - NEO, PlayHomeStudio, CharaStudio)
    - All: error handling for incorrect menu calls
    - Main: functions for manipualate backgrounds - see techdemo
    - All: param game.isHideGameButtons - for temporarily hiding the buttons
    - All: adapted set_timer and clear_timer functions (thanks countd360)
    - All: auto stop camera animation during set new camera animation (thanks countd360)
    - All: added game.onSetTextCallback param - if you want to made some auto-actions during set_text call (needed for framework authors)
    - Studio: fixed a bug with camera animation and reset
    - Main: game.onDumpSceneOverride param - set it for your own dump scene script
    - VNSceneScript 1.2
    -- Cleanup after finishing game (for fast garbage collection and increased performance)
    -- Dutil: added function dutil_syncwithfile_full
    7.5
    - Main: HSNeoOCIItem added to manipulate items
    - Main: functions scene_get_all_items, scene_get_all_folders
    - Main: functions HSNeoOCIChar.add_female(path), HSNeoOCIItem.add_item(no)
    - Main: functions HSNeoOCIFolder - rot, pos set/get
    - Main: global functions dump_selected_item_tree() and load_item_tree(obj,parentItemTreeObj) for saving item tree and load it
    - Main: dev console - ability to dump selected item tree
    - All: define your own custom buttons interface when you need - colorize, labels, etc - all Unity abilities
    use game.set_buttons_alt([],("function", custFunctionGUI)) for this - example in techdemo
    - Main: HSNeoOCIChar.as_actor property - return Actor from countd360 framework
    - Main: include vnactor.py - Actor class from countd360 (thanks!)
    Actor allows to manipulate chara in different ways. It was developed for CharaStudio, but usable in NEO too.
    - All: try to clearing game data after returning to main screen
    (Please, save your game information in game.gdata property - it will be cleared automatically)
    - Main: integrated Actor and Props framework. New functions available:
    scenef_register_actorsprops (for registering actors and properties)
    scenef_get_all_props, scenef_get_all_actors, scenef_get_prop, scenef_get_actor
    - Main: integrated fake lip sync (thanks countd360). Example can be found in all demos - it's modified Simple game demo
    v7.6
    - All: call_game_func achieved calls like [func] and ([func] param). This calls don't pass game params to func
    - All: key shortcut for restart current game - F10 (INI)
    - All: key shortcut for run VNFrame developer console - Ctrl+F5 (INI)
    - Main: dump camera bug fixed
    - Main: dump scene bug fixed (on non-latin chars) (i hope)
    - Main: lip sync moved to vngelipsync,
    - Main: lip sync - you can define engine for lip sync! set self.fAutoLipSyncVer = "v10" or self.fAutoLipSyncVer = "v11"
    - Main: VNActor updated to 1.1
    7.7
    - All: get_engine_id() function return name of engine
    - VNActor and VNFrame v1.2.1 - more powerful functions, more simple code, script_helper to made an animations
    (script_helper mostly support only CharaStudio at now) (great thanks to @countd360)
    - VNSceneScript 1.5:
    -- Dev: some useful buttons
    -- A action: return no more than 3 params. Third param can contain : symbols (needed for vnframe ext)
    - VNSceneScript: vnframe10 extension. This extension provide a way to use VNFrame functions inside VNSceneScript!
    -- So, you can change almost whatever from VNSceneScript - blush, movement, cloth, juice etc. and also animate some props!
    8.0
    (sorry, no tutorials for new features, please, wait for next versions)
    - Main: dev console button "VNFrame scene dump"
    - Main: functions scenef_clean_actorsprops, scenef_get_propf (return Prop)
    - All: event system - allows your code "listen" to some events in system
    -- functions event_dispatch, event_reg_listener, event_unreg_listener
    -- example is in techdemo
    -- available system events:
    set_text - on set_text call
    update - on every update (please, use it wisely, it calls frequently)
    before_scene_load (calls only during system load_scene call)
    before_scene_unload (calls only during system load_scene or reset calls)
    - listeners auto-clean during return to main screen (end game and cleaning functions)
    - All: game.scenedata var
    Please, use this var for save scene-specific data - links for objects etc.
    game.scenedata autocleans during scene unload
    - VNFrame and VNActor updated to 1.2.3 - support for NEO and PlayHome, but on limited properties
    limitations for NEO, PlayHome: no FK/IK support, no cloth/accessory changes, no juice handling.
    almost all other supported (pos, rotate, scale, visible, face and neck states)
    aditional limitation for PlayHome: not all face states
    VNFrame contains hack for run VNSceneScript_helper
    - VNSceneScript 2.0
    !! acode construction
    - dev utils for new version
    - version is saved in game.scenedata.scVer
    - internal vars moved to game.scenedata to correct cleaning
    !! "nul" action - do nothing
    - in text actions - "\n" replaces to \n
    !! "txtf" action - show text as third param, can contain ":" symbols;
    example :a:1:txtf:s::Some text with : symbol
    - flipsync10 extension to start engine fake lip sync
    -- VNSceneScript_helper for VNFrame (file vnframe_vnscenescripthelper)
    - provides a fast way for making states in Studio interface
    - support NEO, PlayHome, CharaStudio
    8.1
    - VNActor and VNFrame v2.0 - full support for NEO and PlayHome (thanks to @countd360)
    (and also a lot of other features in them, waiting for tutorials)
    - Mains: changed scenef_register_actorsprops, scenef_get_propf for correct work with Actor 2.0
    - HSNeoOCIChar: changed as_actor for correct work with Actor2.0
    8.2
    - NEO: removed unused reference clr.AddReference('UnityEngine.UI.Translation') from console.ini
    - VNFrame docs added (see folder VNFrame docs)
    - VNFrame_VNSceneScript: added option "EXCLUDE FK&IK&Voice". Option allow remove this options from full/diff dump (if you want minify it).
    - techdemo: added example for using VNActor
    - VNFrame and VNActor updated to 2.1
    - VNSceneScript 2.1
    -- Devutil: sync with files acode, sync
    -- Devutil: template for v20
    -- Devutil: colorizing buttons
    8.5
    - Main: added VNFrame Tutorial for all engines! (thanks @countd360)
    - All: INI - up to 10 games run using keyboard shortcuts
    - Main: sync_h function for syncronizing female and male animation
    - VNSceneScript updated to 2.2
    -- Devutil: added extension vnframe11
    -- Devutil: added extension gagency01
    - Main: VNFrame and VNActor updated to 2.2
    - Chara: finally included Laboratory Girl high-quality demo (thanks @countd360)
    8.6
    - All: gpersdata set of functions. Allows you to auto save/load game data.
    gpersdata_load(), gpersdata_save(), gpersdata_set(param,val), gpersdata_get(param)
    Examples are in techdemo / Simple Examples
    - All: checkpoints set of functions. Allows you to make galleries, game checkpoints etc.
    Examples in All Demos / Main Demo with checkpoints
    - VNActor and VNFrame updated to 2.3
    - Mains: fixed small bug in scenef_register_actorsprops()
    8.7
    - VNActor and VNFrame updated to 2.3.2
    # - allow call "game_func" to run game functions
    # example: {'game_func': [(sup_print, "1"), (sup_print, "2")]} or {'game_func': (sup_print, "test1")}
    - dump_camera - added , to vnframe code
    - folders in prepare_auto_games() list (thanks to @Kningets)
    Examples: #vngame;neoemos/Subdemos/Demo game 1, #vngame;neoemos/Demo2
    Also rules: please, use from now folder Demos for demos, Utilities for utilities.
    - rule for lip sync - if text started with "!", no fake lip sync starts (see simplegamedemoadv2 for examples)
    - vnlibfaceexpressions.py - face expressions lib. Allows you to change face in standart script.
    example of use: game.texts_next([
    ["me//angry_whatyousay", "What are YOU say??"],
    ]...)
    examples in simplegamedemoadv2 (for NEO - simple game demo - lip sync in All demos)
    8.9 (9.0 beta)
    - All: skin system!!
    -- there are three skin in package: skin_default, skin_renpy, skin_customwindow
    -- for VN skin_renpy is best (see Simple game demo)
    -- for utils like ScriptHelper you can use skin_customwindow
    -- you can dev your own skins, see skin_renpy or skin_customwindow as reference
    - Main: VNActor and VNFrame 2.3.5 - updated for FK items and skin system (thanks to @countd360)
    - Main: Dev console has VNActor select dump allows you to dump state of selected chara in tree (even without id)
    - Main: libfaceexpressions 1.1 - added lot of NEO male faces (thanks to @cochese42)
    - All: markupreplacer lib - some text processing if you want (thanks to @cochese42)
    - Main: vnscenescript - you can set default skin for your VNSceneScript (INI)
    8.10 (9.0 beta 2)
    - Main: HSNeoOCIProp class. This allows you to convert object to correct Prop class from VNActor.
    - Main: global params HSNeoOCIChar.globalActorClass and HSNeoOCIProp.globalPropClass
    this uses for overriding actor and prop classes due to concrete using
    (for example, if you detect a plugin and want to share additional properties)
    it's not good to use them, but it's necessary for some cases
    - VNFrame 2.3.8 - allows you to pass object as 'act' function params.
    9.0
    - All: show version, start text adjust to it
    - All: Console window hidden at startup, to see it change showAtStartup=1 in Console.ini
    - Mains: integrated Simple Novel Manager 1.1 - now available from main screen
    - VNActor 2.3.9
    -- contains import_status for Prop and Actor
    - skin_renpy 1.1 - reduced window height, set up max buttons
    - All: skin system allows you set max number of buttons in params
    - All: simplegamedemo uses skin_renpy by default
    9.1
    - Mains: Added HSNeoOCILight, HSNeoOCI now supports OCILight (thanks to @chickenman)
    - VNFrame 2.3.10 - chickenman, Keitaro (thanks to @chickenman)
    # - added support for OCILight as Prop
    # - import_status_optimized_diff for Actor
    - VNFrame (register_autoprops) supports -propchild: property (needed for Light handling)
    - extplugins.py 1.1 added - for extended plugins handling (thanks to @chickenman)
    9.1.1
    - All: fixed bug in CustomGUI calls in skins: default and renpy. Now "game" param is sent as first param.
    10.0
    - CharaStudio, PlayHome: UTF-8 support! (some libraries added to X_Data/Managed)
    - All: functions file_get_firstline_utf8, file_get_content_utf8
    - Main: VNFrame 2.4 - (thanks to @countd360)
    # vnactor:
    # - support IK&FK mode, need extplugins.py.
    # to use IK&FK, need HSStudioNEOAddon.dll for NEO, PHSAddon.dll for Playhome.
    # - Support for light extends to Playhome and KoiKatsu.
    # Though the light support is not good in playhome and koikatsu, these function still work.
    # (To add a light in playhome you need PHIBL.dll. And light in koikatsu can not effect character.)
    # vnframe:
    # - support UTF-8!
    # - [Create TAG] button in ScriptHelper can create -propchild: tag for lights now.
    - PlayHome: extplugins support PHSAddon.dll (thanks to @countd360)
    - Main: Simple Novel Manager v1.2
    # - UTF-8 support in config and text files
    # - support "skin" param in config. Example: "skin": "skin_renpy"
    - Main: VN Scene Script v2.3 - UTF-8 support during sync with text files
    - All: added libjsoncoder lib (thanks to @chickenman)
    - HSNeoOCILight: fixed bug with pos and rot properties
    11.0
    - All: Ctrl+F3 doesn't reset current scene - so, back to menu freely )
    - extplugins:
    -- NEO: support HSStudioNEOExtSave,
    -- CharaStudio: pre-support KKPE
    - Main: VNFrame 3.0 (3.1.3)! (by @countd360)
    vnactor 3.0:
    - import_status_diff_optimized() function for Prop
    vnframe 3.0:
    - A new feature: "key frame clips" added!
    - Create and manage key frame based animation clips in Script Helper!
    - A clip can animate tagged actors and props, camera and system, and sync which another clip.
    - Several clips can be run in the same time. So you can create one clip for one actor, or
    even several clips for one actor, and then run them at same time to make an animation.
    - Clip can be controlled in act script like a game build-in anime.
    Clip status can be dumped by script helper.
    - In script builder can choose which actor/prop/clip you want to dump now.
    - Auto script template update:
    - Support key frame clips
    - Support skin selection
    - Choice to show a "restart" button the end of game
    - Choice to use quick reload, which restart game without reload the scene file.
    - (act function) call import_status_diff_optimized for Prop and Actor instead of direct processing.
    - [Create Tag] button in scene helper will register the new tagged object to actor/prop automatically.
    vnanime 1.0:
    - The new key frame animation clip engine.
    Also:
    - vnframe 3.1.3 - add IK&FK mode for KK
    -- NEO, PH, CharaStudio: VN Frame Tutorial 2 (in Demos section) to understand new features!
    11.5
    - vngame_window_autogames_uni_1init(), studio_wait_for_load() - for solve problem with loading timeout on start
    - changed Console.ini to adequate load on start
    # extplugins 2.2 by @countd360
    # - NEO: HSStudioNEOAddon - Add some function to support play MMD
    # - KK: KKVMDPlayPlugin - a plugin to support play MMD
    # vnactor v3.2 (beta) (Keitaro)
    # - Support for add data from external plugins to export_full using options from vnactor.ini
    # - NEO: support save/load HSNeoExtSave (HSStudioNEOAddon.dll) plugin data in "sys"
    # vnactor v3.2.1 (Keitaro)
    # - Error wrapping in face_to_full call
    11.6
    - warning if you have problems with UTF-8
    - added testutf8.py file
    - small changes in vnframe v3.2.1 - removed UTF-8 header to increase compatibility
    11.7
    - fix some bugs in startup - removed incorrect CameraControl import, added debug info in vngame_window_autogames_uni
    - vnanime 1.1.3 - removed utf-8 dependence
    - extplugins 2.3 - HSPENeo plugin support
    - vnactor 3.3 - HSPENeo plugin support
    (to save actor's HSPE data during making VN or using SSS set ExportChara_HSPENeo=1 in vnactor.ini)
    11.7.1
    - CharaStudio, PH: fixed bug with loading - set console ShowAtStartup=1
    11.8
    - new demo - demovnscenescriptbased.py - how to make a game based on VNSceneScript files
    !! vnframe v3.2.2 (Keitaro) - fix for correct work with VNSceneScript
    # - fix for using act function without game.gdata.kfaManagedClips
    - pre-support of KKPE (works on internal version, don't use it for now):
    extplugins 2.4, vnactor 3.4
    12.0
    - VNActor v3.5 (Keitaro)
    # - support functions - bytearray_to_str64 and str64_to_bytearray
    # - CharaStudio: save neck params when position Fixed - 'face_to_full2' param (optimized version to use str64)
    # - NEO: save neck params to str when position Fixed - 'face_to_full2' param (optimized version to use str64)
    # - CharaStudio: ready for KKPE 1.2.0+, use ExportChara_KKPE=1 in vnactor.ini
    # - CharaStudio: error handling for FK set
    # - CharaStudio, NEO: export cur clothes, use ExportChara_CurClothesCoord=1 in vnactor.ini (for NEO may be buggy)
    - extplugins 2.5
    # - CharaStudio: Screencap plugin support


    If you get error (during some program run etc) and want to send info about it...
    Spoiler

    1. Toggle Python Console:
    set up ShowAtStartup=1 in Console.ini (located in Plugin/Console or BepInEx/Console)
    2. After run Studio you will see Console window. Please, don't close it - just switch back to Studio (like Alt+Tab)
    3. Reproduce error. Then, switch back to Console and see error log. Please, send this information with error description.


    FAQ for setup environment
    Spoiler

    I want to change keyboard shortcuts, how to do that?
    Edit vngameengine.ini (Plugins/Console/Lib), section Shortcuts

    I want to run my game/util by some shortcut
    See vngameengine.ini (Plugins/Console/Lib)
    - in Options section set GameX(Game1, Game2 etc.) to filename of your util/game. Example: Game2 = scenesavestate
    - in Shortcuts section set GameX(Game1, Game2 etc.) to choosen shortcut. Example Game2 = F4

    I don't want to see VN Game Engine window immediately after startup
    See vngameengine.ini (Plugins/Console/Lib)
    - in Options section set StartHidden=1

    I want some game texts be autotranslated...
    (this can be difficult)
    See AutoTranslation_desc.txt in Plugins/Console/Lib folder and follow the instructions.


    FAQ for VN developers
    Spoiler

    How to make my first game?
    1. See Simple game demo - this is the simplest example.
    2. See simplegamedemoadv.py - code for this game
    3. Try to change something to understand it.
    4. Make a copy of this code and some scenes for your own - and this will be your first game!

    or, if you afraid of code in Python, and want make only simple kinetic visual novels from start
    - check Simple Novel Manager here: http://www.hongfire.com/forum/forum/...28#post6568928
    - or see section Easy way to make Kinetic Visual Novels (VN with no choices) without writing a code below

    How to place my game in game list?
    just set first line for your .py file as
    #vngame;<engine_name>;<game_name>

    Examples:
    for Studio -
    #vngame;studio;My Cool Game
    for NEO -
    #vngame;neo;My Cool Game
    for CharaStudio -
    #vngame;charastudio;My Cool Game
    for PlayHome Studio -
    #vngame;phstudio;My Cool Game

    How to make in-game choices?
    See maingamedemo.py examples

    How to animate between cameras?
    See Simple game demo - there are one simple animation.
    For advanced examples see - Tech demo / Advanced examples / Animated camera movements section

    Can I move camera to arbitrary position, not-saved in scene?
    Yes, using dumping a camera. Press Ctrl+F4 and read dumpython.txt for code.
    Also, see examples in Tech demo / Advanced examples / Animated camera movements section

    I want to manipulate characters state - change clothes, animations. How can I do that?
    We have advanced technics to make games for NEO-based engines (not Old Studio).

    So, please, pass these tutorials (you can see one or all of them):
    - pass VNFrame Tutorial and Tutorial 2 (included as game in VNGE installation package)
    - see VNFrame docs (located under Lib/VNFrame docs)
    - see Express Tutorial for animators by @KoramaAnte from Discord (thanks)
    - install and see video for Scene Save State mod (it provide easy way to switch between scene states)
    - see VNSceneScript fast tutorial

    (if you work in Old Studio, see Ruris Dream demo by Kningets (not recommended, it's pretty old))

    My game doesn't work with non-Latin chars! What to do?
    Add the following line into your python file.
    Code:
    Code:
    # -*- coding: UTF-8 -*-
    Insert it at the second line of you python, save your file in UTF8 encoding. And you should able to use UTF8 in texts. Refer to vnftemplate.py for example.

    NEO: When I call load_scene, my Advanced IK information doesn't load (plugin HSStudioNEOAddon.dll)! What to do?
    Solution here: http://www.hongfire.com/forum/forum/...68#post6538368

    What if I want save and load state of character/folder/item?
    See code snippet here: http://www.hongfire.com/forum/forum/...50#post6564750

    When I use VNFrame/SceneSaveState, can I save some extended data like Advanced IK, HSPE, KKPE etc.?
    In case if plugin supported.
    You can toggle save additional info in vnactor.ini, when you need it. (Loading will be processed automatically, besides of these options)
    Warning: all of these options significantly increase dump size! Also, all of them may be buggy!

    [neo]
    ExportSys_NeoExtSave=0 - this will save Advanced IK info
    ExportChara_HSPENeo=0 - this will save HSPE
    ExportChara_CurClothesCoord=0 - will save current clothes info

    [phstudio]

    [charastudio]
    ExportChara_KKPE=0 - will save KKPE
    ExportChara_CurClothesCoord=0 - will save current clothes info

    <another question>
    - please, read start of vngameengine.py file, and also try all techdemo.py demos
    - ask on this theme


    Easy way to make Kinetic Visual Novels (VN with no choices) without writing a code
    Spoiler

    Actually, there is a TWO ways to do this.

    1. You can use ScriptHelper by countd360 - (it's a little bit complicated, but you can make animations etc.)
    How:
    - please, see Demos / VNFrame Tutorial game demo
    - also, please, read PDF-s in Lib/VNFrame docs

    2. You can use Scene Save State and Simple Novel Manager together - (as for me, it's easier. Also, you will get editable scenes in future)
    How :
    See video here: https://mega.nz/#!86pkAAiS!KUCIs19c6...ZxUSixVsu78_8U
    (warning! you need at least v11.8 to do this!)

    or read text below:

    1. Download and run Scene Save State mod for VNGE. This mod allows you to save multiple scene states and cameras.
    2. Use it to make scene states and cams you need. When you need VN text, please, set checkbox "Use cam in Visual Novel". (Not checked cams will not be exported; but all states will be)
    3. When you'll be ok, goto tab Load/Save and press button "Export to VNSceneScript". This will add some folders make a scene playable by another engine - VNSceneScript (it's a simple player for novels, located inside folders)

    4. Save and test your scene. Close Scene Save State and press F8 - this will run VNSceneScript player. Hope all is ok. If you will not satisfied, you can edit it once more time, and export too.

    5. If you are satisfied you are able to:
    - send everyone this scene as VNSceneScript file (and novel inside it)
    or
    - make a VN with a number of such scenes (see step 6)

    6. (Bonus). Collect all VNSceneScript scenes you need in your novel.
    Open folder in your scene folder and find "simple_novels". There are novels for Simple Novel Manager (second button on main screen).
    Copy demo folder and:
    - change something in _sn_config.txt to name your novel.
    - just add your prepared VNSceneScript scenes to folder. DON'T make text files for them!!

    Return back and run your Simple Novel. Your scenes will be played one-by-one.
    ​​​​​


    Screenshots is in attachements.
    Video demos and tutorials: https://mega.nz/#F!B6gywAoJ!Yis0wDeuTprEop0XDs2qpw


    ---

    Feel free to redistribute it on other sites, or steal some parts of it.

    Want to support? Share here your scene, game, or at least say "thank you" in comments.
    Attached Files
    Last edited by keitaro1978; 04-18-2019, 01:10 AM. Reason: v12.0 released

  • #61
    Tutorial for VNFrame2.0 part 1 is ready now! It is a very detailed step-by-step tutorial about how to create a strict-story-game just using script helper, no coding needed!
    And the part 2 will introduce some technique to use script helper build animation.
    It is too big to upload on the forum, so I up it to mega.nz. It the first time I use mega.nz, if something goes wrong please tell me.
    Part1:https://mega.nz/#!YcxViKZD!XIXcc4DrM...n147m6AzZIbP9s
    Part2:https://mega.nz/#!gVZATIaD!zOuOhOuYs...XhaTr4UwR12X_4
    Last edited by countd360; 09-07-2018, 09:27 PM. Reason: part2 updated

    Comment


    • keitaro1978
      keitaro1978 commented
      Editing a comment
      Thanks for work!
      For mega - you need to provide an extended link like http://mega.nz/#sjWEusdfowiefdflaskfda934lksadfj02 or post link and decryption key. Now, I can't download because MEGA is asking for key.

    • countd360
      countd360 commented
      Editing a comment
      Oh. Is it work now?

    • keitaro1978
      keitaro1978 commented
      Editing a comment
      It works!
      (My states during download:
      o_o
      o_O
      O_O)

      Pretty useful tutorials, thanks! I hope, other users read it too and use knowledge in game making.
      (Also, thanks for using my charas for examples. I'm glad )

  • #62
    Hi keitaro.

    I'm fiddling around with your great plugin, but encountered a problem. Maybe you can help me with that.

    I'm using HSPE with StudioNeo. I use a lot of auto tracking, for example to connect a hand to an animation. Works great, until your plugin loads the scene. Then the connection between the hand and the animation gets lost. It does not matter from which folder I let the scene load. Any tip to fix this?

    Comment


    • zpucki
      zpucki commented
      Editing a comment
      Just for your information. I conducted some more testing.

      1. I completely deleted the VN plugin and installed a fresh up to date version. This did fix the issue.
      2. I took "scene1.png" from your "gamedemo" folder and connected the hand of the boy to a moving object. When VN plugin loaded the scene, the connection was broken again. The same as with my own scenes.
      3. I let VN plugin load one and the same scene two times in a row. The result was the same. No fix.

      However, during further tests I noticed something. When I manually LOAD a scene, everything works fine. When I manually IMPORT a scene every IK auto track connection gets broken again. The same behaviour as VN plugin shows. So what I believe is, that VN plugin does not actually load scenes, but instead somehow imports them.

      Also I noticed some really weird stuff happening. Some of my scenes are rather big/complex/overloaded, which increases the load times of these scenes. Now, when VN plugin loads several of such big scenes after another, it slows down more than usual AND for a short moment items appear, which should not appear in the current scene. These items only EXIST in _later_ scenes. I do not understand what is happening there, but this never occurs when I load everything manually. I really think, VN plugin does something very weird while loading scenes.

    • keitaro1978
      keitaro1978 commented
      Editing a comment
      Hey! Thanks for detailed description ))

      About reset - syntax is game.reset() - it resetting NEO to start state.

      About loading/importing - there is core NEO function LoadScene. VN Engine use it. During manual load it seems the different calls are used (LoadScene is main, of course, but may be some other functions called too). Seems plugin linked to some of them, so LoadScene doesn't invoke needed plugin initialization. So, it needed additional research, what functions are called during manual loading, and at what place plugin handle scene loading. Sorry, as for me is just a little bit different from my main interests. But if you make and share small demo scene, that reproduce this bug (difference between manual load and load_scene), may be someone fix it someday.

    • Yanneilucia
      Yanneilucia commented
      Editing a comment
      Keitaro got it to work.
      I tested it and I can confirm that adding this code will load your Advanced IK tracking in the scene.
      I just copy pasted it into my demo's code and tweaked until it worked.
      Just ask if you need extra help with it, maybe I can do something.

      def load_scene_advancedik(game,path):
      game.load_scene(path)
      game.set_timer(0.5,(load_scene_advancedik_late,pat h))

      def load_scene_advancedik_late(game,file):
      game.set_timer(1.5,(load_scene_advancedik_late2,fi le))

      def load_scene_advancedik_late2(game,file):
      import clr
      clr.AddReference('HSStudioNEOExtSave')
      from HSStudioNEOExtSave import StudioNEOExtendSaveMgr
      from os import path
      fullpath = path.join(game.get_scene_dir(),game.sceneDir+file)
      StudioNEOExtendSaveMgr.Instance.LoadExtData(fullpa th)
      StudioNEOExtendSaveMgr.Instance.LoadExtDataRaw(ful lpath)

  • #63
    8.2 release
    Most features for Developers
    Great thanks for countd360 for VNFrame documentation and VNActor updates

    8.2
    - NEO: removed unused reference clr.AddReference('UnityEngine.UI.Translation') from console.ini, so it must work for users, that not used English translation
    - VNFrame docs added (see folder VNFrame docs)
    - VNFrame_VNSceneScript: added option "EXCLUDE FK&IK&Voice". Option allow remove this options from full/diff dump (if you want minify it).
    - techdemo: added example for using VNActor
    - VNFrame and VNActor updated to 2.1
    - VNSceneScript 2.1
    -- Devutil: sync with files acode, sync
    -- Devutil: template for v20
    -- Devutil: colorizing buttons
    Last edited by keitaro1978; 09-10-2018, 02:02 AM. Reason: some details

    Comment


    • #64
      For those who interested in VNSceneScript: I've made a tutorial for super-fast start developing in it since 2.1.
      Tutorial here, in main post: http://www.hongfire.com/forum/forum/...upd-02-09-2018

      3 basic and 2 advanced lessons.

      Comment


      • #65
        I am making a new game in Playhome studio, which is more like a h-game. Mean while I am testing the VNFrame/VNActor, and found some bugs.
        So, here is the bug fix and some function added update, version 2.2 of VNActor and VNFrame, work with vngameengine 8.1 and 8.2.

        VNActor 2.2
        - simple color attribute of male character supported
        - export_full_status() will export different data depends on male or female
        - add a function load_cloth_file() for all engine, which load a saved coordinate file. Set file by absolute path please.
        - add some functions for "couple helper" of VNFrame.

        VNFrame 2.2
        - a new utility called "couple helper" added into scene helper page of script helper. It will help you build H scene quickly.
        -- Set base char and partner char, then select a h anime, partner will be moved to base char and they will start to perform the same h anime by one click.
        -- anime speed setting and anime pattern setting are synchronized.
        -- anime option param will be automatically set, base on the female character's height and breast size. And you can adjust them manually.
        -- for all 3 engines, multi person H supported, and no TAG needed. Refer to "Help" in "couple helper" for more information.
        *only tested in Japanese version of games, please test it in other version for me.
        Attached Files

        Comment


        • keitaro1978
          keitaro1978 commented
          Editing a comment
          Oh, thanks a lot!
          I hope I'll release my game soon..., otherwise, you do it faster )

          > -- anime option param will be automatically set, base on the female character's height and breast size. And you can adjust them manually.
          About this feature - an additional thanks! I thinked about it, but not done.

          Also, a question - what kind of game do you do? I'm very interested

        • countd360
          countd360 commented
          Editing a comment
          >About this feature - an additional thanks! I thinked about it, but not done.
          These codes are at the end of h_with() function in every engine's Actor class. You can check that.
          h_with() function is not completed until this version, but still not easy to use yet. The parameters to select a anime is different from animate() function. By now, I only called this function in "Couple Helper", but I plan to use a similar function in new game, so may be I need a new function...

          >Also, a question - what kind of game do you do? I'm very interested
          I name it "RePlayHome", an additional story for playhome. You visit the home and play with girls.
          - you must make money, manager your stamina and vigor to play with girl
          - girls have mood attribute, different mood leads to different reaction or event
          - save and load game data, multi ending
          - and something else I am not sure now...
          It wouldn't be soon... I haven't finish the prologue yet. Maybe a test version will be ready in few weeks.

        • keitaro1978
          keitaro1978 commented
          Editing a comment
          Today I adjusted my events to use your anime option param syncronizing - thanks, animations become better ))

          > I name it "RePlayHome", an additional story for playhome. You visit the home and play with girls.
          Sounds interesting! Thanks for sharing your ideas

          I want to help you, so I decide to release alpha version of my game today. It contains game world handling, game save/load (I researched that), events handling depending of girl stats etc. - hope you'll find some code useful, so feel free to steal it ))

          I wanted to release a beta-version with more events later, but decide that it will be good to show some code (and fun) just now ))

          Please, check game - hope you'll enjoy it )) If you will be interested to support version for Koikatsu or PlayHome, please tell me. I can't handle a two versions (it takes a lot of time to making events), but will be glad if someone want to develop it - as main author, of course. Also, may be you want to make some mods - an intstruction located near code files.

      • #66
        Help Girls agency 0.1 released
        A game for Studio NEO

        (beta desc, may be changed in future)
        We play as a manager in "Help Girls" agency. The agency helps girls, and pay theirs debts, but girls must work in agency by contract. During the contract we pay a girl a small salary every day, and can send her to different works. Waitress, dancer... all depends on girl's stats. The higher stats - the more works girl can do )) The one of stat is a "Lewd"... and high "lewd" provide more interesting opportunities for works ))

        Couple of features:
        - You can manage girls from your own made models, not only prebuilded. There is more interest to "train" your own model, isn't it? ))
        - The game supports mods - you can made your own events, works and buildings (buildings needed for some works - for example, dance club needed for work as dancer)

        v0.1 features:
        - 5 works with nearly 30 events (some events depends on girls stat and time of work on concrete work)
        - full mod support, with examples
        - cheats, if you don't want to grind
        v0.1.1
        - fixed bugs with backgrounds (I hope), also fixed bug with hiring at some settings
        - added more description in docs
        - added clothes set for Waitress and Dancer for moders
        v0.1.2
        - adapted for 8.5 engine - removed unnecessary files from VNGameEngine core

        Approx game time: 1-2 hours

        (Warning: this is an alpha version:
        - balance must be changed in feature. If you have no gold, please, use cheats.
        - Girl has a lot of stats, but for now only three is significant - Body, Lewdness, Energy
        - Event system will not changed, so feel free to start develop mods ))
        I hope,beta version will be released in several weeks. Beta will contain more events and fun, be more balanced and have less errors.)

        Requirements:
        - Honey Select + Studio NEO (classic or with mods) patched by IPA
        - VN Game Engine 8.5+
        - Please, if you haven't, download mods for High Heels from here: https://mega.nz/#F!RuwWzYKS!_uBQd4GLLXANO-9wZXwEsA
        (install it by unpackaging to game root folder)
        High Heels are needed for some works (dancer), otherwise you see no shoes. You can live without them, of course ))

        Download v0.1.2:
        https://mega.nz/#!piJGBaAS!A0e7tW8cD...Vai3eNCLjJRWq8

        Install it by unpackaging to root folder.
        Then, run NEO, and in VN Game Engine window choose All games / Help Girls Agency

        Screenshots are in attachments

        This is a community-developed game. Want to understand or support? See under spoiler.
        Spoiler

        If you want to support this game, please, don't send money. Due to many reasons I don't want to receive a donations, or something like that.

        But you can help me to develop it further - send me a FUN )) It's no fun to develop all events and game by myself, it's fun (the same as to see other's Studio NEO works) to see other's commitment to game development.

        It's easy to start making mods to this game - please, do it. Game contains an intstruction, and it is more easy, than you think.
        I wanna see different events, mods, building - event a different game based on my code. May be you want to port this game to Koikatsu? Made a "Help Girls club" insided a KK school? Please, do it.

        So, what to do:
        - make your games
        - or make mods
        - or if you can't, at least say "thanks" in comments
        - have fun ))

        (PS: If you want to make events in 0.1, please, use as examples events in Sex, Sex service. Don't use events from Waitress, Dancer and Rest - they were builded in old style)


        PS: countd360, Kningets, hope you have fun with this. This is a part of my vision what we can do using VN Game Engine ))
        also thanks Animatron for backgrounds, and authors of High Heels mod for High Heels ))
        Attached Files
        Last edited by keitaro1978; 09-30-2018, 02:02 PM. Reason: v0.1.2 released

        Comment


        • keitaro1978
          keitaro1978 commented
          Editing a comment
          Sure )) will glad to hear your opinion, when you check game more deeper.

          (About code - as for me, I'm not sure that Manager written in good style; but core World classes and mod system designed pretty nice)

        • countd360
          countd360 commented
          Editing a comment
          I'm trying hard to build a main game like h-scene for my own game. So tried.
          Maybe I need to do something else to relax. I will try to build a event mod, may be a girl work as waitress and touch by customer.

        • keitaro1978
          keitaro1978 commented
          Editing a comment
          Yes )) I understand, it's not easy to develop an entire game. When I tired, I switched to other activities too - see some new features in other games, loading different scenes in NEO and CharaStudio etc. At last, making new characters!

      • #67
        This mod looks like it might finally give me the ability to creat stuff like iv always wanted. Im trying to decide whether to start up in studio or neo. My thing is this - I want
        1 ) to play in vr
        2 ) to control the camera with mouse and keyboard directly as well as will shortcuts and story driven events
        3 ) to use all of the new animations, threesomes etc

        Has anyone had any success accomplishing all of that? I have not gotten neo to work properly in vr before, but maybe this plugin could help, by letting me preset up my cameras maybe? I want the new party poses but jeeze old studio is so much easier to work with. I havent really figured out neo at all. I know i could use to to get actual cumshots since those only seem to work in the normal game.

        Does anyone know if we can uae this mod to get the threesome poses in studio?

        Comment


        • keitaro1978
          keitaro1978 commented
          Editing a comment
          Hey!
          Sorry, but this plugin mostly about 2.

          Seems that 1) VR works only in Old Studio and 3) threesomes works only in NEO. Hope you find plugin to run VR in NEO - now we focus on features for NEO-based engines - NEO, PlayHome Studio, CharaStudio.

      • #68
        I spend some hours to study how to make a event mod in help girl agency, and made my first vnscenescript scene.
        Its an event when the girl work in restaurant, be touched by a customer. Please check it.
        I plan to add some lewdness points when this event happens, but not sure how to do that...

        By the way, the game's background function didn't work at my game. There always a message says:
        Error: 'Studio' object has no attribute 'm_BackgroundCtrl'
        And no png picture was shown.
        The 'm_BackgroundCtrl' is used only in scene_set_bg_png() of VNNeoController. But it should be overrided by the same function in NeoController since we are using Studio Neo. I don't know why...
        Attached Files

        Comment


        • keitaro1978
          keitaro1978 commented
          Editing a comment
          Thanks! ))
          Tried your scene - it's pretty neat )) and it works correctly.

          Oh, if you want to use camera changes from your script_helper functions, you can do it. vnframe extension supports it, it supports all usual acts and even anime calls (see vnscenescriptext_vnframe10.py if you want)

          I'm using cam:1 and camanim:1 because I usually want to adjust cameras after making the full event, and I don't like to change a code. But if you want, you can use direct coordinates from script_helper.

          About your questions:
          > By the way, the game's background function didn't work at my game.
          I've made an optimized version for game... but seems it's not work correctly for you (may be I have some plugins?). So, I returned to usual version. Please, update game to 0.1.1 (link is above, in game post). Hope it works.

          Also, if you want, I added in 0.1.1 clothes set for 2 clothes-based works - Waitress and Dancer. If you want to mod/event it, you can use these clothes.

          > I plan to add some lewdness points when this event happens, but not sure how to do that...
          Added description to this in docs in 0.1.1. Shotrly - you must :useext:gagency01 and call gagwparam:<param>:<change>:<description>
          example: gagwparam:lewdness:2:girl spy on sex

        • countd360
          countd360 commented
          Editing a comment
          It works now. Thank you.

          >Oh, if you want to use camera changes from your script_helper functions, you can do it
          I know. I tried it. But I decide to use preset camera as the same reason of you :)

      • #69
        8.5 released
        Main features:
        - I finally built packages for all engines! (Hope no errors here)
        - Many, many tutorials for all engines - NEO, PlayHome, CharaStudio
        - Laboratory Girl for CharaStudio finally included as demo in package (thanks countd360)
        For developers:
        - sync_h function available - for syncronizing male/female animation based on height/breast size, like it does original games (based on countd360 code)

        All features:
        8.5
        - Main: added VNFrame Tutorial for all engines! (thanks countd360)
        - All: INI - up to 10 games run using keyboard shortcuts
        - Main: sync_h function for syncronizing female and male animation
        - VNSceneScript updated to 2.2
        -- Devutil: added extension vnframe11
        -- Devutil: added extension gagency01
        - Main: VNFrame and VNActor updated to 2.2
        - Chara: finally included Laboratory Girl high-quality demo (thanks countd360 )
        Last edited by keitaro1978; 09-30-2018, 01:58 PM. Reason: typos

        Comment


        • countd360
          countd360 commented
          Editing a comment
          Report a minor bug. In vngameengine.py, scenef_register_actorsprops() func, about line2243. There is a print which print some message when char tag in wrong position. The message used str(e) but e was not defined here.
          And when I use the playhome studio, try press Ctrl-F1 to reload game engine but always fail. It says PHStudioController is not a VNController instance!? How could that happen?

        • keitaro1978
          keitaro1978 commented
          Editing a comment
          Thanks, I'll check this.
          > It says PHStudioController is not a VNController instance!?
          May be we also need a reload not only vngameengine, but also a phstudio py module. May be I'll check this too.

      • #70
        Some interesting news (and new concept)
        In NEO there is a mod HSStudioNEOAddonPlugin. Among other functions, it allows you to attach some elements to other - for example, chara bones to objects. So, you can made your own animations - like fap in demo video here: https://mega.nz/#!MnogBShI!Qkg90w9j-...90cHfGbTlKuePc

        As I know, there is no such thing for PlayHome and CharaStudio.
        So, I decide to make such kind of animation scene as a "proof-of-concept" of how to attach some elements to other.

        It works ))
        Demo for CharaStudio here: https://mega.nz/#!BmgjTK5R!xrIh_H5dn...D_EUdWmGh_O8D4
        Notice, that this is only a "proof-of-concept" - so, you must know target object and an IK bone; and write it in code. No free bones attachment, no visual interface - just first experiment. So, feel free to use, adapt and extend it.

        Some small notes:
        - demo uses VNFrame naming conventions - "main" for main chara, "sp" for invisible animated sphere - for easy connect targeted scene elements.
        - if you understand demo, you can port it to PlayHome easily.

        (Screenshot of scene in attach)
        Attached Files
        Last edited by keitaro1978; 10-01-2018, 08:08 AM. Reason: small notes added

        Comment


        • #71
          https://www.youtube.com/watch?v=KXlyLxBn5eI

          MMD cam import!

          Although the code is not at all factored, this is my code
          nyaacho_camctrl.zip

          Comment


          • keitaro1978
            keitaro1978 commented
            Editing a comment
            Although I'm not working with MMD animations... it's cool! Thanks for sharing!

          • countd360
            countd360 commented
            Editing a comment
            I tried your code. It do works.
            But, sometimes camera moves suddenly. Not just like the motion in MMD.
            I peeked your code, and I think maybe I can improve it. Can I use some of you code?
            And a question, there is a simulate key press of F12 at start(), does it have special meaning?

          • countd360
            countd360 commented
            Editing a comment
            I made some improve and release it at
            http://www.hongfire.com/forum/forum/...70#post6406670

        • #72
          RePlayHome v0.1 and VNFrame 2.3 released!
          RePlayHome is my new game in Playhome studio. It is the version 0.1, only the first day to play.
          Still it contents 8 H-scenes, and a mini game to play. I hope it is not too hard to clear...
          It needs vngameengine v8.5, and a mod names 'StudioAnimLoader.dll', which allow you to use the animation in HoneySelect.
          If you don't have this mod or don't have honeyselect, don't worry, only some animations in first scene will go wrong.
          Most of the story doesn't need that mod, I didn't use any H animation from HoneySelect by now.

          I updated VNFrame for the game, so I release it as version 2.3.
          Main changes:
          - Add some act/anime functions in "sys" to help build story. Include "branch", "skip" to control the flow, "wait_anime" and "wait_voice" to control anime time, "set_vari" to set flag.
          - anime script can use non-range param just like act script. VNFrame will try to build anime from current state to the target state.
          For example, in old style you must write:
          ({"main": { "mouth": (0, 1) }}, 1)
          to make the anime of mouth open from 0 to 1 in 1 second, now you can write:
          ({"main": { "mouth": 1}}, 1)
          and the mouth of char "main" will change from current state to 1 in 1 second.
          This function is still experimental and not supported by ScriptHelper so you have write the script by yourself.
          - addProp() and delProp() function added to support creating and deleting prop at runtime. Because I found it's impossible to prepare all the props at first.

          Enjoy the game, and if you found something wrong, please tell me.

          to keitaro1978
          Spoiler
          Write a story in English kills me. I plan to release a Chinese version in a Chinese community, so I have to introduce vngameengine with the game.
          Do you mind if I provide a local download of vngameengine v8.5 in the community because mega.nz is not easy to access from China.
          Of course I will post a link to this page and claim the origin.
          Attached Files

          Comment


          • countd360
            countd360 commented
            Editing a comment
            I have re-posted it, with Chinese edition and some screenshots.

          • keitaro1978
            keitaro1978 commented
            Editing a comment
            Thanks!
            Also, I tried a game )) Very cool!!
            There is some impressions:
            - At first, I've used Customize function to use my own female chars )) it was fun! and worked ok!
            - I was impressed during intro - it was pretty big
            - I downloaded StudioAnimLoader.dllm but it doesn't work for me ( but it's ok, it seems it was used only during Hero moving in intro
            - I've passed all main good routes. Impressed, that you made a custom Unity interface in many places.
            - It was not clearly to understand that I must restart it using New game to collect other routes. I tried few times to Continue, and understand to New Game in next time. May be, you need a notice in Gallery - if there is less than 8 routes, notice user to collect others using New game.
            - Passed to "sister route" with mini-game. Mini-game was really unexpected ))) it's not so hard, but it was hard at start, during interface understanding.
            - I didn't clear all routes already
            - I've read the code... O_O there are a lot of work!
            Thanks a lot!

          • countd360
            countd360 commented
            Editing a comment
            Thank you for playing!
            About the StudioAnimLoader.dll, it needs some config files to work, I think. I am not so sure abort it.
            About the continue function, in my design, you can collect another route from the girl select scene, if you played until the end of the day. Auto save happens at the end scene. Maybe something goes wrong...
            About the mini game, it was a popular mobile game in China years ago, I used it to test addProp, delProp functions.

        • #73

          A great plug-in I want to try too However, No matter how hard I try, it does not work. T . T

          Comment


          • keitaro1978
            keitaro1978 commented
            Editing a comment
            ((
            PS: Yesterday I debug plugin on some other machine. We investigate that some plugin just kick out IronPython console, so engine not start. So, may be try to enable/disable some plugin(s) - may be this works after it.

        • #74
          Hi Keitaro,

          As I said before, great work on this, it's an amazing plugin. Credit to Countd360, too, you're doing an excellent job with it.

          I wanted to ask your opinion on something as I feel like I might be missing something, but suspect that I just have a different use-case to yourselves.

          I have folders with VN material in, but they are all separate scenes. In order to get from one scene to the next, I have to load each one in turn, which is very slow. What I want to do is import the new scene (which has all the same actors and props) and assign the IDs automatically, based on the actor and prop names. Is there an easy way to do this? At the moment, I think I have to re-assign all IDs, names and colors every time I import (with a rescan and reset to clear the existing IDs).

          I expect the answer is I've done this the wrong way from the start! But if there is an easier way, then that'd be great.

          Cheers, keep up the good work!

          Comment


          • cochese42
            cochese42 commented
            Editing a comment
            keitaro1978

            Thank you for the info, the logic behind the unicode characters makes sense. I can use either, since I'm only using Latin. I'll maybe change to just text later, when I need to edit things easily.

            I think I'm getting the hang of it. But I'm having trouble dumping the character's head direction and eye direction. I can set the 'face-to' attribute, but the head seems to break when I used 'fixed'. I'm using with FK instead (as I suspect this is the only way you can track the values).

            But how do I assign a custom direction for the eyes? There is no FK option. Is this possible?

            Thanks again!

          • keitaro1978
            keitaro1978 commented
            Editing a comment
            > But how do I assign a custom direction for the eyes?
            As i know, there are two VNActor properties (they must be in a VNFrame dump):
            fs["look_at_ptn"] = self.get_look_eye_ptn()
            fs["look_at_pos"] = self.get_look_eye_pos()
            look_at_pos works where eyes position is on object or something like that.

          • cochese42
            cochese42 commented
            Editing a comment
            Ah, thankyou, that gave me a clue, so I looked at the python code and found that you need to set the gaze focus as 'Loading' (int 4) for the look_at_ptn value to be able to set the eye direction via look_at_pos. Cheers again for your help!

        • #75
          Made a separate thread for ready works: http://www.hongfire.com/forum/forum/...ames-and-utils
          Please, post them to that thread.

          Comment

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