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Xaufin

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Everything posted by Xaufin

  1. JeeeeeesusChrist no pun intended. You're incredible.
  2. Nothing is preventing IK. And it's the only way to make different sizes work. Otherwise, with a slider that ranges from 0.0 to 1.0, they would have to hand animate every relevant pose to suit 100 different settings (0.00, 0.01, 0.02...) If the slider had only 3 states (small, medium, large), then they'd only have to hand animate 3 times for every relevant pose. But that's still more work than just implementing IK. If the pose editor could accommodate those slider values, it would still do so with IK.
  3. I think he said April in an older comment I read on his forum profile. It was the goal.
  4. Yeah, nipple placement is an interesting problem that makes certain foreplay poses seemingly impossible. A breast sucking animation that works fine on small breasts would end up swallowing the partner's entire head if the breasts were max size. I've mentioned before this should be solvable with inverse kinematic (IK) animation, where one avatar's mouth is navigating by code to a point on the other avatar instead of using preset keyframe positions. The mythical "pose editor" might be able to solve this too, where players could trade poses or pose files like "breastplay_small", "breastplay_medium", etc. that would manually account for these differences. Still wouldn't work if "_medium" was for a 50% breast and their partner had 48% breasts, but it's a start.
  5. From Gizmo on April 2nd, in the topic about April FOol's. ---
  6. RE: Mocap. Motion capture is a great way to get 80% of the animation data you need, but that data still has to be fine-tuned for animations. Even the pre-made dance animations in 3DX, many of which are just downloaded from Mixamo/etc and put into 3DX, have to be modified to fit 3DX's rigs better and other small fixes. The original human rig might have had forearms that were 0.4 meters but 3DX's are 0.35, for example. So even adding free stuff takes work. An example would be in that pole dance video above, where at some points her hands are not correctly aligned with the pole. That last 20% of polish and finishing touches is necessary whether by mocap or custom keyframe animations.
  7. @Gizmo If nothing else, would be nice to know how dev days are actually being spent, so we understand why men still have permanent erections (feature), world editor doesn't show an object's current color (bug) when selected, etc. Some of these things would take half a day or less to fix. In one month, you could fix 20+ small bugs/features like these. So what's preventing it? There are over 500 players online at this moment. I'm guessing the global total of accounts is at least 3x that amount. Assuming they all got 6 month memberships, that's $5 x 1500, which is $7,500/m in revenue. Even if $2500 of that somehow went to server and misc. costs, you'd still have enough for comfortable wages for 2 employees. But we're not seeing a month's worth of work each month for 2 people (or even 1). Is it an issue of project management? Do you need a list of changes to make? Or someone to help track bugs and feature suggestions? The game is clearly not "finished" and there's always going to be more content and features to add. I understand some funds were diverted to the DDoS attacks, but we'd still like to know what the 'updated' development timeline looks like, or if there's a timeline at all. Or perhaps a high level summary of why funds aren't available to hire an additional artist/coder? On that subject, is there any ambition to actually make XGold useful or encourage more transactions? When my friend and I joined, our first question was: what is the XGold useful for? Not a good sign for your monetization system. We've heard that you're planning a big interesting feature release for this month. How's that going? What is it? Is it possible to fix some small things while that's in progress? The color picker shows current color in the Character Editor but not in the World Editor. So it can't take much more than a copy/paste or calling a ShowCurrentColor() function to fix that. Would you mind including that with the next release?
  8. Enter the Matrix at 11p EST on Sunday night. Preferred clothing is cyberpunk, BDSM, or horror! Leather, collars, harnesses! Our staff and dancers are mostly vampires, and many of the guests too! Ask the bartender about our "live refreshments". Roleplay is not required, but optional. The grand opening will be focused on the theme and music, but we'll have some RP nights in the future! https://discord.gg/t5fjGUM (NOW HIRING: dancers, guards, "coat" checker, blood dolls) Let's "jack in", and jack off. Check your weapons and coats at the door.
  9. On top of that, add a single "Overworld" room that features the city these other rooms reside in. In the Overworld, you can use XGold to rent/purchase an available plot and customize a small square of land. The Overworld file could be updated simultaneously by multiple users at once because it actually just assembles world files for the small squares. Probably have a file limit of 300kb for each plot, so that loading the Overworld doesn't take forever. Might also just load local chunks, like the district the player spawns in. You could build the front part of your club in the Overworld. And when a user clicks the entry point, they arrive in your room (if it's open). Districts in the Overworld would include Entertainment/Club district (8k/month) (40 plots) Brothel/colds district (4k/month) (40 plots) Game/Misc rooms (4k/month) (20 plots) Fantasy forest, for abstract, nature-based, themed, or fan creation rooms (2k/month) (60 plots) Because the size of this city would make traveling hard, I think a simple subway system could help jump from point to point. Just click the train car, a map pops up, and you click one of the train hubs to be teleported there. Someone also mentioned vehicles, which should be possible too. #ambitious
  10. Is it normal to be sexually attracted to the room you've built?
  11. Club Hel from The Matrix Revolutions Garage and Gun Check are about 98% complete. Club is about 30% complete, lighting is also not final. Hope to be finished in April. Garage & Gun Check reference Matrix Revolutions (Seraph Vs Guards) 1080p - YouTube Club reference The Matrix Revolutions - I Don't Have Time For This Shit [HD] - YouTube "Every time you heard someone say they saw a ghost or angel, every story you've ever heard about werewolves, vampires or aliens is the system assimilating some program that's doing something they're not supposed to be doing." - The Oracle Pics:
  12. Hello builders. I'm working on one of the more decoration pieces for my recreation of Club Hel from The Matrix. There are a few of these suspended gimp bodies around the room. I'm trying to keep the quality high and it's becoming pretty clear I'm not the guy to make this particular decoration. Shoes in particular can suck my bum. I'm open to tips for doing better, but would anyone be interested in creating the body portion? I can handle the chains and restraints and tubes. There may also be existing assets listed somewhere here that I could adapt. Any volunteers or links to resources? Thanks.
  13. I've finally figured out why every time I type "Club" when sharing a room, it makes my mouse cursor disappear. I thought it was something else and just restarted the client to fix. But now I've discovered that Shift + C while doing that hides my mouse. No idea why this absurd little shortcut exists, but can we get rid of that @Gizmo
  14. A menu button that lets you see the actual hierarchy of scene objects would be great, maybe even the option to rename them. Sub-groups would be amazing, so I could have a hallway of doors, group them all, but still be able to select only a single door group (door+knob+hinge). Currently I have to group together dozens of objects to move an entire bedroom somewhere, knowing that when I click ungroup everything will be split into its tiny component pieces again. So instead of just Group and Ungroup: Add To Existing Group Add To New Group Ungroup (if selected group is in a group/parent, remove it from the group but stay grouped. else ungroup its own objects) //The user selects a "groupToAdd", then clicks the "Add to existing group" button, then clicks the "existingGroup" public void AddGroupToExistingGroup(ObjectGroup groupToAdd, ObjectGroup existingGroup) { groupToAdd.transform.SetParent(existingGroup.transform); } //The user selects multiple groups, then clicks the "Add to new group" button public void AddSelectedGroupsToNewGroup() { //Assign selected objects to these arrays ObjectGroup[] SelectedGroups = GetCurrentlySelectedGroups(); SingleObject[] SelectedSingles = GetCurrentlySelectedSingles(); //Make The new group, an empty game object ObjectGroup newGroup = Instantiate(ObjectGroupPrefab); //For every group, add it to the new group object for (int i = 0; i < SelectedGroups.Length; i++) { SelectedGroups[i].transform.SetParent(newGroup); } //For every ungrouped object, add it to the new group object for (int j = 0; j < SelectedSingles.Length; j++) { SelectedSingles[i].transform.SetParent(newGroup); } Here's some sample code @Gizmo. Having this feature along with the ability to see and select objects from a hierarchy list would be super useful. You could even let them drag and drop objects into each other in the hierarchy list the way we do manually in Unity.
  15. Exactly. If they don't communicate it's because they don't want to be held accountable, which does indicate low ambition. And technically that's fine. The game clearly offers enough to maintain the success it has. No reason for anyone on forums to expect anything more at this point.
  16. Lack of competition shouldn't automatically put a ceiling on a game's ambition. The more seriously you take your game, the more it will thrive, regardless of competition. There is probably a much bigger market for adult games but because they all feel cheap they're written off and don't command any respect or interest. It's one of those "if you build it, they will come" scenarios. (no pun intended) The first steps toward taking this game to a higher level of professionalism would be to create a better monetization system (figure out what the hell XGold is supposed to do), and flesh out your existing systems to their fullest potential, like synchronizing dance speed with the room's music BPM. The first day I started playing, I momentarily thought my dance was auto-syncing to the music and I thought "wow that's really impressive". I was mistaken, but that sort of thing could go a long way. A friend of mine also had the same reaction to XGold which was "what the hell is it for". Having a nearly useless empty currency immediately turns people off and exposes how amateur the game may be. There's nothing wrong with amateur, but that doesn't mean you shouldn't make an effort. Adding a part-time designer to the team might help take it from Convenient Collection of Features to something resembling a focused game. But again, it depends on ambition. Is there a grand vision? Or is the end game really just fancy chat room?
  17. I haven't been here long but the dev policy seems to be: announce and roll out updates when they feel like it, as fast as they feel like it. The fact that there has been no expansion of the team to speed development means one (or all) of these things: The game isn't growing/profiting enough to justify expanding the team The game is a secondary project and funds go primarily to more important projects The team is comfortable with the current level of success and rate of development and that's as ambitious as it gets Continuing down this path, one of two things happens: A similar game outpaces and replaces 3dx More games pop up but 3dx maintains a player base for many years Plenty of small MMOs go the way of the latter, making use of limited funds to maintain the game as a hobby for decades. ---- I think what players would love to see is more rapid development and with more focus and even transparency. If it were me, I'd create two memberships, with one allowing more passionate players to not only "throw money at the game" but also use earned points to crowd fund the next feature implemented. Simultaneously creates a system of both transparency and accountability. $5/m Basic membership (standard game access, 1,000 feature points per month) $20/m Builders membership (minor additional features and room perks, 10,000 feature points per month + 750 for each consecutive month subscribed) Fundraising might look like this: Difficult feature (room/dance BPM) needs 2,000,000 points ($3000) to begin work. Easy feature (add condoms) needs only 250,000 points. ($375) New sex/dance pose needs 500,000 ($750) Super difficult feature (pose editor) could take 10,000,000 points ($15,000) So it would take 100 advanced members less than 2 months to meet 2 million. A list of fundraisers would be displayed on the site, and players could expect that the fully funded ones are being prioritized. Devs could even start something at 75% funded so it's finished sooner when they hit the goal. But why should we pay more for stuff they should already be doing? Well, because they're clearly not motivated or have different priorities. Maybe the idea of more money or more success motivates these developers and maybe not. As this thread suggests, there is virtually no player-developer relationship in place, and this is more of a bus ride than a taxi ride. If Gizmo never makes lengthy announcements about the direction of 3DX and his ambitions, it's safe to assume he's comfortable being a bus driver and he's gonna pick where he drives. We're just along for the ride and sometimes the bus driver says "Hi " I think that's foolish and the game has a lot more potential, but if it works for the devs, it works for the devs.
  18. Awesome feature. Is there any way we could change the speed of the lights? Or the start frame of their animation? So they don't all do the exact same movement at the same time?
  19. Better idea: **Adjust/overhaul all dance animations to 120 bpm Make sure each animation's loop restarts at the end of a 4/4 bar **Allow setting the bpm for the room manually **Give each player a 3-point slider to toggle their animation speed between 50/100/200% The animation speed will then be updated whenever the room or player BPM is changed: 1 x (RoomBPM / 120) x PlayerBPM. Ideally also sync the dance to the nearest beat (make dance syncing easier) **These changes would be pretty easy to code. Re-timing/shortening/lengthening the animations would be most of the work, but I think very worth it.
  20. While most people might use custom textures responsibly, the feature would need either some form of vetting or option to report a room for bad imagery. And for the consequence of an account ban to hold any weight, users should pay for hosting space or per image to use this feature. The YouTube (and/or Pornhub btw) feature could be paid simply for extra server strain and logistics of maintaining it, but the bonus there is YouTube moderates its own content so you don't have to worry about offensive/illegal imagery.
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