is there any reason in particular minos is still barefoot when he's wearing clothes in dxm or did you just think it would be funny (sorry this is such a random question it came up in a call with my best friend and they said i should ask you about it lol)
Oh jdkfsjl no worries! I think what happened was that I drew him without any clothes at first because it's canon and I like the thought that he'd be comfortable like that, but I also liked how he looked with the suit outfit from the one New Blood promo art and wanted to try it? So when I changed it I sort of just. Compromised with not making him wear shoes as well. And then he became the kind of guy to me who would wear clothes if he likes them but go around barefoot about it.
So yeah, just the output of the rube goldberg machine in my brain that goes off when I start drawing I guess! ✌️
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Hi I know there's already been DxM fanfiction but I wanted to formally ask: is it okay with you if we make DxM fanfiction and post it on ao3??
sorry if this question feels redundant I just want to be extra extra sure. >_<
No worries at all, I'm happy to make this clear - it's absolutely okay with me if anyone wants to write and post DxM fanfiction! I would be delighted and honoured in fact ^_^
Many thanks to @sharp-pen (@Pen_Ne_ul10ra on twitter) for making a Japanese translation of DxM! 🥺🎉
Downloadable link for the patch files is available in their post HERE (and do check out the beautiful art they made as well!!!)
They have kindly allowed me to make use of their translation work and I have started the process of integrating it into the base game as a built-in language option, with plans to make back-end adjustments for maximum localization, so that will be available soon! ^^
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first off i absolutely love the dating sim its both really cute and in character [also i love staring at these sprites, i could look at your art alllllllll day tbh its really pretty]
secondly ive been looking for sprite 49 n' 50 for i think 30 mins now, [idk why those are the ones that have escaped me] but itd be like super cool and rad if you tell me where they areeeeeee 👀👀👀
Also you dont have to answer this last part but what website [if you used one] did you use to make the route map?
Aaaaa thank you so much for saying so! >< 💖Super duper happy to hear all this, and I can absolutely tell you where those two sprites are - they're unique ones so they're easy to miss!
Both of them are used in the same scene following block 25. choice #2:
(This' probably one of my favourite parts of the game, please don't miss out on it- 😆)
(And I used draw.io's online flowchart maker to make the route map! It was a bit clunky but it did everything I needed it to ^^)
38 and 63 are the last two sprites I'm missing to P-rank DxM--knowing me I'll probably end up replaying and scouring the map until I can get them myself, but in case I stay stuck (and in case anyone else is missing these two in particular) I hope it's not a hassle to ask for pointers haha
I'm so fond of this silly little game for a plethora of reasons but especially the way Gabriel is characterized (which feels like a massive chunk of the game but y'know). There have been multiple times while playing where I went "awww :)" and "oh :(" out loud because of the writing and the accompanying sprites. He and V1 both make me ill
Ahh nice you're real close then! :D And no problem at all, as a smaller hint they're both found within the 4th sub-route (bottom purple block on the map); adding the precise location under the cut in case you or anyone else needs it ^^
And I'm positively delighted you enjoyed the game, thank you so much! It brings much joy in turn to hear that Gabriel's characterization + art came across well - as you mentioned that's kind of a big and important part of the game😄 Being more than a bit crazy about them def helped with that, I swear there's something about these two that just Gets You right in the Brain :]
Sprites #38 and #63 are found at the same spot: block 41 choice #1!
I distinctly only heard him protest once before silencing himself, so he must not have minded it that much.
Friend wrote me the most delightful bit of post-DxM fic and I immediately knew I had to draw this for it!!! ✨✨✨ If you've seen the game's Bonus Episode, please do go give it a read and show their work some support! ^^💖
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Lengthy discussion under the cut of how Ren'py makes it easy to get started making your own VN! TL;DR: this 100% free engine gives you a working template right out of the box; read the quickstart guide and you can have a prototype running in minutes :)
This ramble has been in the works for a while; I'd been wanting to yap about the engine since I finished DxM but it was a bit tricky to figure out a balance in detail/length/focus/etc. I've opted to simply highlight some advantages that make it easy to get started, since my goal is to show how good Ren'py is at doing what it does and that everyone should try it >:)
-
What I find particularly great about is that it does so much right out of the box. It is very conscious of what a VN needs, and does as much as it can to make that as easy as possible, even to people who are complete newbies to both the engine and programming. It: (1) gives you a fully functional template, (2) makes script-writing as dumb and easy as possible, (3) provides both relatively straightforward and immensely flexible customization options, and (4) is meticulously documented and has a well-established community/support base.
(1) The Functional Template
The way it gives basically comes with a working VN right out of the box is a great feature of Ren'py, perfect for anyone who wants to hit the ground running. You download it, run the application, click "Create New Project", pick between a small number of size/theme options, and then it spits out a package that is essentially a functional VN without any content. The default template comes pre-packaged with a fully functional UI that you can run right away, just like any other application on your computer.
[Screenshot of the default project template that gets output]
Even if you don't want your VN to look like the default GUI, rearranging things to match your vision is something that can be done later (unless you know exactly how you want it to look, like it was for me & DxM. In that case, establishing the right dimensions early on can save a lot of hassle). The nice thing about this functional template is that you can dive right into writing/drawing the actual script & images, to get that first proof of concept up and running, without having to worry about lots of setup or configuration. And Ren'py's script support is in my personal opinion, very very accessible.
(2) Easy script writing
When you think of something like a movie or play script, you might imagine something with this kind of format:
SCENE 1: A dark forest.
[Gabriel walks to the centre, holding a torch]
GABRIEL: "WHERE IS THAT DAMNED MACHINE."
[Gabriel looks around frustratedly]
GABRIEL: "I HAVE BEEN WAITING FOR TWELVE HOURS TO GIVE IT THIS BATCH OF COOKIES AND NOW THEY ARE NO LONGER FRESH."
[Gabriel walks off the right, scene fades to black]
Ren'py makes this user-friendly format as their basis for writing the VN script. This is what I would consider a second major advantage. A Ren'py script.py file that does the above would look something like this:
label start:
scene dark_forest_background
show gabriel with_torch at center
"GABRIEL" "WHERE IS THAT DAMNED MACHINE."
show gabriel looking
"GABRIEL" "I HAVE BEEN WAITING FOR TWELVE HOURS TO GIVE IT THIS BATCH OF COOKIES AND NOW THEY ARE NO LONGER FRESH."
show gabriel leaving at right
show black_background with dissolve
Writing a Ren'py script feels a lot like writing/directing a play. Each line in the script is executed sequentially, whether it's a dialogue line or a change in scene, with a click from the player required by default to move to the next line. You have the images and you have the dialogue; you decide how they show up on-screen in what order, and with what special effects/positioning they use (most of which are built-in).
In the example above, all character dialogue will automatically be shown in a dialogue box labelled with the name provided ("GABRIEL"). All changes take effect instantly, so you can see them in-game immediately. You can set something up in literal minutes if you have all the parts; the work lies only in putting them together.
[Award-winning VN in the works???]
What about offering dialogue options and diverging routes? That is also made as easy as possible via the engine. Say you want to give the player 3 options, for example - (1) Go up the hill, (2) Leave the forest; or (3) Eat the cookies yourself.
To translate this to Ren'py, all you have to do is add a menu statement at the point in the script where you want it to show up. To extend the example above:
[...]
show gabriel_leaving at right
show black_background with dissolve
menu:
"Go up the hill":
jump up_hill
"Leave the forest":
jump leave_forest
"Eat the cookies yourself":
jump eat_cookies
(As this ramble is not meant to be a syntax guide, I won't go into the depths of Renpy's syntax, but I will mention that the colons and indentations are important!)
Then once the script reaches the fade-to-black, the "menu" line is run, and Renpy will automatically show the three options on-screen as clickable buttons. When the player clicks on the appropriate button, the control flow will jump to the corresponding label, which can then be defined anywhere else in the script.
The "up_hill"/"leave_forest"/"eat_cookies" labels are names you make up, and they should correspond to landing points for those jump statements, where the script will continue from. For example:
label up_hill:
"GABRIEL" "GUESS I'LL TRY GOING UP THE HILL."
[...]
label leave_forest:
"GABRIEL" "MAYBE I SHOULDN'T BE LOOKING FOR IT HERE."
[...]
label eat_cookies:
"GABRIEL" "OKAY I'M JUST EATING THESE MYSELF THEN."
[...]
The job of the creator then becomes scripting all the routes, defining menus + options, and creating jump/label pairs that will connect in the way they want the flow to go. When the script reaches an end with no further statements to execute, it ends on its own and returns to the main menu.
For simple decision-based and dialogue-centric VNs like DxM, this was basically all that was needed to convey the story!
(3) Straightforward Customization
The third thing I really liked is how Ren'py exposes customization options extremely easily. Virtually anything you want to change or set is available in the form of a relevant property, part of Ren'py's robust, overarching "style" system. And since the sheer number of options can get overwhelming to a new user, by default Ren'py exposes - via very clearly labelled variables - a good number of properties that could be considered "frequently used", such as the system font, the dialogue text size, text colour, the size of the dialogue window, etc. If you want finer control, you can go in and set the property values for each and every UI element that you like.
Adding your own UI elements is also very easy. There's a slightly steeper learning curve because anything you want on-screen that's not a static image needs something called a "screen" that you can define (for example, the +BONUSES box in DxM was a custom screen, as was the clock in the top left corner). But screens can be ridiculously basic:
screen example_screen():
text "This is an example"
That's it that's a screen, that simply shows the text "This is an example" in the default position on-screen. Again since the lines in the script are executed sequentially, simply adding "show screen example_screen" at the right point will cause the text to appear on-screen like magic :)
DxM obviously looks nothing like the default template shown above, and that was quite easily achievable by adding & removing various UI elements, then rearranging things until they were all in the right spots.
(4) Read the docs (or don't, it works either way)
The fourth and most important advantage of Ren'py in my book is how long it's been around, resulting in the extremely well-established community/documentation/resources. I joke to myself that I brute-forced Ren'py because I skimmed the quickstart guide in their documentation, then spent the next month or so simply googling "renpy how do I do X" and trying out each result until I got what I wanted, without actually really understanding what the heck I was doing 80% of the time. And it worked! Because searching for Ren'py help for basic things like how to arrange things in a grid or add a scrollbox always yielded helpful results - there's a forum full of responsive Ren'py veterans where almost any question you can think of has been asked, and the Ren'py subreddit turned out to be a great resource as well. I also saw several dedicated tutorial websites that had posts on how to employ certain features of Ren'py, in case friendlier language than that of the docs would be a benefit.
Eventually I did read through most of the docs (I am a nerd who enjoys doing that) - they definitely get more technical and there are lots of things I still don't understand well, but they really helped expose me to new features that I wouldn't have known were possibilities (like the drop-down menus, tooltips, custom transitions, and of course browser support). Wading through the docs also led to several major overhauls of my code when I realized I was doing stuff in the stupidest way possible, brute-forcing a workaround when Ren'py already had seamless built-in handling of that (hi, using global variables for literally everything, I don't miss you). To use advanced features of Ren'py, knowledge of Python & programming principles is required, but the bare minimum can already get you really far with Ren'py.
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If you've made it all the way down here, thanks for reading, I hope that was at least somewhat informative/interesting! I tried to keep this as a relatively brief "taster" and had to leave out a lot of detail to that end, but would be happy to expand on anything specific. For anyone interested in trying it out though, the proper place to start would be the official quickstart guide, which covers everything I mentioned here in a better level of detail for getting started.
Heya, I'm back at it again with P-ranking the game, missing one singular sprite and it's driving me a bit insane lol. I would like to ask where the 13th image is in the gallery, my friend and I have been at it for hours with no luck.
Thanks in advance!
Hi! Certainly, would be glad to help - take option #3 at block 30 on the route map to nab that last unique one! :)
Hi!! I wanted to ask if you have any plans to add more content to DxM in the future. I really enjoyed the game, and playing it makes me really happy :)
Hi! I'm really glad to hear you had fun with the game, that was the goal! ^^ I do consider it to be finished now, so there won't be any more new content added to it.
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Oh my goodness golly gee Deus X Machina I'm filled with 86'000 bees of excitement and dopamine. BUT! I CAN'T P-RANK IT! (As with normal ultrakill...gulp...)
87/89. I'm missing TWO sprites, 64, and 66, and I was wondering dear author, prestigious member of the Ultrakill community, how may I aquire these sprites to unlock Special Scene?
Would be delighted to be of service! Both of those are found following option 4 of choice block 28 in my route map:
Hope that helps you get that last sneaky pair and your P-rank! Thank you for playing, I hope you enjoy the bonus ^^ ✨