Update #56 - Outline Fix, September Previews, & Moémon Project News! (Patreon)
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Hey everyone!
The next release is unfortunately not quite ready yet as I've been super busy with some other related stuff, one of which is a bit of experimentation that finally solves a problem I've always had with KK models since forever ago. That problem being the "facial outlines" that appear when Outline Thickness is turned on, whether it's low or high. Let's talk about it.
Detail Mask Fix
Given the theme of Moémon is a sort of cartoonish feel, I've enjoyed using some of more Animated or Minimalist shadow settings to push that cartoony look, and Outline Thickness really comes in handy in accentuating certain body parts as well as helping, visually, to separate some of the parts that tend to blend in together.
The problem, of course, is that it adds these thick lines to certain parts of the face, specifically between the eyes and the nose, the lips, and inside the mouth, and sometimes on eyebrows (sometimes on ears as well but that's hardly a problem itself).
As you can see in the image above (the Lapras on the right), I'm happy to say I've finally discovered a permanent fix that will be used with each new release going forward, as well as retroactively applying it to older models. Now we can have the best of both worlds - mainly, outlined boobies and smooth, clean faces.
Attached to this post is the actual fix. It's simply an edited Detail Mask file which you can apply to any of your own models by simply selecting the Material Edit for their Head and scrolling down to Detail Mask then importing this file. It's advised that you save before doing any of this, because resetting any head files like this can be a pain.
September Previews
As stated before, there's a handful of non-Legendary/Mega/Paradox Moémon that will be released, but since I'm working on this bigger project, I don't have specific ones to really name, except I may rework the Gen 1 lines, with exception to the Squirtle line since that one was recently done. Both the Charmander and Bulbasaur lines have slightly different sprites, as well as featuring different Mega sprites:
Skipping over to Gen 5 after that will be the popular Zoroark line. The main reason is because I want to do the new Hisuian regional forms by the talented artist Soulja. He's been putting out a ton of quality sprites, sometimes half a dozen a day. It's incredible.
I'd also like to complete the Swords of Justice set, the Gen 5 Legendaries consisting of Cobalion, Terrakion, and Virizion.
Funny enough, this set has also had it's own Bunnified version, like many other sprites are also receiving in a broader Bunnygirl alternate set. I don't know if I'll separate these as their own cards, or just have them as an outfit slot, but whichever the case.. they're super cute and you need to see them.
And finally, at the risk of over-promising, we're finally going back to releasing the next Ultra Beast, which is actually likely to be at the beginning of next month because I want to do this one as soon as possible: It's Guzzlord!
And that's it for the previews. It's just for September though. Definitely. I'm not teasing the October one's yet. It's too soon. Not going to do it. Nope.
..Okay fine, here's Grimmsnarl:
Unnamed Moémon Project
I also wanted to give a brief update on this separate Moémon project I've been working on as there is some slightly bad news and slightly good news, and other news, and not-really-bad-or-good news.
First, the not-really-bad-or-good news: I've switched programs. The previous software I was using was outdated, buggy and slow because it was an old "downloaded" program because I didn't want to pay $59.99 for something I wasn't sure if I even wanted to use. I won't name said program, because you know, rules or whatever. Anyways, I've switch to Ren'Py. Ren'Py is relatively easy to use and should be just as capable to do what it is I want to do.
Which leads into the bad news, I'm most likely not going to add RPG battle mechanics, for several reasons: one, because I have no freaking idea how to code. It's possible to do, certainly, and could be fun, and I'm willing to learn, but then I thought of a second reason: Would it even "look" good? After playing with some models in KK Studio, I can't really see how the models could "fit" into a battle scene that's similar to Pokémon's regular style, without a 3D camera.
It WOULD fit rather well just using the Moémon sprites - but then, that's what the Mega FireRed rom is designed for. So, if you want RPG mechanics.. just go play that. At least, that's my current thinking.
I'm doing all of this on my free time anyways, and that includes the models themselves, so doing all the assets and scene design and script writing has been taking up a lot of time, and I don't want to have to worry about learning to code just for some battle mechanics that are ultimately not necessary. I just want to tell a Moémon story.
Which leads into the good news, "sort of" good news, which is that the prelude scenes are all basically done, as well as the full script, and now it just needs to be thrown together with some "beautifying" done first - meaning, adding a title screen, some GUI elements and other parts. Once that's all done I'll make a version available so that you can get an idea of what to expect with a "playable" "demo" of the "alpha" of the "game" (which means it'll be a short, 2 minute read with pretty pictures and that's it).
So, you know, that'll be.. Soon-ish, I guess. Maybe?
Uhhhhhh
That's it for now, have a great weekend, see you next release!