One Yukkuri Place

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    Arachnophile

    Alright, I tried my best to get all of the appropriate tags, but I'm pretty sure I probably missed half. I'm trying to show that Simyukkuri can be easily modified (at least visually) to make a variety of scenarios.

    I'm also planning on uploading artwork of my own at some point, so this works as kind of a "getting a feel for things" post.

    EasyV

    Yeah adding assets is (relatively) easy, what's really hard is adding yukkuri
    Say I want to add Sumireko, I'd need to decompile the game (since no source is available), understand how yukkuri work, then make my own class for Sumireko, and finally recompile everything
    It'd be really a godsend a way to drop a directory into another one and magically have a new yukkuri in the game

    Arachnophile

    EasyV said:

    It'd be really a godsend a way to drop a directory into another one and magically have a new yukkuri in the game

    I have yet to try that, but I understand somewhat how the game works. Once I start playing around with it, I may post some sort of guide if one doesn't already exist.

    EasyV

    Arachnophile said:

    I have yet to try that, but I understand somewhat how the game works. Once I start playing around with it, I may post some sort of guide if one doesn't already exist.

    I've actually decompiled the game and I understand parts of the logic behind it
    Yukkuri are hard-coded Java classes, one for each type of yukkuri, so you have one class for Reimu, a separate class for WasaReimu and another one for Deibu (same for Marisa, ShellMarisa, KotatsuMarisa, and Dosu)
    So if you want to add a new yukkuri you have to program its behaviour as a Java class and recompile the game, then distribute it as a different version

    Arachnophile

    EasyV said:

    you have to program its behaviour as a Java class and recompile the game, then distribute it as a different version

    That's not very fun :(