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.
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
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.
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