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vortex-parallax · 2 years ago
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is there a new download link for your translation of parun's "if..."? the current one leads to a page that says that "the file you are trying to download is no longer available". i'm aiming to record footage of it for youtube so that there's more documentation (or any at all, really) of parun's lesser-known works. thanks!
Hi there! Thanks for getting in touch. I've reuploaded the translation to Google Drive, here: If... English translation by Team NeuroSymbiosis Completely forgot that MEGA deleted files after a while, sorry about that! I'll edit the link in the post about it too. Love the idea of documenting Parun's older work, do send a link to your channel! 😊 Actually, I have something for you if you want to do more. At the time of translating If..., we downloaded all of Parun's games we possibly could. Here's the archive. We're not actively working on any translations at the moment, so anyone is welcome to use these. Some are LiveMaker games that I wasn't sure how to extract text from. We had started translating Heisei Pistol Show, but someone beat us to it here. I have no idea what I was doing with Alice in Wonder Family, I think we may have started to translate it but stopped? Including both versions I have just in case. Anyway, have fun and thanks again for messaging! Parun nation must live on. ❤ - shroomy
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specterthief · 6 months ago
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free renpy vns aren't uniquely bad you just aren't playing the thousands of 30 minute long livemaker vns made from entirely stock assets that look exactly like this
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even if you can't actually play games in japanese i think it's good for the soul to just look at the front page on freem once in a while and demystify japanese indie games to yourself a little
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josimaia · 4 years ago
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Hoje é dia de live aqui no Instagram e tô passando só pra contar pra quem não viu a divulgação lá nos stories. Hoje, sexta-feira, às 21 horas tem o tutorial da make que vocês escolheram. 💄💄💄💄💄💄💄💄💄💄💄💄💄 E toda sexta vai ter uma live diferente pra vocês. Fiquem de olho nos stories porque vocês escolhem os temas da live por lá! E essa semana estamos sem challenge no feed porque estou me dedicando à paródia nova pra ela sair logo, mas semana que vem tô de volta com os challenges hein! Ótima sexta pra nós, beijos e até às 21 horas na live! 😘 . . . . . . . . . . . . . . . . #live #livemakeup #livemake #livemakeuptutorial #livetutorial #livemakeupclass #livehoje #livehojeanoite #livehoje🔴 #livedemaquiagem #livemaquiagem #livemaquiadores #dicasdamaia (em Minas Gerais) https://www.instagram.com/p/CSPRO-vLDwr/?utm_medium=tumblr
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fdotaku · 4 years ago
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The History and Evolution of Msize
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I'm going to talk in detail about the most famous femdom game maker among enthusiasts, Msize, which is a one-man doujin circle run by a man named Riumu.
In June of this year, an Msize game was translated into English for the first time ever, to positive reception: Steps to Love AKA Koibumi. It seems like the perfect time to take a look at where Msize came from. In fact, even people who've known about Msize for years will surely learn some stuff they didn't know before from this article.
History: 2D Femdom Before Msize
In the 1990s, there were no real femdom-themed games. The Japanese erotic game industry was still a relatively small market, and there were few to no doujin games before free or cheap engines like KiriKiri which came out around the turn of the century. If you wanted femdom, you mostly found it as scattered lezdom scenes in works like the PC-98 Raidy series.
In the early '00s, more games with femdom content started to crop up, but many were still a mix of different fetishes. 2000's Bible Black and 2002's Discipline were perhaps the most popular games among femdom fans at the time they came out, for their sexy art and nice femdom scenes, but even they could still be considered a mix of femdom, maledom, and consensual/vanilla scenes.
At the time, Riumu was just a high school student, and he used a different handle for doujin activities.
History: Riumu's Inspirations, and Msize's First Game
Back around the year 2000, when Key's first game Kanon became a hit, an artist who picked the handle Riumu was a fan of it too. He formed a one-man doujin circle called Msize, as both the writer, artist, and engine scripter. For those who don't know, a circle is a unit of one or more people who engage in coordinated creative activities as hobbyists, such as creating manga or games; Msize refers to the circle, and Riumu refers to the person.
Anyway, Riumu first showed up at winter Comiket under the label of Msize in 2002 and sold a doujin manga called Seme Kanon where Kanon's heroine Nayuki lovingly bullies Yuuichi. Back then, it was clear to see that his art style was strongly influenced by Key's artist Hinoue Itaru, as well. From then on, Msize was present at every Comiket and put out a new manga through summer of 2004, for a total of 4 manga.
Msize's fifth work overall but first game, Ijimete Maniac, was made with the free VN engine LiveMaker and came out in summer 2005, both physically and for download on DLsite. (As a bonus, the digital edition of Seme Kanon was included too.) It was pure femdom, had kinky/extreme scenes that were rare to see elsewhere, the art style was beautiful, and above all it delivered the kind of romance that serious femdom fans appreciate--in which the heroine truly stands superior to the male lead, and he finds happiness and fulfillment in his position of subservience to her. Compared to today's VNs, IjiMani only had 680x480 resolution and no voices, but it still quickly achieved recognition among femdom fans, and showed that Msize's written prose was in no way inferior to his art. ...What I consider the first real pure non-hobbyist/corporate femdom games, Mugen Kairou and Shoujo Rensa, didn't even come out until later that same year!
History: Msize, Femdom Game Circle
Msize's second game, Chou Shiritsu! Onnanoko-sama Gakuen, was a lot more ambitious than the first one, with more heroines, a complex setting, a better resolution, an OP theme, and a lengthy trial release (stylized as a promo for the game's female supremacist elite school) that ended up integrated into the main game later. At the same time, he was able to leverage a personal connection to let talented seiyuu from an agency voice his heroines. This kind of voice acting is rare to find in doujin works, especially femdom games; they truly brought the characters to life. In fact, the main heroine of this game was voiced by Kono Kanami, someone who went on to voice the matriarch of 2011's famous femdom game Starless, Mamiya Marie. Onnanoko-sama Gakuen marked the start of Msize's games all having a reputation for excellent voice acting.
In the term period between Msize's first and third game, the circle sold two new manga. However, ever since the third game, Ikisugi! M Lesson came out in 2009, Msize has not sold any more manga. Thus, Msize has been cemented as primarily a femdom game circle. The fifth game that was released in summer 2011, Isu ni Natta Yuusha, was a short RPG released for free; otherwise, every one of the games has only cost about 2000 yen, and although the number of base CGs differs somewhat between them, I'd say the value exceeds the price. I just roughly counted more than 30 base CGs in the most recent 2019 game Akujo no Eikan, which would at least correspond to the "low price" (~3000 yen) category in the corporate eroge industry, when compared purely by that metric. All of this adds to Msize's stellar reputation.
Msize's fifth to eight games were released in 2012, 2015, 2017, and 2019, always in the summer, just like his preceding four. Over time across these eight games, his art has improved dramatically, the resolution has increased from 640x480 to 1280x720, and he's experimented with a wide variety of heroines besides just the schoolgirls of his first two. His ninth game will likely be released in 2022.
While he only sells games, it's worth noting that he has posted standalone art, short CG stories, and occasionally even illustrated short stories on his blog. The short stories are namely Girl Boxing Club 1 in March 2014, Baseball Girl and White-Muddled Nine in August 2016, and The Hero Defeated by a Village Girl in May 2018. That last one actually has a fan translation!
Evolution: Msize's Online Presence
The internet has evolved, and with it how Riumu and Msize connects to people. Before launching his first game, Riumu's main online presence had been on an oekaki BBS, which is an online bulletin board where people share their art semi-anonymously. He also posted sketches, colored art, and (starting in late 2005) blog entries on his circle's first website that was hosted on Sakura Internet's servers, which were home to many other circles at the time. Over the years, he revamped the site to look much more modern, and moved his blog offsite to sblo.jp.
In late 2013, he again moved from sblo.jp to a DLsite blog although the sblo.jp blog is still online. He posted his art and stories there for 6 years, but unfortunately, fate forced him to move once again; DLsite retired its blog hosting amid its push to encourage creators to join its crowdfunding site Ci-en. Since early 2020, his blog can be found on FC2's servers. Since FC2 supports backdating, his posts go all the way back to 2013, at which point they're all the same date, because that's the date he copied over his posts from sblo.jp to the DLsite blog. He has made the FC2 blog his official circle site as well: his site on Sakura Internet's servers doesn't contain new content anymore, just a bunch of his older art.
From what I can tell, Riumu hasn't sold his works in person at Comiket for over a decade now. He used the online shop Comic Toranoana to sell the package editions of his games in the past; currently only his most recent 3 games have their package editions available for purchase on the site, but the download editions are still available for all his games. In the past couple of years, Riumu hasn't blogged much, but there's no mistaking that Msize is currently a circle which relies on the internet.
Evolution: Fetishes in Msize's Games
Feet: What's probably changed the least among Msize's works is the focus on feet as a gateway to femdom. (Note that in Japanese, the common word for feet--ashi--also refers to the entire leg!) The male lead is fascinated by a heroine's legs, and has a strong subconscious urge to get off to them, a desire to worship them or be crushed beneath them, and so on. The heroine, on the other hand, also has at least a latent awareness of the power of her own sexuality, and begins to tease and humiliate him with her feet, with their relationship quickly evolving as a result. For the record, the most foot-focused Msize game heroines are probably Ijimete Maniac's Haruno, M Lesson's Maki, Koibumi's Sachiko, and Jukuatsu's Chieko; as you can see, they typically have the role of "main heroine" in the game.
Scent, Body Hair, Farts, Piss, Scat: Riumu has also not been afraid to expand into more visceral fetishes. Scent-focused ones include sweaty feet and armpits, along with farting scenes. Several of his games have even contained "golden showers" (piss) and scat. To offer the first clear evolution in Msize's works: although there was at least 1 scat scene in each of Msize's first four games (plenty in 2010's fourth game, Hentai Seiheki Dominance) there hasn't been any since then. I'm personally not sure if it's because Riumu "got it all out of his system" with that last game, or whether regulations on doujin games have tightened. At one point I know he was releasing separate patches to uncensor scat.
Heroine Trends: Msize's central heroines tend to be the orthodox type, long-haired childhood friends who are popular at school and have kind demeanors, which is easy to understand when you consider his appreciation for Nayuki from Kanon. His loli heroines tend to possess the so-called "cruelty of children" which refers to the fact that children can be very naive about the moral consequences of what they do, and thus act extremely heartless toward others; these girls tend to engage in ballbusting and anal insertions, abuse the protagonist in groups, treat him like their toy, and typically bully a broad number of people on the side since they have no compunctions to make them hold back.
Evolution: Themes in Msize's Games
More abstractly, Riumu's games have always presented a certain shared setting. He depicts a world in which female supremacy--specifically, the worship of women by men (for their inner fulfillment) combined with the control of men by women (for their amusement, because men need them, and for their own inner fulfillment)--exists at an instinctual level within humans. Not all men or women realize it, but those who do are happy. But actually, in Msize's first game, and to an extent his third and fourth games, these ideas weren't yet firmly cemented into his works.
The first game Ijimete Maniac in particular is a clear pure love story. It's my favorite game from a romance perspective, in fact. I loved the cheesy scene at the end of Suzune's route where he yells out embarrasing things to cheer her on, I loved the subtle unspoken feelings of Haruno's route, and I even appreciated the short epilogue in Arika's route where you see what she looks like years later and sense a hint of her changed personality (Arika sequel route when, Riumu??). The third game M Lesson (in translation currently) and the fourth game Hentai Seiheki Dominance, which are connected to each other--the latter continues from the former's "bad end" with one of the heroines--certainly have somewhat less romantic routes, but are still overall focused on the university student protagonist finding his path in life, with love on the table, and at least one marriage. (By my estimates, Riumu was probably a university student himself during the development of M Lesson.)
But Msize's second game, Onnanoko-sama Gakuen, present a different worldview. It's an explicitly sci-fi setting, unique among his games, in which women have secretly demonstrated their superiority to men since ancient times, and this is the natural order. No longer is interest in femdom something that might depend on an individual's inclinations; it's coded into human genetics.
And so while M Lesson's duology could still be considered a relatively traditional "coming of age" story where the male lead comes to understand his sexuality and finds someone to connect with, starting from the fifth game Koibumi, there's less of a focus on traditional romance and more of a focus on the male lead and the heroines becoming aware of their "true" ideal relationship which was foreshadowed in Onnanoko-sama Gakuen. I'm not saying these games aren't romantic, mind you; Koibumi is very concerned with the characters' feelings. But the dynamic between the male lead and Sachiko feels different than it felt with Haruno or Maki.
Starting from Koibumi, every Msize plot has a romance that proceeds like this: the central heroine and the male lead start to engage in sexual acts, usually centered around her feet, in which he cums but isn't able to put his dick in her (or even see her naked, probably). He's quickly engrossed in how amazing this makes him feel, but after a little while, his insecurities rise to the surface. He wonders whether he should trust her with his money or his love, when she doesn't "need" him and when he's paranoid there are other men; or he feels like these fetish acts are too weird, and has the urge to show her that "he's a man" and have normal sex with her. As a result, he acts tough, or even outright tramples on her good intentions, and maybe even hurts her feelings. Now, here is the moment of truth: will he have the courage to shrug off his worries about how society will see him, recognize that he should accept his masochism and put his trust in her to control him, and submit to her authority for their mutual happiness? Or will he choose not to, which leads to a bad end or otherwise would end his chances with her? I consider this dramatic inner conflict of the male lead to lie at the heart of Koibumi, Jukuatsu, Koifem, and Akujo no Eikan.
I'm not saying there isn't some variation of this plot element in Msize's earlier games, but from Koibumi onward, it feels like the core of the main romance; that's what their relationship is founded upon. Femdom is the proper final evolution of love between men and women. It's notable that there are no more wedding dresses, even in a work with a deeply romantic premise like Koifem; traditional romantic tropes have a reduced presence. So it's clear to me that Riumu refined his vision of femdom romance around the time he put out Koibumi.
Conclusion: Expectations for the Future of Msize
If you weren't familiar with Msize before, I hope this article helped pique your interest in the circle. And if you already were a fan, you probably have a question like this: what more can we expect from Riumu?
For many years now, there have been two things we could concretely expect from Msize: Riumu's occasional (normally several times a year) blog posts with art and/or stories, and a new game that's sold about every 2 years on the first day of summer Comiket. But according to Riumu, he's been busy lately; that would explain why he hasn't posted any standalone art since November 2020, and there was also a whole 9 month space between that contribution and the one before it. Furthermore, his most recent game has had its development stretched out past 2 years, which hasn't happened since 2014 with Jukuatsu. We can probably expect his next game to come out next summer. If you haven't seen it yet, he shared a teaser of the game last May: it's untitled, and the basic premise is that the male lead is dominated by his blood-related mother and his childhood friend.
If you want to know the latest info about Riumu's progress, the best way to find it is to look at his most recent post, click on the title to view the post along with its comments, and look for Riumu's personal comments. Riumu in Japanese is りうむ, so to find posts made by him, Ctrl+F for "りうむ URL" and then look at the comment text that's directly above the lines that match.
For sure, Msize is a labor of love, and it'd be hard to expect Riumu to pace himself any faster. Like most doujin game makers, he's someone with a day job. My impression is that he likely draws from his bubbles of inspiration in his free time to first slowly construct a femdom scenario he likes, then draws the art for it, then scripts it with LiveMaker and sells it. Most likely, based on his life situation, it would be hard to expect him to return to 1 game per year like when he was younger. And sure, if he quit his day job, he could probably make a living just on Msize sales, but I doubt that's what he wants for himself, and the quality of his works would probably decrease if he had to force out yearly or monthly content instead of letting his inspiration drive him.
I've often talked to other fans about our hopes and expectations for what kind of game we want Riumu to make. After all, Riumu is a true artist who constantly tries to come up with new femdom dynamics in his games, so there's no way to know what he'll come up with next. Even the format of his games isn't set in stone; Akujo no Eikan was his first kinetic novel and first game with multiple male protagonists. Anyway, each fan has their own favorite femdom situations Msize hasn't made a game from yet, or past Msize games which they loved so they want to see more of the same.
We can speculate based on past trends, though. To start, Msize clearly has a bias toward high school girls, as well as high school settings. Same for experienced adult women. Loli characters are rarer, but there tends to be one if the game is more centered around a "theme" than around a heroine, i.e. when there are 3+ routes/heroines. Plots tend to be relatively grounded modern day settings too, although Onnanoko-sama Gakuen and parts of Jukuatsu were an exception. And of course, the short free game Isu ni Natta Yuusha is an exception too.
Above all though, there are hints which stare us in the face: the art and short stories that Riumu shares on his blog. In May and August of 2016, while Koifem was in development, Riumu posted a short CG set and then a short story. Both of them are about boys' sports clubs in a subservient position. The first CG set in particular depicts a kouhai manager who looks very familiar, doesn't she? And the short story is about the downfall of a boys' baseball club, courtesy of the girls' softball club. Of course, Riumu was busy working on Koifem at the time, but after that, he started development on Akujo no Eikan, which clearly shares the same inspiration as these short works. For other examples, the winter 2002 doujin “Iu Koto Kiite yo!! Onii-chan” featured a loli named Arika, and then the exact same heroine (face and name) showed up in mid-2005's Ijimete Maniac. And these two CG sets, which were drawn during development of Jukuatsu, seem to foreshadow Koifem.
With all this in mind, it's natural to wonder if Riumu's inspiration related to the female supremacist kingdom Aphrodia will ever become a game, since he depicted it in his art three times between January 2014 and December 2018. The "Hero Defeated by a Village Girl" short story from May 2018 is another fantasy premise which could potentially reappear as a game one day. That said, some settings just tend to be more strenuous to write for some writers. It's perhaps telling that Isu ni Natta Yuusha ended up being so short and shallow; Riumu is clearly most comfortable with school-related settings. Personally though, I'd love it if this android could be an Msize game heroine one day.
You can also look forward to fan translations of Msize games. While femdom games are still a niche that's too small to justify the expenses for most localization companies, mortalvyses stepped up and translated Steps to Love (Koibumi) and has already translated part of M Lesson. New translator pixvoliv has also said they are translating Jukuatsu.
Bonus: #hentai-femdom's Msize Heroine Fan Popularity Tiers
Earlier this year, I shared on Discord a TierMaker that a friend helped me make. Myself included, six cool people offered their opinion on which Msize heroines they loved the most. Today, I've finally calculated the mean average for each heroine (weighed with S tier as 500 points, A tier as 400 points, all the way down to D tier). Behold!
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Click it to see the full size version. I think this result is quite fair, don't you? The most popular heroines are Manami (450), Suzune (400), and Sachiko (400). To display these results, I roughly settled on S tier as 400+ average, A tier as 300+ average, and so on. Ordered from left to right by most to least points. However, I sometimes used my personal judgment to decide the tier for heroines on the border (such as 400 or 200 average). The sample size was only 6, after all; I feel like that can excuse some minor manipulation of the way results are presented.
By the way, I accidentally neglected to include Kanako and Mayu, who are friends of Arika from Ijimete Maniac, in the tier choices. I know that at least one person would have put Kanako in the S tier, if I'd remembered.
Side Talk
I haven’t seemed as active on this blog lately because I’ve been preparing to revamp it, and the preparation for that has eaten up tons of time over the course of months. I’m at the point where I’m cutting corners so I can try to wrap it up in early 2022.
2021, huh... It was another pandemic year, more or less. And as I anticipated, a lot happened in terms of 2D femdom. The commercial version of Incubus Quest came out, and it felt more like “serious” femdom than so many other doujin femdom RPGs that are all about arbitrary reverse rape, but at the same time it failed to deliver a deep experience of submission. Too many heroines, too little depth. Mistresses join and leave your party at your free discretion without a word, and do or say nothing when they’re with you unless you specifically prompt them to. Still, between this and finally playing Pandora no Mori, I have renewed hope for the potential of Japanese femdom RPGs. Oh, I never got around to playing Sakusei Byoutou, but mortalvyses did! A sequel is also in the works, presumably continuing the plot of the original doujin series.
We recently finally got confirmation that doskoinpo is making a game, due to be released in a couple of days. He joined DLsite’s Ci-en and Pixiv Fanbox a few months ago, and his most recent CG set has only been distributed there, in two parts. I deeply appreciated the style of his two most recent CG sets, which conveys the narrative through the inner thoughts of the male lead... the endings have been letdowns, though. And sadly, the trial version of his upcoming game has very buggy scripting. I hope he fixes it for the full release.
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bgs--tasmanian-wolf · 4 years ago
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Livemaking
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morecamakeup · 8 years ago
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O poder da make Vc acredita 😍 Live de hoje foi muito mara a Live tava cheia de da Moreca 🙌😍💖 Obg Morequinhas♡ Pelo carinho de todas vcs😘😘😘😘 #makeup #makelive #livefacebook #livemake #maketudoamo #tudão #somosmorecas
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konpeitounosei · 3 years ago
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been trying to translate livemaker games with this python script but it keeps failing and im so confused
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salty-dracon · 7 years ago
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whatever livemaker app seems popular I'm gonna try downloading it
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232323hato · 5 years ago
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ダメ男子の教育法。ボイス募集
ダメ男子の教育法。 ボイスコさん募集!!!!
★募集内容 ・女性キャラ1名(女性のみ) ・男性キャラ3名(1名男性のみで残り2名は男女可)
★条件 ・フリーゲームで出すので、無償で演じてくれる方 ・自宅での収録が可能な方 ・マナーが守れる方 ・応募はメールかDMにて、ファイル便やサンドボックスもOKです ・メールやDMでの連絡ができる方 ・リテイクも受け付けてくれる人 ・受け取ったボイスの加工も許容してくれる方 ・変態演技、泣く演技、腹黒演技ができる方
★スケジュール 2020年1月19日~2月20日23:59まで:CV募集 2020年2月22日:CV結果発表 2020年:2月23日~25日:データお渡し 2020年:4月5日:ボイス収録締め切り(早めにボイスが全部揃ったらすぐ締め切ります) ゲーム公開は4月後期か5月前期ですがボイスの集まり次第で早くなる可能性もあります。
★制作ツール:LiveMakerか、ティラノビルダーPRO どっちかやりやすい方でやります。
★どんなゲームなの? 乙女ゲームですが、短編ノベルゲーに近く、選択肢は最初のみです シナリオの長さは短めで、プロローグとEDのみフルボイスです おまけシナリオはキャラ視点ですが、ボイスはつけません。 ちなみにストーリーはツンデレで優秀な主人公と、 ダメダメな攻略対象のラブコメです。 ラブコメ…ですが暗いシーンもありシリアスさもたまにあります
★その他 シナリオ完成済みです、CVを決めた後にボイスコさんに シナリオ、台本、他の設定、キャラプロフィールを手渡しします また1分~4分のフリートークもつけますのでフリートークもお願いします。
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源つばめ セリフ数:110 ・声のイメージ つばめは真面目でツンデレなキャラです。 可愛らしいけど、でもキャピキャピ感はなく、 ツンデレ女子的な声でお願いしたいです。 また、普段はツンツン声ですが、照れたり、 甘いシーンだと声が少し弱弱しくなると いいです。 声の高さは高め~中で女性のみ募集。
選考ボイス1:tubame_1 「本当に遅刻しちゃうわよ!?いい加減にしてよ!!」 補足:多少呆れてそうに怒り叫ぶ
選考ボイス1:tubame_2 「…急いでいるんで、失礼します」 補足:冷ややかにスルーな感じで
選考ボイス1:tubame_3 「泣くんじゃない���よ!あんたに構いたくないの!!」 補足:相手に腹を立て、怒り叫ぶ
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実綴喜陽向 セリフ数:36 ・声のイメージ 陽向はぼーっとした天然キャラです。 一見クールそう…でものんびりとした 喋りだといいです。 泣くこともありますが、泣き叫ぶのでは なく、しくしくうぇえ~と泣きます。 甘いシーンは、やや真剣な感じで このキャラは女性でも男性でもOKです 女性ならやや低め、男性なら中音。
選考ボイス1:hinata_1 「…つばめさん、どうして無視するの?構ってよ」 補足:やや甘えた声で、構ってほしい感じで
選考ボイス1:hinata_2 「ますます、怒る…えええぇ~ん」 補足:最初はびびり、泣くところは叫ぶのではなく、しくしくな感じで
選考ボイス1:hinata_3 「…ううん、つばめさん。僕にして」 補足:ぼーっとしつつも告白
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坂本柚斗 セリフ数:44 ・声のイメージ 柚斗は、イケメンキャラです イケメンですが、変態でマゾキャラであり 罵られたり冷たくされて喜んで「ああぁ~ん」 などを言うことがありますが、それは プロローグのみでもあります… 男性のみ募集です 中音かやや低めでイケボ希望です。 また、変態演技ができる人も希望です
選考ボイス1:yuzuto_1 「おはよう、つばめ」 補足:さわやかに挨拶
選考ボイス1:yuzuto_2 「あああぁぁ~ん!つばめのその冷たい挨拶がたまらないよぉ~~~!!!」 補足:嬉しすぎて変態のように叫ぶ
選考ボイス1:yuzuto_3 「という訳でつばめ、俺と付き合おうか!俺の方がお前の事好きだからな!!」 補足:真剣ながらもノリノリに告白
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九条尚根 セリフ数:50 ・声のイメージ 尚根は普段はさわやかな優等生で 声も穏やかで優しい感じですが 家ではダメ人間ですので、 その時の声は面倒くさそうな感じで やや二面性のある声だと嬉しいです。 また、つばめに近寄る男には冷たい ので、その時は冷たい声で 男性でも女性でもOKです。 男性なら中音、女性ならやや低めです
選考ボイス1:hisane_1 「待って…つばめはせっかちだなぁ」 補足:ぼーとした感じで眠そうに
選考ボイス1:hisane_2 「ちっ…気持ち悪い」 補足:腹黒そうに、舌打ち。ちなみに罵っている相手は柚斗なので憎しみこめて
選考ボイス1:hisane_3 「僕の方がつばめの事を知っているし…大丈夫、幸せにするよ!」 補足:デレデレな感じでノリノリに言う
★メールで送る場合 メールタイトル「ダメ男子の教育法。ボイスコ希望_応募者名」
★必須事項
1:お名前 2:希望するキャラ名(女性のボイスコさんは柚斗以外、何名でも可能です!) 3:選考するためのボイス 4:HP(サンプルボイスがあると嬉しいです)、ツイッターURL 5:連絡可能なメールアドレス 6:何か伝えたい事、その他
応募先メールアドレス:hakukarain★yahoo.co.jp( (星をアットマークに変えてください) ) 雛咲のツイッター:@sousakusaki 返信はなるべく早めにします。
では、よろしくお願いします!!
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nespounta · 7 years ago
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#Program #WeReBack #RentreeRadiophonique #Paris #Paris2018 #LEQUIPEDENUIT #RadioFPP #ThisIsTheDSide #Dj #Kiddam #Mc #SeptLive #LiveMaker #Rap #HipHop #Culture #DjDsyde #Toki #PierreDuLaos #Stinkymat #Guerrilleros #ForLife #HastaLaMuerte https://www.instagram.com/p/BpDIN_1HJw4/?utm_source=ig_tumblr_share&igshid=1w90l8p8n8hwr
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miscsecurity · 6 years ago
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gta-5-cheats · 7 years ago
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Imverse’s groundbreaking mixed reality renders you inside VR
New Post has been published on http://secondcovers.com/imverses-groundbreaking-mixed-reality-renders-you-inside-vr/
Imverse’s groundbreaking mixed reality renders you inside VR
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What if you could look down and see your actual arms and legs inside VR, or look at other real-world people or objects as if you weren’t wearing a headset?
The team at Imverse spent five years building this incredible technology at universities in Switzerland and Spain. “We were working on this before Oculus was even created,” says co-founder Javier Bello Ruiz. Now its real-time mixed reality engine is ready for public demos, debuting this month at Sundance Film Festival.
Imverse‘s tech has the power to make VR seem much more believable and easy to adjust to — which is critical as the industry tries to grow headset ownership amongst mainstream buyers. The startup wants to become a foundational software platform for the development experiences, like Unity or Unreal. But even if their commercialization stumbles, one of the VR giants would probably love to buy Imverse’s tech.
Below you can see my demo video of Imverse’s mixed reality engine from Sundance 2018:
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While there’s certainly some pixelation, rough edges and moments when the rendered image is inaccurate, Imverse is still able to deliver the sensation of your real body existing in VR. It also offers the bonus ability to render other objects, including people, allowing Ruiz to shake my hand while he’s in a VR headset and I’m not. That could be helpful for bringing VR into homes where family members might need to share the living room without knocking into people or things, especially if someone’s trying to get your attention when you have a headset and headphones on.
The first experience built with the real-time rendering is Elastic Time, which lets you play with a tiny black hole. Pull it in close to your body, and you’ll see your limbs bent and sucked into the abyss. Throw it over to a pre-recorded professor talking about space/time phenomena, and his image and voice get warped. And as a trippy finale, you’re removed from your body so you can watch the scene unfold from the third-person as the rendering of your real body is engulfed and spat out of the black hole.
“This collaboration came out of an artist residency I did at the lab of cognitive neuroscience in Switzerland,” says Mark Boulos, the artist behind the project. “They had developed their tech to use in their experiments and neuroprosthesis.”
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Imverse’s volumetric rendering engine both detects your position while also capturing what you look like so that can be displayed in VR
Between microfluidic haptic gloves that let you feel virtual objects and sense heat, and the psychedelic experiences like Requiem for a Dream director Darren Aronofsky’s galaxy tour Spheres, there was plenty to wow VR fans at Sundance. Yet Imverse is what stuck with me. It unlocks a new level of presence, which every VR experience and gadget aspires to. Actually seeing your own skin and clothes within VR is a huge step up from floating representations of hand controllers or trackers that merely show where you are. You feel like a full human being rather than a disembodied head.
That’s why it’s so impressive that the Imverse team has just four core members and has only raised $400,000. It got a huge head start because CTO Robin Mange has been specializing in volumetric rendering for 12 years. Ruiz explains that Imverse’s tech is “probably his fifth or sixth graphics engine he’s created,” and that Mange had been trying to build a photorealistic environment for neurological experiments, but wanted to add perception of one’s own body.
Imverse is now working on raising a few million dollars in a Series A to fund a presence in Los Angeles where it’s working with content studios like Emblematic Group. Ruiz says that would solve one of the startup’s main challenges, which is that in Switzerland, “you have to first convince people that VR is important, and then that our technology is better.”
In the meantime, Imverse is developing LiveMaker, which Ruiz calls a “Photoshop for VR” that offers a floating toolbox you can use to edit and create virtual experiences from inside the headset. He says film studios could use it to make VR cinema, but it could also help out marketers, real estate companies or even do mathematical simulations. Imverse’s previous work allowed a single 360 photo to be turned into a VR model of a space that could be explored or altered.
Imverse’s “LiveMaker” is like a Photoshop for VR
There’s plenty of room for Imverse to make its mixed reality engine clearer and less choppy. The drifting pixels can make it feel like you’ve been haphazardly cut out and stuck into VR. Yet it still gave me a sense of place, like I was just in a different real world with my body intact rather than in an entirely make-believe existence. That could be key to VR fulfilling its destiny as an empathy machine, allowing us to absorb someone else’s perspective by acting out their life in our own skin.
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The Great Tragedy of Romeo & Juliet
The heartbreaking outcome of Shakespe atomic number 18s Romeo and Juliet is one of the most healthful known rage stories in hi myth, and mess be al unitedly blamed on by the devil rival families - the Montagues and the Capulets. Because of their on going enmity it prevents the two upstart recognizers from allowing their wonder to be public. With this they have to economize it private and because of that they make very great risks for one another. thus the outcome of the story. Characterisation and talking to/literary devices position the subscriber to understand what motivates the tragical conclusion, which is the real livemaking Romeo and Juliet both dispense for one another.\n\nRomeo and Juliets jockey for one another is what motivates the tragic conclusion of the story. They love from each one other so untold that they would rather both hold up to seduceher than continue surviving on with out the other. Romeo 66-69 pg37 With loves light move do I oerpech, these walls for stony limits cannot hold love out, and what love can do, that dares love attempt: therefore thy kinsmen are no stop to me. The darn positions the reader to understand this by carve uping us most the feud in the midst of the two families, the death of the two young lovers is only if caused by the actions of the Montagues and the Capulets. If they were not fighting Romeo and Juliet would not have to hide their love from their own families because they were at peace. Juliet 38 pg36 Tis but thy name that is my resistance Romeo 55-56 pg36 My name, dear saint, is hateful to myself, because it is an oppositeness to thee.But in the story they are not, the hatred between the two is immense. With this it means that Romeo and Juliet can never be together publicly but only in secret.\n\nFrom the beginning of the swordplay to the end you can checker how the Capulets and the Montagues condition the lives of young Romeo and Juliet. Juliet 7 pg17 Madam, I am here, what is your will? They tell them how they should dress, how they should speak a... If you want to get a full essay, ordinance it on our website: Custom essay writing service. Free essay/order revisions. Essays of any complexity! Courseworks, term papers, research papers. 100% confidential!Homework live help. Custom Essay Order is available 24/7!
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232323hato · 6 years ago
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君とデート。
あらすじ 主人公の岡本日花里(名前変換可能)はつい出来立ての彼氏がいる その彼氏と初めてのデートをすることに!! さて・・・どんなデートになるのだろうか? 選択肢は最初の一つで主人公は容姿を変え、ストーリーも変化が起こります。 スチルは一人6枚です。
キャラクター紹介
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使用ツール LiveMaker
素材お借りしました 背景→ぐったりにゃんこのホームページ m a o s a p c e love potion 音楽→TAM Music Factory
ダウンロードはこちらから!(ふりーむ!さんに飛びます)
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232323hato · 6 years ago
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バレンタイン★エンド
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七島風花 ななしま ふうか 本作の主人公。名前変換可能。 明るく快活な性格。クラスでも人気者。 錬が大好き。
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宮本錬 みやもと れん 風花の彼氏。金髪が原因でクラスではやや孤立しがち。 クールで人見知りが激しい、でも風花には優しい。 渡したチョコによって反応が・・? あらすじ 主人公・風花は錬という男子と恋人同士になったばかりである! バレンタインには手作りチョコを渡そうと決意をする風花・・・ はたしてどんなバレンタインになるか? 3つの選択肢で彼の反応が変わります バッドエンドはありません、全てハッピーエンドです 使用ツール LiveMaker ダウンロードはこちら♪
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