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jhrino

jhrino

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jhrino posts

Tool Complete

I'm back from my quest of creating the tool with great success. While i don't have much to show right now, it will enable me to do things like adding player 2 to talk scenes.

What does this mean for the co-op mods? Well

-Player 2 can properly be integrated to talk cutscenes, an example of this would be adding Ichiban to substories and basic dialogue in Yakuza 5 and Kiwami co-op

-Another example of is that i recently included a behind the scense clip on my latest yakuza 0 co-...

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Slow news

I'm gonna be working on some tools that will allow me to edit the talk cutscenes better, so there likely wont be anything for me to show in the next 2-3 days

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Player 2 Appearance By Chapter

Player 2's appearance in both Y0 and YK1 co-op can now be impacted by which chapter they are in.

In old behavior, Kiryu would have his white suit in Majima chapter 3 (although he gets his iconic white suit at chapter 5)

I have also implemented this system for Kiwami co-op.

He will have his punch perm in chapter 1, his ponytail on chapters 2-4, and his iconic hair starting from chapter 5 (Ichiban's classic hair model is placeholder right now, which is why it looks funny) View Post

Upgrade System

Both Kiryu and Majima can be upgraded at any point in the story, in the video, while on a Kiryu chapter, you can see me switch between upgrades between two players and acquire an upgrade for Majima's Thug style. The upgrade money is taken from player 1's funds

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Ichiban Haircut

Kiwami co-op will get a heavily modified version of the iconic Yakuza 7 scene where Ichiban gets his classic haircut. Here's a really rough quick port of it i made in a few hours using temporary models.

Currently deciding if it should happen at the start of chapter 3 (Haruka not present) or chapter 5 (Haruka present) its gonna be a veeeeeeeery long time until this cutscene is finished i just felt like sharing this with you guys. Was thinking Haruka could point and laugh at his hair fr...

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Early Access Build Date

I'm thinking of releasing an early access build in around 2-3 weeks. It will mostly be focused on establishing a solid foundation for the mod (there will probably be a few bugs), especially the camera, i mostly want to see if its deemed a improvement over the Yakuza 5 one. As for the PS2 static esque camera angles, they will only be on tenkaichi street so i can get feedback on if they are good as well, if it's the case they will be added to the rest of the major spots in the map

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Further Camera Work

Efforts to make a better camera continues, i've been tweaking the camera settings , made clipping less bad and added a new behavior where if the two players are facing the nearest target to player 1 the camera will look at the enemy for better centering, what do you think?

For those that played Yakuza 5 co-op, what did you think about the custom co-op camera? (If you used it)

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Style Stuff

Just working on style switching code right now, added majima's weapons, its a little buggy right now (oading animations and resources in a way that doesnt piss the game off is difficult) but we'll get there

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Improvements

Trying out various zoom-in/focusing effects for the new camera mode, it's highly unlikely i will ever use this camera mode in battles, i gave it a shot in few areas and it didnt seem that great to me, but in freeroam it feels really good, the biggest problem is adding this to nearly every place on the map, but the payoff should be well worth it i hope

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Camera Test

I ended up making a prototype version of the camera system i talked about earlier, just needs some fixing (like the player movement direction suddenly changing with a new angle)

I think it ended up pretty good for a first implementation

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Weighing Camera Options

As some of you who played Yakuza 5 co-op may know, one of its weaker aspects is the camera. I would like to try and improve this for Yakuza 0 and future co-op mods.

I was wondering if PS2 style static camera angles as you move around the map like this would be something you like

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Co-op QTE

Sorry for the lack of updates guys, i got sick, almost got burnt out and its really hot over here, but progress is being made of course. This time experimenting with QTEs and hopefully dynamic intros soon in the future, we have some ideas with Janfon1

Also it took me 15-20 attempts of replaying through the finale of Yakuza 0 to get this result, boy it was tedious

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Ichiban Appearance In Kiwami Co-op

Ichiban will get his Kiwami engine model made relatively soon (the one in earlier media is a placeholder), just wondering what everyone's preferences would be

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Further Animation Work

More gameplay cutscenes are getting animated, i'm guessing there's 6-8 of them left, at which point the mod will be "complete" in terms of co-op cutscenes and it will be up to refining the gameplay

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August early access looking likely

If things go at their current pace it's quite likely for me to release a basic early access build of Yakuza 0 co-op

Here's a slightly unrelated video of me testing integrating player 2 into basic talk cutscenes in Yakuza 5, while it's unlikely i'll add this feature to Y5 co-op anytime soon this is preparation for Kiwami co-op which i imagine will have plenty of these

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Yakuza 0 co-op early access survey

What quality are you okay with early builds being?

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You Know The Drill

Animation work continues, focus is currently on encounter dynamic intros and Majima sequences

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Further Animation Work

There's not much to show in terms of gameplay since its just Yakuza 0 Kiryu and Majima gameplay you know, we are currently in process of adding Kiryu to the action sequences, if things go fast enough there could even be an early access release happening not too far into the future

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Thinking Movesets

I initially considered only doing two styles for Ichiban for the Kiwami co-op mod but i have recently been reconsidering it and giving him 4 styles just like Kiryu, just wondering if anyone else prefers this over two styles (you can choose multiple options)

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More Work

Sorry i haven't been able to show much gameplay lately, Janfon1 seems to be busy at the moment, and i have been working my ass off to fix some really bad crashes/infinite loads for Y0 and YK1 coop (good news is that i think i have been successful. hopefully this does not jinx it)

I have also decided to make the prototype of the custom QTE i had for Hayashi's battle, was thinking Kiryu could save Ichiban before he gets kicked in the face in the QTE fail. Boss heat actions are notorious ...

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Animation Work Has Begun

Janfon1 is back for Yakuza 0 co-op and has begun adding player 2 to gameplay (not story) sequences! Hopefully i'll be able to share more soon

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Custom Styles Test

Trying out custom styles for different players, these will be completely configurable and anyone can play as anybody with any style by modifying the settings of the mod

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Heat Actions

Managed to give player 2 the ability to perform heat actions and appear in action sequences etc. Also the mod is being rewritten to (in theory) allow more than two players, while Kiwami cant do 3 players, i believe Yakuza 0 can, so perhaps there could be a secret little setting i add that makes 3 player co-op possible, unlikely, but we'll see, but i'm so far happy with the new codebase, being much cleaner and less error prone than Y5 (i hope)

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Style Switching Progress

Been altering the style switch code in the game to account for two players. It's been a really difficult task, because it directly ties to multiple things like particle effects, animations and many more, but i've made great progress on that end

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I couldnt help it

My body says relax, take it easy but my mind says "work on Y0/YK1 co-op" i started work a little bit early just trying to seperate gameplay logic to allow for two players, in this video i test individual styles for ichiban, i imagine he would have 2 styles in YK1 co-op

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Y5 Co-op Is Out!

I'm sure some of you have seen the news already, but the mod is available now!

I'll be taking the next few days off to relax, recharge and continue my work.

https://www.nexusmods.com/yakuza5remastered/mods/245

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Last Chance For Credit!

Yakuza 5 Co-op is coming out tomorrow, please check the list below and tell me if

-You are not in the list and want to be credited

-Want to be credited under a different name

-Not credited at all

For the future, it helps that you change your name to who you want to be credited as, because i routinely export the names of all my paid supporters

https://pastebin.com/7cbi6SiB

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QoL Stuff

One good thing that Yakuza 8 introduced was mid-battle conversations that did not pause the game (dialogue that appears on the left) we recently discovered that a similiar effect can be achieved on Yakuza 7, so i'm working on adding these. Existing dialogue will be converted to this new format, and maybe i'll add new ones (bosses taunting you when you reach critical HP just like in Yakuza 8) for this battle i tested adding dialogue when you reach low hp against Zheng and his thug (you can see...

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Gameplay Flow Improvement + Juggling

The gameplay flow has been massively improved and its almost as fluid as Like A Brawler 8 now, i also added proper juggling (the one in the original mod barely worked) and Ichiban now has a new back sway attack

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What You Would Like To See In Like A Brawler 7 Kiwami

Just trying to see what people want to see in the remake of LAB7. Any specific features from Like a Brawler 8 that you'd like, or something that you didn't like/liked (that you'd also want to see in the new version of the mod) for example, finishing holds for ichiban

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