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RPG Patreon Active Unknown/Hiatus RPG Maker [SHOEGAZER] Dungeons and Prisoners (RJ113419)


Torgent

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Re: RJ113419 - Dungeons and Prisoners

I thought intelligence is common sense and the ability to adapt and wisdom is knowledge.
That is how it is in real life. Try intelligence tests for intelligence (quick thinking and adapting), or check people who rock at school by learning, who have high wisdom, but can still be stupid like a rock when you talk to them.

Miene was not educated. all of her knowledge come from dragon, kobolds, and family.
However, her intelligence is too low. like a childish.
I kind of like the thought of playing with a character who is absolutely unable to do anything right, has no heroic abilitys and tries to do the best with it (in opposition to characters who suck at the beginning only to find out that they have a hidden power which makes them more uber then the big evil like in every other game)
 

nanaya1234

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Re: RJ113419 - Dungeons and Prisoners

Just to clarify my versions of WIS and INT are just being based off of the D&D rulebook as this game is clearly emulating it (which I really like btw good job)





Just to show where I got it from.
 

ILL

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Re: RJ113419 - Dungeons and Prisoners

Demo ver.1.291 available on dev blog.

This is a Test for D&P blocked by Mega.
also incluce some bug fix. and turn base system optimization.
 

tryguy

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Re: RJ113419 - Dungeons and Prisoners

I just tried to download 1.291, but mega is blocking it (for me at least).
 

ILL

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Re: RJ113419 - Dungeons and Prisoners

I just tried to download 1.291, but mega is blocking it (for me at least).
1.291 on Mega still work to me.
 

brachna

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Re: RJ113419 - Dungeons and Prisoners

I just tried to download 1.291, but mega is blocking it (for me at least).
Take url address and replace %21 with !

---

BigJohnny said:
Oh, and this is easily my favourite scene- Moar pls
Oh yeah.
 

moogles

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Re: RJ113419 - Dungeons and Prisoners

1.291 on Mega still work to me.
Not sure if anyone else mentioned but this seemed a "little" odd.

If you get strip naked inside ruffian area -> clear and go outside, she puts back on clothes + bucket helmet... and then she switches from maiden cloth -> slip.

Not really a big issue just thought it was a bit odd :eek:
 

YandereKun

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Re: RJ113419 - Dungeons and Prisoners

Not sure if anyone else mentioned but this seemed a "little" odd.

If you get strip naked inside ruffian area -> clear and go outside, she puts back on clothes + bucket helmet... and then she switches from maiden cloth -> slip.

Not really a big issue just thought it was a bit odd :eek:
That's because she normally can't equip the maiden clothes without underwear (for obvious reasons). She escapes with one piece of clothing to cover herself.. The moment the game resumes, she auto changes into slip (without underwear).

Although it's a bit odd, yes.. Would make more sense if she re-equips her entire outfit after escaping. Unless it's implying she turned into a pervert who prefers to run around with a breeze under there. :rolleyes:
 
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Starke

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Re: RJ113419 - Dungeons and Prisoners

The battle system feels awfully laggy and clunky for a lot of people, what gives? Is it going to be fixed?

EDIT: Wait, I just heard you'll make a turn-based battle option for those who enjoy it more that way, is that true? If so, you're definitely my new hero.
 
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ILL

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Re: RJ113419 - Dungeons and Prisoners

The battle system feels awfully laggy and clunky for a lot of people, what gives? Is it going to be fixed?

EDIT: Wait, I just heard you'll make a turn-based battle option for those who enjoy it more that way, is that true? If so, you're definitely my new hero.
turn-based battle option?
this game used turn-base battle system so far. and no option for this system.
however, yes battle system feels awfully laggy and clunky for a lot of people, especially for old PC.
maybe I can't fix it. but I can manage it by battle map design.
the battle as like a sahuagin is a event battle. most of normal battle is not crowded as like that.
 

Xcaliberium

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Re: RJ113419 - Dungeons and Prisoners

It's looking to be an awesome and very great game, keep up the good work Ill, also for the people it seems to run slower/laggy, you can try an easy fix to speed it up. after you run the game, go to your task manager where it shows all your process's for things that are running and how much memory they are using, once there, right click on the game and change the priority.
just raise it up a bit. :D
 

moogles

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Re: RJ113419 - Dungeons and Prisoners

turn-based battle option?
this game used turn-base battle system so far. and no option for this system.
however, yes battle system feels awfully laggy and clunky for a lot of people, especially for old PC.
maybe I can't fix it. but I can manage it by battle map design.
the battle as like a sahuagin is a event battle. most of normal battle is not crowded as like that.
ah yeah only the sahuagin battle seems sort of slow, but if I use frameskip it seems fine to me (I'm using a decently fast PC though).

I've known some games to get around this by doing a sort of "field of vision" type thing where, you only see monsters in the direction you are facing. Or the "shourd of darkness" type thing where you can only see a few steps around yourself, and processing stuff in the background faster (although this went so fast on a fast PC, the sounds... were a bit odd playing several dozen/second).
 

ILL

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Re: RJ113419 - Dungeons and Prisoners

I've known some games to get around this by doing a sort of "field of vision" type thing where, you only see monsters in the direction you are facing. Or the "shourd of darkness" type thing where you can only see a few steps around yourself, and processing stuff in the background faster (although this went so fast on a fast PC, the sounds... were a bit odd playing several dozen/second).
Yes. if I success to made the Attack table do not pass wall thing,
probably I use field of vision system.
but, maybe it make slower turn process...? I don't know at now.
 

Starke

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Re: RJ113419 - Dungeons and Prisoners

That's now what I meant by turn based, but you're right, dunno if being inventive is worth making the game unplayable for a countless number of users, I just don't think this system (RPG Maker) was created to accept that many events and NOT lag, but whatever, your game and reverting it to a conventional battle system might be unthinkable at this point.
 

moogles

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Re: RJ113419 - Dungeons and Prisoners

That's now what I meant by turn based, but you're right, dunno if being inventive is worth making the game unplayable for a countless number of users, I just don't think this system (RPG Maker) was created to accept that many events and NOT lag, but whatever, your game and reverting it to a conventional battle system might be unthinkable at this point.
Its always a though for a future game, unless you plan to delay the current one, but those 2 "systems" or methods of hiding things I've seen are ways to handle "lag" as there is no wait time for something to "move" its more like a instant calculation of where it should be.

Like how each step we have to wait and see everything move, all of that adds up, and you got 20 mobs, thats like 20+ seconds of waiting to see their graphic move :p
Like for instance the 2nd ruffian room with joker, that goes very fast, until you see all 6 ruffians. They still are moving, but with their graphic invisible, you get no delay in movement.
 

ILL

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Re: RJ113419 - Dungeons and Prisoners

Like for instance the 2nd ruffian room with joker, that goes very fast, until you see all 6 ruffians. They still are moving, but with their graphic invisible, you get no delay in movement.
nonono. hiding ruffians doesn't move :eek:
and they passing all of turn events.

I doesn't set wait time for every movement. even if their sprites hiding, wait time is never changing.
however, hiding attack animation is too much decrease wait time.
other way to decrease lag is only the optimization of the script.
 
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moogles

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Re: RJ113419 - Dungeons and Prisoners

nonono. hiding ruffians doesn't move :eek:
and they passing all of turn events.

I doesn't set wait time for anything move. even if their sprites hiding, wait time is never changing.
however, hiding attack animation is too much decrease wait time.
other way to decrease waiting time is only the optimization of the script.
Oh, I wasn't sure, because they are invisible :D

Anyway, I would not worry about it, a decent computer, runs the game just fine. Could probably introduce interesting ways to add many monster, without slowing things down. As you said wait time, things like... maybe.

Plant monster seeds that wait, and when in range, attack.
Enemy ruffian wait inside barrels, box's, break in through window and other things.
Tentacle monster in pots, box's, rocks, walls.

Ways to "hide"/wait monsters, and not show all at the same time, and can wait until meine is near, this way you have many monsters, and quick battles because less is moving.

just an idea!
 
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