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


LeTwainSpoon

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Re: RJ113419 - Dungeons and Prisoners

It doesn't help that there's a million notifications of the same thing when you get gangraped either. I feel like there should be a cap with the amount of enemies that can interact with the heroine at one time or something.
 

squark

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Re: RJ113419 - Dungeons and Prisoners

Seconded. A cap of say about five (or six, if you count feet), but then, there are people who are into armpits and the back of the kneecap as well... but bandits are more so into holes and hands so, I still think five should be the cap if there is to be one.
Maybe another toggle switch of something like "Max Notifications" in the options might reduce CPU/GPU load. This way, people who have über-gaming rigs and those with less made-of-money systems would still be able to enjoy this fully.
 
OP
habisain

habisain

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Re: RJ113419 - Dungeons and Prisoners

Pretty much, I think. Both of these games tend to throw metric craptons of stuff at the engine - way more mobs and on-screen splashes and stuff than you'd usually see in an RPGMaker game.
As a result, I suspect what you're seeing is the garbage collector going apeshit - it's only a ruby interpreter, which is solid enough for smaller things, but not so great at giant data structures.

At the end of the day, the line "bad console port" describes it fairly well -
you can do this sort of thing properly, but it requires some major planning and thought on how you're going to implement things.

For example, you can implement an ATB system with a bunch of threads and locks and madness, or you need to add in a micro-combat-round that advances timers and lets the right chars act at the right time.
Or you can do the "minion swarm" idea by just creating a bunch of minions with each their own AI, bogging down the system, or you render them but only have a very basic decision mechanism.

As a rule of thumb, if things slow down every step, someone is doing too complex AI and moving all NPCs on the map, even those far offscreen.
If it slows down every few steps, it's probably the garbage collector catching up on sifting through all the junk.
If it bogs down on a particular animation/scene, that scene wasn't optimized properly.

Of course, to do all these things properly you'd need major programming knowledge, which is why there's a ton of RPGMaker libraries floating around.
At the end of the day - a lot of one-man shops are a lot better at art than programming, which is good. At least bad programming can be solved by throwing a bigger computer at it.
Actually, I think the problems aren't really to do with the Ruby GC (especially considering Maidensnow Eve is on Ruby 1.9 and therefore has access to a much better GC than D&P). Rubys GC will leak occasionally (which in turn would put more pressure on the GC to free assets), but that can be solved by restarting the game; if you see slowdown all the time, then you just need a more powerful CPU.

As far as I can tell, when the game normally runs fine but slows down during the sex sequences, something like 75% of CPU is being spent rendering. The big problem is essentially that RPGMaker doesn't have hardware accelerated rendering, and then a large number of events get thrown at the scrolling text window. Even though most of them don't get rendered to screen, "bad programming" seems to ensure that they are all rendered to memory and then clipped (as well as rendered to the replay log). Couple this with the distort effects used to animate the character portraits during sex animations, as well as the components of the engine used for full screen effects (e.g. snow in Maidensnow Eve, color flashes in D&P) which cause a full paint-to-screen (as opposed to the partial paint-to-damage) much more than is necessary, and it's pretty much a disaster for doing CPU intensive stuff.

I think a comment I made to ILL way back was that with the amount of customisation that's been done, you may as well make a completely customg game engine, or use Unity or something. I still stand by that - RPGMaker is just not the right tool for the job here, although I suppose it does give you asset packs.. In any case, I wouldn't describe this as "bad console port", but just "completely wrong tool for the job". For the level of graphics effects being attempted, hardware acceleration is necessary as a minimum.

EDIT:
Seconded. A cap of say about five (or six, if you count feet), but then, there are people who are into armpits and the back of the kneecap as well... but bandits are more so into holes and hands so, I still think five should be the cap if there is to be one. Maybe another toggle switch of something like "Max Notifications" in the options might reduce CPU/GPU load. This way, people who have über-gaming rigs and those with less made-of-money systems would still be able to enjoy this fully.
This might help, although only in reducing CPU load (as GPU load will always be zero for RPGMaker). But the bigger issue is that each round, each bandit interacting with Miene will spawn up to 3 notifications (I think), so 5-6 bandits would still be causing the entire notifications area to scroll through up to 2.5 times, which would generate huge amounts of CPU rendering work.
 
Last edited:

Games Dude

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Re: RJ113419 - Dungeons and Prisoners

Has nobody noticed the ?

Because I've been having a hard time making out the rest of the message (thank you google translate for breaking formatting when you activate) and I'm surprised nobody's talking about it.
 

lazycat

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Re: RJ113419 - Dungeons and Prisoners

1 new map
children birth in a certain map can be summoned?
Add summon child skill 1-3 to Miene's lv 1-3 spells.

And lots of other changes :v too lazy to try them
 

Activspam

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Re: RJ113419 - Dungeons and Prisoners

Has nobody noticed the [*SNIP*] huge post Ill may yesterday saying how there's going to be a surprise demo update he hopes to have out by the end of the week[/URL]?
And THAT's what I call a present. Goddamn ILL, you're the sadistic blueballing loli-mistress of hentai game development. Make your glorious game already, I wish to smother you with some dolarydoos.
 

duck666

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Re: RJ113419 - Dungeons and Prisoners

Downloaded it, Going to wait a few days for patches before I start playing it.
 

Longherin

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Re: RJ113419 - Dungeons and Prisoners

A couple of minor things:

The maid that gives you the weapon at the beginning doesn't appear (until she gives you the weapon and exits the stage).
English text doesn't wrap to box.
Miene's sprite during the ship scene with Lynn doesn't appear at all.

And then there's this, following that event. Causes a CTD.
Game_Actor(641):in `repair_equips'undefined method `repair' for #<RPG::Weapon:0x1ae1f1c0>
 

Bloodyryss

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Re: RJ113419 - Dungeons and Prisoners

Anyone else downloads on mega with only 10 kb per sec? o_O
 

Bloodyryss

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Re: RJ113419 - Dungeons and Prisoners

Its everytime I download the Eng version of DaP :/ every other mega dl works normal with 3 mb per sec ...
 

Artyom

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Re: RJ113419 - Dungeons and Prisoners

Its everytime I download the Eng version of DaP :/ every other mega dl works normal with 3 mb per sec ...
Had the Same problem but seem to have sorted itself after the 5-6th time trying
 

Bloodyryss

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Re: RJ113419 - Dungeons and Prisoners

Had the Same problem but seem to have sorted itself after the 5-6th time trying
Tried it now ca. 7 Times nothing changed. I also tried another Mega link same problem. :(

Anyone knows a solution? :/
 

Artyom

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Re: RJ113419 - Dungeons and Prisoners

Tried it now ca. 7 Times nothing changed. I also tried another Mega link same problem. :(

Anyone knows a solution? :/
Might be your internet speed? If not it's worth a look.
 

Bloodyryss

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Re: RJ113419 - Dungeons and Prisoners

I have a normal download speed about 3 mb per sec like mentioned above :D

EDIT: hmmmm after 1 hour it works again :eek:
 
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moreporn

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Re: RJ113419 - Dungeons and Prisoners

map as in minimap i think
 

Mr.Noname

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Re: RJ113419 - Dungeons and Prisoners

New 3.06, new errors

here it is what i got in the same place, can't go foward since it's the story part (boat)

■ エラーの種類 :
NoMethodError

■ メッセージ :
Game_Actor(641):in `repair_equips'undefined method `repair' for #<RPG::Weapon:0x1720d868>

■ バックトレース :
Game_SrpgInterpreter(1769):in `command_355_for_wait_script'
Game_Actor(641):in `each'
Game_Actor(641):in `repair_equips'
時間帯(208):in `do_rest'
時間帯(207):in `each'
時間帯(207):in `do_rest'
(eval):1:in `command_355_for_wait_script'
Game_SrpgInterpreter(1776):in `eval'
Game_SrpgInterpreter(1769):in `command_355_for_wait_script'
Game_SrpgInterpreter(1776):in `command_355'
Game_SrpgInterpreter(441):in `execute_command'
Game_SrpgInterpreter(191):in `update'
Game_SrpgInterpreter(160):in `loop'
Game_SrpgInterpreter(193):in `update'
Game_SrpgInterpreter(167):in `update'
Game_SrpgInterpreter(160):in `loop'
Game_SrpgInterpreter(193):in `update'
Game_SrpgMap(3943):in `interpreter_update'
Scene_Srpg(447):in `update'
Scene_Base(19):in `main'
Scene_Base(16):in `loop'
Scene_Base(21):in `main'
エラーログ出力(459)


■ 最後に呼ばれたコモンイベント
ID : 5
Name: 自動で朝まで休憩

■ Party
Members:------
001: [001: Miene]
HP: 58 / 58
MP: 20 / 20
States: [101]
002: [002: Lynn]
HP: 143 / 143
MP: 40 / 40
States: [101]
------:Members

■ Active_Unit:
Turn: 1
Active_Unit_Name: Miene
Action: 待機
 
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