Sylith

Newbie
Jul 1, 2018
26
33
This game is great and really enjoy the base content in it already. The game is fun and I really like the art and UI style. The demo packs were easy to install too.

One thing I'd like to ask, can you add a way to change resolution in the settings? I have an ultrawide monitor and the game by default tried doing a 32:9 scaling and everything gets messed up looking (images are super zoomed in trying to fill the screen). To fix this I pressed ~ to open the console, and entered "r.SetRes 1920x1080w" (without quotes) to force it to a standard 1920x1080 windowed mode. Then press ~ key 1 or 2 more times to close the console.

Hopefully this helps anyone else that has a similar issue or wants to freely change the window size/scale exactly.
 

Venca

New Member
Aug 10, 2017
4
18
For anyone else having their GPU broken in by this game, limit the FPS to something reasonable, like 60, then the the game will show your graphics card some mercy.
Really enjoy the game you've made here, dev, but man, you're not going to do yourself any favors in debunking the malware allegations by immediately loading 80% of 3D and 40% of async compute queues (what is it even using these resources on?) The discrepancy between what resources this type of game should use and actually uses is jarring even to a layman like me.

сс_fpsu.jpg cc_fps60.jpg
 

Cock Hero Dev

Member
Game Developer
Aug 31, 2018
171
479
For anyone else having their GPU broken in by this game, limit the FPS to something reasonable, like 60, then the the game will show your graphics card some mercy.
Really enjoy the game you've made here, dev, but man, you're not going to do yourself any favors in debunking the malware allegations by immediately loading 80% of 3D and 40% of async compute queues (what is it even using these resources on?) The discrepancy between what resources this type of game should use and actually uses is jarring even to a layman like me.

View attachment 5180030 View attachment 5180031
working on getting this figured out < 3 - I agree the performance is a bit heavy for a 2D game
 

Cock Hero Dev

Member
Game Developer
Aug 31, 2018
171
479
This game is great and really enjoy the base content in it already. The game is fun and I really like the art and UI style. The demo packs were easy to install too.

One thing I'd like to ask, can you add a way to change resolution in the settings? I have an ultrawide monitor and the game by default tried doing a 32:9 scaling and everything gets messed up looking (images are super zoomed in trying to fill the screen). To fix this I pressed ~ to open the console, and entered "r.SetRes 1920x1080w" (without quotes) to force it to a standard 1920x1080 windowed mode. Then press ~ key 1 or 2 more times to close the console.

Hopefully this helps anyone else that has a similar issue or wants to freely change the window size/scale exactly.
I'll add that into the settings < 3
 
Aug 2, 2022
12
4
Since there's some talk about intiface and lovense devices being unresponsive:

Direct bluetooth connections via intiface should be far more responsive, however it's also important to note that while in theory most bluetooth devices should be able to handle a lot of commands per second they for some reason don't. It all depends on the quality of bluetooth modules they are using and a lot of toys use cheaper ones. And even 2 of the same toy can differ regarding bluetooth quality.

The most important thing to keep in mind in the dev side of things is to not overwhelm the device with commands, otherwise it will struggle to keep up. This means limiting the rate at which commands are sent and optimizing them, aka skip the command to vibrate at 70% when the device is already doing that.

For vibrating devices I have found that a minimum time of 0.2secs between requests is fine for most toys. In another beat based game I modded I used the following approach when triggering a beat:

- get the time until the next beat and calculate an intensity based on that. I used an exponential function that gave me 100% at 0.2s, 50% at 0.5s and 20% at 0.8s.
- skip if the intensity is the same as the last one I sent to the device
- if the next beat is in less than 0.25 secs just send the command, otherwise spice it up a little. instead of sending the calculated intensity I increase it by a third of the missing intensity and hold it for 0.2secs before returning to the regular intensity. in simple terms, if the original is 10% then 90% are missing. a third of that is 30%, so I send 40% and reduce it to the original amount of 10% after 0.2 seconds. It creates a noticable bump when beats hit for better tactile feedback.
 
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