Others Dark Dimensions: A Spiritual Successor [v0.07-8-13-25-Update_1] [Stray Dream Games]

4.70 star(s) 6 Votes

Morah SDG

Development Consultant & Revision's Supervisor
Game Developer
Feb 10, 2018
2,332
7,009
747
"Quickly through clothes on." How do you use the wrong "threw?"
I've gone through this whole script file, I still don't know where this is, so maybe it got corrected by now. But yeah, mistakes happen as I am but a man, hope this helps!
 
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locomakle

Newbie
Dec 12, 2017
61
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161
So finally showtime, I'll give it the ol' watch and wait for a few iterations so things are fixed before touching the story, loving the art just from the previews and the discussion of people.

Good luck.

And just attaching a random meme that could be or not used as inspiration for "stuff" 1755306207703.png

Edit: Also, Dani has to be a short tomboy or the whole game is ruined, no pressure tho
 
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New Kid

Member
Apr 2, 2018
319
335
251
When I tried to start a fight in the battle menu, the screen went dark and the game froze, any idea what might be happening? This error shows at the cmd window when the game freezes:

ERROR: no loader found for resource: /res://content/assets/audio/Electronic Fight Intensity 1 .wav (expected type: )
at : (core/io/resource_loader.cpp:359)
 

Epadder

Programmer
Game Developer
Oct 25, 2016
583
1,106
302
Epadder Some UI/UX improvements that need to be done:

* The game started as a borderless window, for some reason. I managed to resize it, which also showed the top bar
Honestly not sure on this one, wonder if it's an Engine bug. Because the code is calling the right mode as the default.

* What an overly long warning+created by+first intro screens. Let players skip those
The warning will disappear on further launches.

* I really don't want to be forced to wait 20 fucking seconds just for the fucking main menu to appear because I can't skip Danny's muscles intro
For the mean time, Middle mouse button toggles skip too and it will work immediately. Just toggle it off before opening the load screen... the animation of the save's coming in doesn't trigger for some reason.

* The screen "behind" the Settings menu doesn't make text boxes darker - my recommendation is to add a node, at the top of the "menu" you're using, that is just a ColorRect, to make anything "behind" unclickable and darker
This is in, for some reason the dimming panel was invisible... maybe I was testing something and then forgot to reset it... damn past me... *sigh*

* There's also the textbox going on top of certain menu items.
The settings Canvas Layer ended up being lower than it needed to be after adjustments were made to keep the textbox from being affected by shader effect layers.

* There is no indication of which settings/menu tab you're currently in
Will fix this.

* The quick menu besides the textbox doesn't have tooltips, people have no way to know what each button does until they click it.
Got put on the back burner, will do that before the next release.

* Right now, what I suppose is the "back" dialogue button doesn't work. Nor does the rectangle (phone view?) button.
Will fix it.

* Save and load buttons of the quick menu don't work either
Same

* There is no apparent "hold to skip" key, you have to click the >> button and then click it a second time to stop the skipping. Ideally, it should be a "hold to skip", not a toggle
I'll add an additional keybind for a hold to skip, will also replace the 'phone' with a hold skip instead of just a toggle skip. The phone from the quick menu was a thought I had months ago... and now I think it's best not to allow it's use at any time and only from navigation.

* Side menu hides on every scene change (fade to black)
I'll see about keeping track of the state of the quick menu... Dialogic which is the backend for the dialogue, is currently freeing the textbox when switching timelines. I had issues with it when I didn't let it free it and tried to just hide it though.


* Clicking to load a game right after saving immediately crashed
I'll have to check why this is happening.

* I would personally move the "Title" and "Quit" buttons to the bottom row of the screen, maybe on a row all for their own. Should avoid accidental clicks
I'll think on this, but not sure I'll do it.

* During dialogue, Right Click and ESC will bring up the save menu. While you're just navigating rooms, neither does anything. They also won't close the menu if it's open during the navigation
I'll let escape open the menu on navigation, I want to keep right click available for future interaction options while in navigation.


Less important stuff
* When you click to choose an option, the select box uses the Godot default - check on the Text -> Font Options -> Primary for an example
Yeah, I didn't restyle it... it kept getting pushed to the back burner.

* On the dialogue history, still on the intro (few years ago), I noticed this -
View attachment 5149257
Pretty sure he was still supposed to talk as Phantom
This is fixed for future builds.

* I saved shortly after Danny left the birthday celebration. Closed the game, loaded in, even with the screen not showing his sprite or the text, GPU usage was at 99% (GTX 1070). Oh yeah, Danny's sprite didn't load/show up for some reason.
View attachment 5149290
I'll look into this, but I do want to double check if you hit F1 is the game capped to 60fps?

* This inconsistence in textbox/quick menu size out of nowhere
View attachment 5149310
Yeah I forgot to go back and tweak this, it was suggested that I should shrink the main textbox... and basically to have the effect connected to the interjection that's a different scene.

* I don't get why, when sprites are supposed to turn around, they disappear for half a second - shouldn't that be just a negative X scaling? Going from 1 to -1 and vice versa. It looks like it unloads then reloads the sprite. This seems to be the case when applying several effects.
It's just me controlling the opacity of the Spine sprite. There were some internal style concerns about displaying the flat nature of the sprites. I was trying to come up with a halfway between just fade out and fade in with no movement and displaying the full animation without trying to mask that the sprites are flat.


Something regarding the absurd GPU usage that might be useful to look into and maybe get an idea of what's going on: the usage spikes whenever a big sprite is on screen. When seeing Jazz taking a bath, Danny's head didn't affect GPU usage, but once he went downstairs, his head *did* affect GPU usage, spiking to 99% again - which again didn't affect GPU during the scene with Tiffany Snow morning news.
Spine is kind of heavy, but I'll look into it. The next update the sprites internal resolution and size is being reduced, so hopefully this will help too.
They are currently still scaled to the raw artwork.
 

Epadder

Programmer
Game Developer
Oct 25, 2016
583
1,106
302
When I tried to start a fight in the battle menu, the screen went dark and the game froze, any idea what might be happening? This error shows at the cmd window when the game freezes:

ERROR: no loader found for resource: /res://content/assets/audio/Electronic Fight Intensity 1 .wav (expected type: )
at : (core/io/resource_loader.cpp:359)
Will make sure it's fixed for the next update.
 

Epadder

Programmer
Game Developer
Oct 25, 2016
583
1,106
302
Here, I'm just gonna post the error log here and you can do whatever you want with it. I don't have a Discord, like I said.


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I'm on Bazzite in case that matters.
For some reason it seems that the Spine library isn't loading, which of course cascades to tons of errors because it's a core part of the game, you do have all these files (from the attached image) when you extract the game?
 
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papel

Active Member
Game Developer
Sep 2, 2018
584
804
152
I'll look into this, but I do want to double check if you hit F1 is the game capped to 60fps?
Checked it. It is FPS capped. I also noticed that the latency drops to 5.38ms during navigation, compared to the roughly 30ms during spine scene.

1755351061957.png

Going into the girls' locker to rescue Sam (first day going to school), choosing to go in as a ghost, the scene of Danny transforming with a very dark background doesn't burn the GPU, but the usage does increase to 26% compared to the static navigation

Out of curiosity, why exactly are you using Spine? I thought the default animation tools of Godot would've been enough - not exactly easy to use, but you can do the whole skeleton rigging, freeform deformation, mesh definition, inverse kinematics (so long as you never need to invert the direction of the rig, then it fucking breaks)

Saving and immediately loading worked fine when I tried a second time, so I'm not exactly sure what happened that first time. It also loaded the sprite correctly.

For the mean time, Middle mouse button toggles skip too and it will work immediately.
Huh, turns out it also works for the muscle intro and will speed up the title (Dark Dimensions) animation. Better than nothing, I guess
 
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Epadder

Programmer
Game Developer
Oct 25, 2016
583
1,106
302
Checked it. It is FPS capped. I also noticed that the latency drops to 5.38ms during navigation, compared to the roughly 30ms during spine scene.

View attachment 5152021

Going into the girls' locker to rescue Sam (first day going to school), choosing to go in as a ghost, the scene of Danny transforming with a very dark background doesn't burn the GPU, but the usage does increase to 26% compared to the static navigation

Out of curiosity, why exactly are you using Spine? I thought the default animation tools of Godot would've been enough - not exactly easy to use, but you can do the whole skeleton rigging, freeform deformation, mesh definition, inverse kinematics (so long as you never need to invert the direction of the rig, then it fucking breaks)
I'm not doing the animations myself, I'm just implementing them.

Spine is what our original animator used and our new one does too, so that's what I had to work with.

Hopefully reducing their size will actually make a difference for older GPU's...Originally I couldn't tell a difference on my 4070, so I didn't have the old animator shrink them.

Although actually... it might be Spine in combination with the text bug that's in Godot 4.3 and 4.4... text with outlines / shadows are being drawn way to often right now.


4.5 does have a fix for it currently, but it's only significantly improved for Forward+ rendering, I ended up switching to Compatiability rendering to support the older GPUs that can't use Vulkan... since there were initially a lot of complaints that the game wouldn't launch.

If 4.5 doesn't provide enough improvement, I'll go over the text in the game and use the work around to give things a drop shadow at least for legibility.
 
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papel

Active Member
Game Developer
Sep 2, 2018
584
804
152
Weird placement for the exit of the library, I was expecting a rectangle at the bottom of the screen, not close to the middle

1755353893544.png

4.5 does have a fix for it currently, but it's only significantly improved for Forward+ rendering, I ended up switching to Compatiability rendering to support the older GPUs that can't use Vulkan... since there were initially a lot of complaints that the game wouldn't launch.
The more I fool around with Godot, the more I come to terms that a lot of stuff in it doesn't make a lot of sense. Them abandoning OpenGL2 for 4.x wasn't a smart move, imo, but what do I know. My game also runs like shit on most phones and web browser, so there's that, too.
One thing that really made me lose my shit was how the key rebind function does not allow you to choose a specific position in the array to be removed/changed - not a problem until you have 3+ buttons bound to a single action, which can happen if you support keyboard + alternative keys + controller.
 
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locomakle

Newbie
Dec 12, 2017
61
143
161
We actually sketched out a little character design for her ahead of time, so we hope it fits the standard you're hoping for! She's gonna be one of the shortest people, though, don't worry!
View attachment 5150499
1755369158898.png
Oh yeah, It's all coming together and hopefully Danny and Dani will do too!

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snivy2279

Newbie
Mar 24, 2019
56
59
114
I want to say that I'm a fan of the game, and have been watching it for a while, only downloading it today. Love the artstyle, loving the story, but it just doesn't work as well as I want it to. Friday afternoon, the very first day, softlocked me as soon as he mentioned going down to meet Sam. It's been minutes and a lot of clicking and nothing works. The game itself feels clunky and just rather slow sometimes, and it would be incredible if it weren't for these issues that kinda break the game
 

Epadder

Programmer
Game Developer
Oct 25, 2016
583
1,106
302
I want to say that I'm a fan of the game, and have been watching it for a while, only downloading it today. Love the artstyle, loving the story, but it just doesn't work as well as I want it to. Friday afternoon, the very first day, softlocked me as soon as he mentioned going down to meet Sam. It's been minutes and a lot of clicking and nothing works. The game itself feels clunky and just rather slow sometimes, and it would be incredible if it weren't for these issues that kinda break the game
Well there is only one day at the moment, although I think you're describing after the texting part. Did it fail as the phone was put away or before you got back to free roam?
 

Percipere0

Member
Feb 17, 2024
126
188
88
I am loving the development so far. Seems as though you are ironing out the kinks pretty well so far. No real issues so far just playing through the last update, except that transitions were a tad bit slow, and the text messages between Danny and Sam were lagging with the pictures she was sending, but I chalk that up to mid-development stuff that gets ironed out as you guys settle into it. I happened to love the actual story structure so far, especially the flirty parts, and the more nuanced responses to it. I think a two month development gap between releases sounds perfect, but wouldn't mind if occasionally it stretched to three months in between to cook bigger updates. This game seems like it'll be big enough to warrant that from time to time. Can't wait to see what it looks like with all the facial expressions and motions added in.
 
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snivy2279

Newbie
Mar 24, 2019
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Well there is only one day at the moment, although I think you're describing after the texting part. Did it fail as the phone was put away or before you got back to free roam?
When I was just about to get to free roam, Danny mentions going downstairs and the background stays blurred and I'm not able to move at all :(
 
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DoubleWeird

New Member
Mar 23, 2020
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For some reason it seems that the Spine library isn't loading, which of course cascades to tons of errors because it's a core part of the game, you do have all these files (from the attached image) when you extract the game?
1755418459416.png

That being said, I think I figured it out. The path to my porn game folder has a couple \ in it for reasons I don't know how it can happen. When I moved it out of the folder and into the /Home/Games/ folder, it worked.

1755418737228.png

So I suspect it's not copying the \ correctly.

Edit: as an update, I can say that not having to run this game through Wine and letting it run through Linux has significantly better performance. I'm not far in but it's already night and day.
 
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4.70 star(s) 6 Votes