Insomnimaniac Games

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May 25, 2017
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the reason for all the lag is because the game manages a lot of states, you can even see the difference in save sizes, this game has a max history size of 40, that means you can click on the back arrow to undo your actions 40 times, and each of these 40 times that you can return are saved in your save, which is saved on the memory of the browser.

if you max that history and then download your save, you'll see that the downloaded file is almost 1 MB, most twine games saves don't even get to 100 kb, if the dev either disabled the history or limited the history to 5 or 10 the game would run very faster
Thank you, sir!

Built the game reducing it to 5, it did decrease the lag by quite a bit. There's still a millisecond of lag, but it's much better. (Still, if I were the dev, I would look into optimizing all those if/elses. That's gonna be a nightmare.) If any one wants it, here. Set max states to 5. No need to do anything else other than extract.
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lol, beaten by a second. :ROFLMAO:
 

DeMoS666

Well-Known Member
Jul 30, 2018
1,296
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What a grindfest, stats on the right degrading faster than you able to raise it in Gym. WTF?
Or i don't know, maybe i downloaded defect(corrupted) files. Again i redownloaded Fix 0 and still the same:censored:
 

JupiterSoda19

Newbie
May 22, 2025
20
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Thank you, sir!

Built the game reducing it to 5, it did decrease the lag by quite a bit. There's still a millisecond of lag, but it's much better. (Still, if I were the dev, I would look into optimizing all those if/elses. That's gonna be a nightmare.) If any one wants it, here. Set max states to 5. No need to do anything else other than extract.
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lol, beaten by a second. :ROFLMAO:

You can also update in the console if you want to with SugarCube.Config.history.maxStates=5, but will need to be rerun eveytime, the HTML will be better.
 

Bilbringi

Member
Jan 20, 2023
101
101
87
anyone have a recent save? I cleared my browser and cookies to deal with an unrelated problem and like a dumbass I didn't save this to the disk
 

DeMoS666

Well-Known Member
Jul 30, 2018
1,296
572
269
anyone have a recent save? I cleared my browser and cookies to deal with an unrelated problem and like a dumbass I didn't save this to the disk
One time life also teached me this lesson, now each time i move my games or reinstall Windows clean i backup saves as file in game folders.
I want to help you, but sadly i not played long enough myself, so not much of progress.
Can i ask you maybe? Dou you know is there a way not to loose to much of stats on right screen? I do not yet understand how everything works.
Stats are degrading too fast, especially in sleep. But i don't know a way to restore fatigue.
 

youraccount69

I'm like a karate chop
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Dec 30, 2020
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Millionaire-0.3b
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TFurguson69

Well-Known Member
Sep 9, 2019
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Grindy and chugs badly.
Bruh, we're not here for war and peace.
Watch any porno, there's a lead in, and then fucking.
Ring
who is it
Pizza Delivery
Is that my sausage pizza?
$900
How will I pay that?
:)
Fucking
DONE
 

seeklul

Newbie
Mar 13, 2021
17
32
132
wouldnt the game run faster if every text box thingy ( and choices and pics/vids )
would display after some time ?
or after clicking on the screen once for every text line
reducing the time it takes to load the whole screen
 

LeperDrag

Member
Jul 10, 2019
288
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So many bugs that outright break the game, like for instance the second fight you have with your friend at the night club can't even be completed because there's no option to start the fight once you encounter the bully. Worse it that many things are like that, leaving me in the middle of a quest with no options to ever finished them. Also this is WAY too grindy for money, like my god the prices of everything is so fucking huge. Lastly the whole calling for family members "landlord a and friend" is so stupid and jarring
 

Sewyoba

Member
Jul 22, 2018
447
383
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(Still, if I were the dev, I would look into optimizing all those if/elses. That's gonna be a nightmare.)
It's never if/elses, it's always game structure. When you redraw whole screen, and also reload all variables while doing so, you cannot escape lag no matter how you optimize if/elses. Rather than that you need to drastically reduce the amount of draws you do

Also, pretty sure you can just open web console from browser and run Config.history.maxStates = 1 (for maximum lag reduction). You'll lose the back/forward button functionality, though

wouldnt the game run faster if every text box thingy ( and choices and pics/vids )
would display after some time ?
or after clicking on the screen once for every text line
reducing the time it takes to load the whole screen
You can postpone draws through <<timed 40ms>> (with whatever number you want here), but I'm pretty sure that the amount of text on screen is like a couple kb tops, you won't optimize much this way. Maybe if you do <<include "subpassage">> and split every passage into a lot of smaller ones, to avoid loading everything at the same frame, but again, bare text even with images weights barely anything.
You need to drastically reduce the amount of times you reassign memory, and in Sugarcube it's problematic because every time you do [[this]] or <<goto "somewhere">> (or however it's presented) it's going not only draw the new passage but also do a lot of stuff with variables because that's how history states and save states are handled.

Also, Firefox is really slow for some reason with Sugarcube. That's why it's good for fixing lag because you feel it in your bones where the bad places in your Sugarcube code are located
 
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Insomnimaniac Games

Degenerate Handholder
Game Developer
May 25, 2017
5,691
10,741
921
It's never if/elses, it's always game structure. When you redraw whole screen, and also reload all variables while doing so, you cannot escape lag no matter how you optimize if/elses. Rather than that you need to drastically reduce the amount of draws you do
By "optimize if/else" I sorta meant just getting rid of them and replacing them with something better. I was iffy if that was causing performance issues (only mentioned it because it's EVERY location change), but from a game development standpoint, thousands of those things are going to become completely unworkable. The type of thing that leads to game reworks because of how hard it becomes to work on.
 

Sewyoba

Member
Jul 22, 2018
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By "optimize if/else" I sorta meant just getting rid of them and replacing them with something better. I was iffy if that was causing performance issues (only mentioned it because it's EVERY location change), but from a game development standpoint, thousands of those things are going to become completely unworkable. The type of thing that leads to game reworks because of how hard it becomes to work on.
Like, I'm not a computer specialist myself, but I've got the impression that the only thing that really matters is the amount of memory allocations you do. So, if there are a lot of checks through if/elses, code becomes unworkable and really hard to maintain, but it works just as fast as any other way you do it.
What do those thousands of things do? You are not supposed to recalculate a game's worth of variables every passage, you have to change only the relevant ones, beucase yeah, it's unmaintainable otherwise.

You also can improve the preformance by declaring some top span/div and then using a lot of <<replace "#topspan">><<include "newpassage">><</replace>> macro instead of <<goto "newpassage">>. You won't be able to save in the middle of such a passage tho, it only saves at the beginning of each new passage draw

Edit: okay, opened the game up in Firefox, and holy hell NoScript hates this game. I suspect it's because of macros like stableText
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jjjwwt

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Apr 8, 2018
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Like, I'm not a computer specialist myself, but I've got the impression that the only thing that really matters is the amount of memory allocations you do. So, if there are a lot of checks through if/elses, code becomes unworkable and really hard to maintain, but it works just as fast as any other way you do it.
yanderedev coded his entire game with nested if/else's now game doesnt run unless you have a super computer, while looking like a its from 2008. its like he stopped learning coding at the 2nd day, because you learn about arrays in your 3rd day. same thing here.
 

LeperDrag

Member
Jul 10, 2019
288
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yanderedev coded his entire game with nested if/else's now game doesnt run unless you have a super computer, while looking like a its from 2008. its like he stopped learning coding at the 2nd day, because you learn about arrays in your 3rd day. same thing here.
oh no that guy deliberately made his code that way and will actively fight everyone who says or shows it's just a mess
 

Sewyoba

Member
Jul 22, 2018
447
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yanderedev coded his entire game with nested if/else's now game doesnt run unless you have a super computer, while looking like a its from 2008. its like he stopped learning coding at the 2nd day, because you learn about arrays in your 3rd day. same thing here.
It's not if/else vs array, it's more complicated than this. Twine (or Sugarcube) isn't nice for complex games. For example, in a normal object oriented programming, you'll put up functions inside base object and then clone the object with small adjustments and be done with it, right? In Sugarcube's core functionality, functions don't serialize (lol), so you can't save them in the two variable scopes that are processed by the save system. Not with core functionality anyway, and outside of that is beyond ordinary person's capabilities.

And author's using arrays for NPCs that have all sameish functionality, but stepmom and dad and every such special character are their own scope that all behave differently in code, with a whole lot of if elses sprouting from this problem of having to string specific non-generic text and interactions to characters. I myself had to do some serious fuckery to make it work in my game, like, all characters kept in $chars array; than declared $stepmom() func that returns $chars[0], $stepsis() that returns $chars[1], etc etc, using convoluted system like this because on each new passage, direct references all get converted to a new object each; declarations done through "stupid print trick", and none of ai suggestions on how to make it work using the correct javascript way even work; then name or tag passages in a specific way like "stepmomDoesSomething" and <<include>> those when she does something, both to avoid storing those as functions and to keep text out of being loaded when it's not needed, and so on

Also, go look at videos from coders looking at yanderedev's stuff. Everyone says if/elses don't impact performance. However, IIRC yanderedev also does checks on all NPCs intentions every frame, just like it is done here for family members locations. I don't have fundamentals either, so i can relate to how trying to make complex stuff becomes laggy for no apparent reason
 

Tyrranus

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May 4, 2017
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so not only is this game regularly throwing errors and broken links.... its also paywalling content for those 'features' and the sluggish as fuck ui

wow..... just....wow
 

Bob69

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fav22

Newbie
Nov 14, 2019
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The game looks very promising but it still plays horribly sluggish. Saving and changing locations takes forever to the point where I'd say it's unplayable.
 
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