Krongorka

Active Member
Sep 22, 2017
832
2,674
Not to discourage you or anything: this kind of animation mixing probably can be done and all animations in MBM also have customizable "Room states" for animations. But there's certain limits to what you can do with it.
This pose also calls for the "Dead" slave's state which is kinda problematic for game's logic to handle. I also tried a condition where: when slave isn't broken, she must revert to "dead sprite state". No good, slave simply disappears.
So for that to happen correctly it probably would require whole sprite data for "Dead" skeleton to be included in "Idle" or "Rest" skeletons, which is a very bad idea from data handling standpoint/performance.
 
Oct 2, 2022
158
113
Couldn't you duplicate the sprite data into a separate folder? If the sprite data is listed as separate images despite looking identical, it would be easier to call them without making the game stumble, no? (p.s, I understand nothing about programming, so take this with a grain of salt. Probably even misunderstanding the issue)
 

Krongorka

Active Member
Sep 22, 2017
832
2,674
Couldn't you duplicate the sprite data into a separate folder? If the sprite data is listed as separate images despite looking identical, it would be easier to call them without making the game stumble, no? (p.s, I understand nothing about programming, so take this with a grain of salt. Probably even misunderstanding the issue)
Well, MBM's file system is a bit strict. Nothing like new ProjectR uses. BundleData Assets are all packed multiple times and it's hard to modify them as is. Adding new BundleData doesn't seem to be possible. Maybe it would be possible in ProjectR, but here? I think it depends on what you're planning to do.
I know for a fact that some nuances in sprites-scripting just never works as intended in MBM. For example: there's Card type of slave/monster render when you hold left button and select area with them:

MBMannaCardDefault.png MBMGoblinCardDefault.png

Like this. These are supposed to be dynamic and for female slaves to render "Dead State" as well with eyes closed. Code is there, it should work and I double-checked it for all female slaves types. But it doesn't work for some reason. It only can switch between "Depraved and Not-Depraved" states reflected with their eye sprites. Third state is completely ignored, although it's programmed in scripting data.
So it's kinda the same with mixing up multiple states slaves can be rendered. Looking at the code - should work flawlessly, but it's like there's some hard limits. Kinda the same with 2 main traits limit as well. Stuff like that probably can be pushed, but I'm not that skilled with code tweaking to begin with.

In other news, it seems like there's still a lot of leftovers in assembly data, so it allowed me to activate some early pre-release render stuff for monsters. "Nose type" :

GoblinNoseSlot.png

Which means I don't have to use workarounds to render some previously unavailable customizable spine slots. About time...

If you didn't know, pre-release monsters (goblins/orcs at least) had a lot more customization features. I'll just leave it here:

Goblin025preview.png

It was cut between 0.1 and 0.7 version, so I can only say for sure that it was cut due to complexity and excessive memory usage. Hair designs are so-so in look perhaps, body hair too. There were "dirtyness factor" which played a role. More noses or ear designs, though? Can be brought over now.

MBM clearly have some issues with optimization, but as I figured out it's not about sprite sheet sizes. It only costs RAM. Performance tanks because it blasts your CPU with so much vertices and triangles data from Spine Skeletons at the same time. Which means it's actually fixable.
 
Oct 2, 2022
158
113
Cool. It's interesting to see the remnants of the games development. I think the extra hair on the goblins is neat, but I agree that it was probably to complex given what I've learned about how much resources MBM actually uses. It'd be interesting to see more though, or potentially, have a little of it restored for use.
 

GineteNegro12

Newbie
Aug 1, 2024
16
2
I've been playing it for a while now, I've played it several times and on various difficulties. But I still can't delete my saves, how do I do that?
Also, if anyone can recommend me a management and "livestock" breeding game? Thanks :3
 

flannan

Well-Known Member
Dec 15, 2022
1,987
1,863
I've been playing it for a while now, I've played it several times and on various difficulties. But I still can't delete my saves, how do I do that?
Your saves are in C:\Users\[UserName]\AppData\LocalLow\ApplePie\MonsterBlackMarket\SaveData\ folder.
Note that AppData is a hidden system folder.

Also, if anyone can recommend me a management and "livestock" breeding game? Thanks :3
MBM is the best. But there is also Goblin... Brothel, Portals of Phereon and Mudblood Prologue.
 
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GineteNegro12

Newbie
Aug 1, 2024
16
2
Your saves are in C:\Users\[UserName]\AppData\LocalLow\ApplePie\MonsterBlackMarket\SaveData\ folder.
Note that AppData is a hidden system folder.


MBM is the best. But there is also Goblin... Brothel, Portals of Phereon and Mudblood Prologue.
Thanks for the help, I was able to find the saves that I had a lot of haha
MBM is definitely great, I played the Pop one, but the Goblin and Brothel ones don't ring a bell... any links?
 
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