Would anyone be interested in making a joint Telegram/Slack/IRC/Discord/XMPP/Gitter chat room for developers? As of right now there is only a few threads scattered between 8ch and F95 thats not very active and since One hasn't contacted any of us (yet) I think it would really help to create a chat room for collaboration and sharing. Im not much of a forum person and I dont know any of the other people who's working on this game so I understand if any one of you guys dont want to interact with the other modders, however i will take the initiative to organize this whole thing if its okay with you. This is just an idea but if we do decide on doing something like this I would prefer to use an non-proprietary chat platform.
Aside from that there are several things:
I've looked at how Ren'py handles Images and how Oni uses those images in his game and it seems that due to the old Renpy version the game runs, and Oni's over reliance on few particular techniques, solving the performance issue is gonna be a bit harder than it seems. Im trying to set up a working environment for this game on my main machine right now and once I do that the first thing I will look into is the image cache and the screen prediction settings to see how far can we tame this game without rewriting the whole thing for Ren'py 7.0.
Also if you are creating any kind of assets for this game please check out renpy documentation and compress/pack your assets accordingly. A few tips would be to strip out any kind of extra metadata and use modest alpha settings (which we may need later but its not needed right now), and use png for drawings with the resolution that its gonna be rendered in-game. Some of the assets thats added by you guys are over 7Mb which is too much for a flat jacket sprite that is 800x600, when I run them through my batch optimizer scripts that number comes down to 700Kb (about 97%), and since no ones plays these games on a 40 inch 1024x768 projector the quality difference is not noticeable.
Aside from that there are several things:
I've looked at how Ren'py handles Images and how Oni uses those images in his game and it seems that due to the old Renpy version the game runs, and Oni's over reliance on few particular techniques, solving the performance issue is gonna be a bit harder than it seems. Im trying to set up a working environment for this game on my main machine right now and once I do that the first thing I will look into is the image cache and the screen prediction settings to see how far can we tame this game without rewriting the whole thing for Ren'py 7.0.
Also if you are creating any kind of assets for this game please check out renpy documentation and compress/pack your assets accordingly. A few tips would be to strip out any kind of extra metadata and use modest alpha settings (which we may need later but its not needed right now), and use png for drawings with the resolution that its gonna be rendered in-game. Some of the assets thats added by you guys are over 7Mb which is too much for a flat jacket sprite that is 800x600, when I run them through my batch optimizer scripts that number comes down to 700Kb (about 97%), and since no ones plays these games on a 40 inch 1024x768 projector the quality difference is not noticeable.