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ilmncsm

Active Member
Apr 10, 2018
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548
While the gallery update is nice, I'm ambivalent on weakening the bosses. I got through them without much difficulty.
 

omgporn

Newbie
Jul 10, 2017
38
113
I looked into the unexplained room. This is what I found:


Digging through the game's code, it looks like the door was planned to be a punishment type room where you can spawn enemies and it may have been scrapped due to time constraints. However, it could also be included in a planned update like you mentioned. The reason why I think this is a punishment room is because the boarded up door leads to a room called the "Osiokiroom". Osioki means "punishment" in english.

View attachment 2508272

Here's what the Osiokiroom map looks like:

View attachment 2508271

The room is currently empty.
Looks like the dev removed the boarded up room in the main hub area :(... wait a second... they just moved it underneath the map!



Sadly it still takes you into the empty Osiokiroom as seen in the quoted post. By moving it underneath the map, it makes me think that the dev doesn't plan to implement whatever their original idea was for that room...

Interestingly enough, the blue door to the left of the boarded door leads you straight to the first boss. Probably used for testing
 
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b00marrows

Trial Moderator
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Aug 15, 2017
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Ya beat me to the testing, i was gonna check a few things later tonight.

Looks like the dev removed the boarded up room in the main hub area :(... wait a second... they just moved it underneath the map!
Interesting, most likely a result of testing the balance of the bosses.

Tho maybe..
Interestingly enough, the blue door to the left of the boarded door leads you straight to the first boss. Probably used for testing
There's a chance this room in future might be a way to actually repeat the bosses? hmm...

Any news on the other secret room in area 2?
 

omgporn

Newbie
Jul 10, 2017
38
113
Ya beat me to the testing, i was gonna check a few things later tonight.


Any news on the other secret room in area 2?
I haven't looked too deeply in this release. Maybe there are more hidden things that I have missed.

Regarding the secret room in area 2, it's the exact same as it was in the first release. The door is still off the map and leads to the same empty room.
 
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anonymous558

Member
Jun 6, 2018
143
208
While the gallery update is nice, I'm ambivalent on weakening the bosses. I got through them without much difficulty.
Speak for yourself. I couldn't get through them without losing a hardon (pretty easy after that though).

On a different note, are there multiple endings? I got to AN ending, but it feels like there is supposed to be others.
 

ilmncsm

Active Member
Apr 10, 2018
665
548
Speak for yourself. I couldn't get through them without losing a hardon (pretty easy after that though).

On a different note, are there multiple endings? I got to AN ending, but it feels like there is supposed to be others.
I don't think so. The first game didn't have multiple endings, and we see various statues that indicate this has happened before. I don't think we're supposed to be breaking any cycles this time around.
 

omp123

Member
Sep 25, 2017
427
1,064
so far i've been playing the game the only pregnancy scene i see is that "carrier" so i don't think the protagonis can be impregnanted
searching the game files, there are definitely pregnancy sprite sheets for moving/jumping/attacking/etc but they're all unblurred making me think they're unused.
 
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Jun 10, 2018
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The problem is the games built with high quality pixel art
View attachment 2528604
It looks sharp as fuck up close, but blurs when zoomed out.
I have yet to figure out if this is GPU, engine, bug or post processing related.

Modern gpus are notoriously bad with pixel art so its the most likely cause but im unsure how to approach it.
It's really not the gpu but how the engine is handling upscaling. With pixel art you generally want to preserve detail/sharpness and minimize blurring/softening which is bad for 3D images where aliasing is what you want to minimize. Actually silicon makers have been listening and Intel, AMD, and Nvidia all support hw integer scaling now.
 

omp123

Member
Sep 25, 2017
427
1,064
The problem is the games built with high quality pixel art
View attachment 2528604
It looks sharp as fuck up close, but blurs when zoomed out.
I have yet to figure out if this is GPU, engine, bug or post processing related.

Modern gpus are notoriously bad with pixel art so its the most likely cause but im unsure how to approach it.
It's a combination of two problems:

1) Game Maker 2 is shit at dynamic scaling, and

2) the actual animations are made in Spine which rotates, squashes, and stretches the original pixel sprite sheets to make tweened, jelly-like animations, and GM2 has a hard time anti-aliasing 'rotated' pixels when reduced in size.

If the dev actually animated the sprites with normal techniques, the blur would be less severe, but tilting and stretching pixels is going to look like shit when shrunken down no matter what you do.

-edit-

nvm, looking at the animations in Spine, they look fine at any size. It's probably just shitty compatability with GM2.

death.png
 
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