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DADDDAAA

Active Member
Jan 6, 2018
590
368
154
There wouldn't happen to be a way to restore overwritten save data, would there?
If there isn't, then I am very sad.
unless it's in the autosave slot 0, nope
maybe you saved some json file that would make the loss more bearable?
Sometimes weirdly it doesn't overwrite tho, it just puts another "number:" save, keeping them both
 

The UnHolyOne

Well-Known Member
Jan 30, 2023
1,142
1,355
240
save file with debt paid, and choosing to stay. some extra money and a few slaves if you just wanna play around
 

Zesstra

Newbie
Jun 9, 2019
23
14
22
hmm... So I've downloaded the modded version that it links to in order to get the 25 rooms per floor... but it's only showing/giving the original 15... ?? Am I doing something wrong?
 

DADDDAAA

Active Member
Jan 6, 2018
590
368
154
hmm... So I've downloaded the modded version that it links to in order to get the 25 rooms per floor... but it's only showing/giving the original 15... ?? Am I doing something wrong?
you probably didn't replace the files with the files you have in the mod.
 

lewd_alt

Newbie
Dec 31, 2022
22
53
89
trying to grok how character creators should be done

like you can do what this game does and draw each body part by hand and have like simple things you can attach to them or whatever (ignoring coloring options)

overall leading to a multiplicative growth in number of unique characters, say you have 5 torsos and 3 heads to go with them you would get 5*3 or 15 unique possibilities

problem there is that i'm not an artist so i wouldn't be able to do that option very well...


other games do like a procedural approach where you parameterize body parts by say some "measurement" or whatever (think skyrim or fallout etc) you end up with many more possibilities but also more uncanny, buggy, or undesirable characters...



given enough data there is also the possibility of training an "AI" to generate characters, there have already been anime girl pfp generators that do just that. again you end up with undesirable results and the output isn't particularly useful for a video game (a static png) also the compute time makes it undesirable in a game setting...


and then there is the problem of 2D vs 3D, this game specializes characters to a limited number of poses but if you want more angles you probably want to go full 3D -- i'm not particularly a fan of the 3D anime style or hyper realistic characters.


i am a pretty big fan of the paper doll approach used in this game and kisekae 2 but not so much of the pose limitations and manual effort/artistic skill required to program something similar...
 

ririmudev

Member
Dec 15, 2018
308
320
190
Yep, this one was/is atop my list of games to recreate, but the art assets are quite the hurdle.
It would be worth the hard work of creating all the paperdoll parts, but likely needs the tradeoff of a limited pose set as you mentioned. AI could be useful enough to assist with part creation, though some pioneering may be necessary, as hardly anyone seems to be doing that.
(btw, I did a POC ~5 yrs ago, creating SVG parts and animating it with javascript... but I'm doubtful I'll revisit it. I can do art, but it's slow and painful, lol)
 
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Incognito Intern

New Member
Jul 18, 2024
3
2
48
trying to grok how character creators should be done

like you can do what this game does and draw each body part by hand and have like simple things you can attach to them or whatever (ignoring coloring options)

overall leading to a multiplicative growth in number of unique characters, say you have 5 torsos and 3 heads to go with them you would get 5*3 or 15 unique possibilities

problem there is that i'm not an artist so i wouldn't be able to do that option very well...


other games do like a procedural approach where you parameterize body parts by say some "measurement" or whatever (think skyrim or fallout etc) you end up with many more possibilities but also more uncanny, buggy, or undesirable characters...



given enough data there is also the possibility of training an "AI" to generate characters, there have already been anime girl pfp generators that do just that. again you end up with undesirable results and the output isn't particularly useful for a video game (a static png) also the compute time makes it undesirable in a game setting...


and then there is the problem of 2D vs 3D, this game specializes characters to a limited number of poses but if you want more angles you probably want to go full 3D -- i'm not particularly a fan of the 3D anime style or hyper realistic characters.


i am a pretty big fan of the paper doll approach used in this game and kisekae 2 but not so much of the pose limitations and manual effort/artistic skill required to program something similar...
I honestly think the art side of things would only be tedious, the real challenge is programming. Not even the different poses are impossible to do, just time-consuming. If anyone would need a vector artist for this btw I'm here lol I could def nail Eden's artstyle, I love vector art : ).
 
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lewd_alt

Newbie
Dec 31, 2022
22
53
89
speaking of code i went ahead and removed another 73k lines of my decomp and fixed a few bugs that i introduced last time...
still around 400k LOC left

still a bit too much for me to hold in my head but slightly better

should be possible to run in the browser with blazor if i clean a few things up...

haven't touched the performance stuff yet, should be pretty trivial to use opengl + some shader magic to make everything much faster basically just need something to do cubic bezier curves with (thinking either a fragment shader or just generating triangles)
not really my focus yet... i kinda just want enough of an understanding of the current codebase to rewrite the whole thing but i'm also too lazy to read 400k LOC

 
Oct 2, 2022
446
366
186
speaking of code i went ahead and removed another 73k lines of my decomp and fixed a few bugs that i introduced last time...
still around 400k LOC left

still a bit too much for me to hold in my head but slightly better

should be possible to run in the browser with blazor if i clean a few things up...

haven't touched the performance stuff yet, should be pretty trivial to use opengl + some shader magic to make everything much faster basically just need something to do cubic bezier curves with (thinking either a fragment shader or just generating triangles)
not really my focus yet... i kinda just want enough of an understanding of the current codebase to rewrite the whole thing but i'm also too lazy to read 400k LOC

So, what has changed? Is this just game assets or is it usable?
 
Last edited:
Oct 2, 2022
446
366
186
Also, is there a way to make part inheritance more consistent? I love the idea of making these very complex breeds but it can take actual irl days to get what I want. I'm already using simple breeding and have 0% MagCon, but it's not helping out a huge amount.
 
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4.20 star(s) 23 Votes