iranomaya

Newbie
May 8, 2017
35
10
If you do manage to have less than 2 Corruption on Day 1, the subsequent scene where you finally have two corruption has a repeated line.
 

Kovadoo

New Member
Dec 6, 2020
4
0
Please help me. I have murdered all the monsters and completed, as far as I know, all the quests up until Investigate Abductees where you have to get a job in Arwin's Mansion. Except I can't because Arwin refuses to come back from whatever conference he's at. Either I am missing something or I broke the game somehow. Which is it?
 

aura-dev

Active Member
Game Developer
Mar 1, 2021
825
1,845
Please help me. I have murdered all the monsters and completed, as far as I know, all the quests up until Investigate Abductees where you have to get a job in Arwin's Mansion. Except I can't because Arwin refuses to come back from whatever conference he's at. Either I am missing something or I broke the game somehow. Which is it?
Have you done the event of rescuing the Congregation merchant Edwin? You need to complete Spider Cleanup and Getting started and then wait a day for it to pop up. If it's not popping up, just share your save and I will investigate.
 

Kovadoo

New Member
Dec 6, 2020
4
0
Have you done the event of rescuing the Congregation merchant Edwin? You need to complete Spider Cleanup and Getting started and then wait a day for it to pop up. If it's not popping up, just share your save and I will investigate.
Yep. I have rescued Edwin. I'll try to upload my save.
 

Kovadoo

New Member
Dec 6, 2020
4
0
I just figured it out. I always thought the congregation was someplace else and I never talked to the guard at the top of the steps in the middle of town. *facepalm*
 

campfap

Member
Jul 31, 2017
144
212
Good game with great mechanics but to keep me interested it would need a few more cgs. I know its tagged with text based and i don't mean that every event should have unique 20+ cgs. But for example, if she can show her panties to get a discount there should be a fitting cg for it. I don't know if the dev plans to keep it this way or will add more in the future and maybe revisit older events but either way its definitely worth checking out.
 

Suit

Member
May 11, 2019
299
1,116
Good game with great mechanics but to keep me interested it would need a few more cgs. I know its tagged with text based and i don't mean that every event should have unique 20+ cgs. But for example, if she can show her panties to get a discount there should be a fitting cg for it. I don't know if the dev plans to keep it this way or will add more in the future and maybe revisit older events but either way its definitely worth checking out.
The game is being worked on. This is what it used to look like:

asdasd.png

The art and CG's are being added as they're drawn.
 

sexymanx

Newbie
Aug 4, 2018
50
54
I disagree. I find it weird when porn games try so hard to be proper games they end up forgetting the porn.

It's possible to have both (Third Crisis from your sig is a good example actually) but if you can't do both, porn should have priority. There's a multi billion dollar industry for good SFW games, I don't need H-game devs to try and top that. They won't.

Besides, it gives me little hope for good NSFW content down the road if the Dev apparently treats it as an afterthought
Very good point. NSFW games should be NSFW games. We are gathered here for that: to masturbate or mind wank.
Let's be honest.

I see what you're saying and you definitely have a valid point but for me if all I wanted was just the images id just go to other sites. there are some games on here for that but I do genuinely consider the premise to be of some importance. there are plenty of people satisfied with text based games and those don't have many images if any at all. You can see the example of that throughout this thread, yes there are people who aren't playing it yet because there are no cg's (even I am gonna wait for a good amount of cg's to be added) but there are also plenty of people playing the game and are even spending the time to do multiple runs with different endings, add the cg's in the game and its gonna cater to a whole lot more people.
Sincerely, I never saw NSFW game enterely based on text. There are many text-based html games but they at least have a couple of moving sprites or erotic/porn images.
I'm very sad that this game is not. Description and tags are misleading. I've spent around 4 hours in meaningless quests and tons of texts that is tldr;
And after every interaction I thought it is finally about to make a progress in corruption, sexual harassment or show me some big tits. I've never been so mistaken.

The game is being worked on. This is what it used to look like:

View attachment 1292065

The art and CG's are being added as they're drawn.
Your example is not bad. There are much worse.
Developer could draw something in paint or make simplest bluring animation to show a via his .

THIS POST IS MY OPINION, and not a trolling. I'm sorry if I offended you.
Despite having dick on my avatar, I'm trying not to be one of.
 
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262177

Well-Known Member
Oct 26, 2017
1,566
1,266
sexymanx And sorry if my post looked like a paid review here - as I said in the post, that was not the intent of that damn wall of text. :)

Linking to other games or talking about them is frowned upon (general rule #1) so I'll try not to, but maybe check Death's Punishment for examples of text-based games without a single picture. There are much more advanced ones all over F95, and aura-dev also stated the CG (in addition to standstills, as DP doesn't even have any full-body standstill at all, it's full text) would be coming as the game progresses.

The limbo milking games (as Weewe stated) are a bad example, devs almost always will get lazy and milk forever without providing any content (or delay it forever) while using CG and hype as a pretext. This is the vast majority but not all of them. Of course, that doesn't mean the game should not have CG, but it can be a lewd text-based game and still perform as one if properly developed. Even standstills work for a RMMV/RMMZ game, and even sprite sex for that matter.

Apologies for the bias as well since I'm not sure I'd react the same if there was some yuri and females only at stake (probably would though) but I'd still respect the dev's opinion and choice.

(Yes, I'm also referring to rule #1 to avoid getting hit by the report button.)
The game is being worked on. This is what it used to look like:

View attachment 1292065

The art and CG's are being added as they're drawn.
Didn't know there was another artist before, thanks for the info. Cute, did the previous artist (if not aura-dev themselves) also draw nudity for comparison with the current standstills?
 
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aura-dev

Active Member
Game Developer
Mar 1, 2021
825
1,845
sexymanx And sorry if my post looked like a paid review here - as I said in the post, that was not the intent of that damn wall of text. :)

Linking to other games or talking about them is frowned upon (general rule #1) so I'll try not to, but maybe check Death's Punishment for examples of text-based games without a single picture. There are much more advanced ones all over F95, and aura-dev also stated the CG (in addition to standstills, as DP doesn't even have any full-body standstill at all, it's full text) would be coming as the game progresses.

The limbo milking games (as Weewe stated) are a bad example, devs almost always will get lazy and milk forever without providing any content (or delay it forever) while using CG and hype as a pretext. This is the vast majority but not all of them. Of course, that doesn't mean the game should not have CG, but it can be a lewd text-based game and still perform as one if properly developed. Even standstills work for a RMMV/RMMZ game, and even sprite sex for that matter.

Apologies for the bias as well since I'm not sure I'd react the same if there was some yuri and females only at stake (probably would though) but I'd still respect the dev's opinion and choice.

(Yes, I'm also referring to rule #1 to avoid getting hit by the report button.)Didn't know there was another artist before, thanks for the info. Cute, did the previous artist (if not aura-dev themselves) also draw nudity for comparison with the current standstills?
Behold my infinite adult art skillz.

isuck.png
Ah yes, the good old times (2 months ago).
 

262177

Well-Known Member
Oct 26, 2017
1,566
1,266
Behold my infinite adult art skillz.

View attachment 1292211
Ah yes, the good old times (2 months ago).
This isn't bad at all!(y)

You might want to implement some trigger between your own and your commissioned artist(s) in the future, it's really easy to do in RPG Maker (including MV/MZ) so you shouldn't have issues doing it if you find the idea interesting, even if you want to keep your own art out of it and just happen to have multiple artists.

It's a feature that many games are lacking when it's a basic implementation, though it can considerably increase the asset size if done wrong or image files use bazillions of unique colors instead of a palette. Then again MV/MZ already bloats the deployment with the goddamn nwjs so...

For end users: Get rid of everything in that locale folder for ALL of your MV/MZ games except for en-us.pak, this isn't the game's locale, just nwjs/Node/webkit/whatever you want to call it. You can also safely get rid of the automatically generated 4-5MB credits.html, the swiftshader cache folder and the D3D DLL. Everything else you unfortunately have to keep iirc, unless you own RMMV/RMMZ, then you can literally remove everything in the root folder except for the project manifest*, package.json, index.html and the changelog/readme from the dev (won't break your game if you remove it but it's small and interesting info for all games, you don't want to get rid of this).

And if you somehow know how end users can get an universal version of a nwjs deployment for all MV/MZ games without breaking everything due to zero-compatibility Node going "this is too recent or too old, use the exact version of nwjs for this project or exit", by all means, your end users will definitely like you for saving terabytes of disk space they didn't even notice was used by bazillions of useless dependencies. RPG Maker Forum has been giving everyone the silent treatment on this and will lock all threads on sight whenever nwjs bloat is mentioned, no matter how polite. Thanks! :)

*removing the project manifest obviously won't break the game, will just make RPG Maker a bit confused and it's literally a few bytes with the engine and current version as a string, not even a proper "manifest"
 

aura-dev

Active Member
Game Developer
Mar 1, 2021
825
1,845
This isn't bad at all!(y)

You might want to implement some trigger between your own and your commissioned artist(s) in the future, it's really easy to do in RPG Maker (including MV/MZ) so you shouldn't have issues doing it if you find the idea interesting, even if you want to keep your own art out of it and just happen to have multiple artists.


It's a feature that many games are lacking when it's a basic implementation, though it can considerably increase the asset size if done wrong or image files use bazillions of unique colors instead of a palette. Then again MV/MZ already bloats the deployment with the goddamn nwjs so...
In the far far future where I am a rich person and can spend my days idly drawing my horrible artworks, sure. :D


For end users: Get rid of everything in that locale folder for ALL of your MV/MZ games except for en-us.pak, this isn't the game's locale, just nwjs/Node/webkit/whatever you want to call it. You can also safely get rid of the automatically generated 4-5MB credits.html, the swiftshader cache folder and the D3D DLL.
Those don't do anything? On any machine? Ever?

And if you somehow know how end users can get an universal version of a nwjs deployment for all MV/MZ games without breaking everything due to zero-compatibility Node going "this is too recent or too old, use the exact version of nwjs for this project or exit", by all means, your end users will definitely like you for saving terabytes of disk space they didn't even notice was used by bazillions of useless dependencies. RPG Maker Forum has been giving everyone the silent treatment on this and will lock all threads on sight whenever nwjs bloat is mentioned, no matter how polite. Thanks! :)
Sorry, don't know enough about nwjs to counteract this.
 

262177

Well-Known Member
Oct 26, 2017
1,566
1,266
Thanks for sharing, unfortunately not into 3D. ;)
Those don't do anything? On any machine? Ever?
Nope. Locales and swiftshader (as well as redundant default assets that used to be a free RTP in the past) are bundled with the deployment but you don't need them except for exactly one locale. Swiftshader cache is not required at all, the Game executable requires at least one fallback locale to "properly run" (en-us is the default, but it's coded backwards, so you still need to explicitly leave the en-us Node localization package, and it's just for that) and the D3D DLL is pretty much integrated by now (it doesn't take massive space but you don't exactly want tons of copies of it either).

The annoying part is the rest of dependencies which I personally cloned since they're the same exact copies (SHA-1, SHA-256, MD5, you name it) but since there's no way to properly symlink in either MV or MZ (MV had a bundle feature that allowed you to include everything in the standalone while making it lightweight, and instantly dedupe all the things with tools like Everything by voidtools and your preferred multi-hash checking advanced duplicate file eraser).

A dirty workaround for the end user is to just keep a link to MV/MZ redundant nwjs dependencies and force the deployment executable to read from it.

As a developer, you don't need to worry about it at all indeed. If you're worried stuff might break, here's a sample template I "made" for Crazy94 you can reuse as a dummy project for MV and MZ to test-deploy lightweight stuff (as well as a home project). Others are free to use it as well of course, it's just your generic sample project with all the bloat removed, including most of the references to actors, music, etc.

This doesn't override the default project sample the engine uses so if you want that back, all you have to do is make a new project and all the bloat (including the redundant "former RTP") will be copied back in from your MZ installation folder.

Sorry for the long post but the tl;dr is yeah, the files I mentioned on top are useless to end users, and the rest is useless to us developers. No easy way to get around all those dependencies for them though.

Just noticed I could've linked to the old attachments, oh well.
The attachments server won't blow up from two duplicate <1MB files.

Non-stealth edit because too late: Or deploy it as a web version, of course - no dependency bloat in there.
 
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aura-dev

Active Member
Game Developer
Mar 1, 2021
825
1,845
Non-stealth edit because too late: Or deploy it as a web version, of course - no dependency bloat in there.

I tried out the browser/mobile export but was really unhappy with the laggs when you execute a combat animation the first time.
Also itch 1000 files limit isn't helpful.
 

262177

Well-Known Member
Oct 26, 2017
1,566
1,266
Even if the game doesn't have many CGs it would benefit a lot from having more facial expressions/clothes getting removed bit by bit standing CGs.
This one's pretty good and actually doable with layers. You mostly see this in engines like Ren'py (as you can use unlimited layering and call files as layers really easily) but it's not all that uncommon with RPG Maker either, since it allows for some convenient layer use as long you don't have to show hundreds simultaneously. Can't recall the actual default limit for layer processing, possibly around 50 in one go, and there might be flickering and lag involved depending on how it's actually done under the hood.
I tried out the browser/mobile export but was really unhappy with the laggs when you execute a combat animation the first time.
Also itch 1000 files limit isn't helpful.
Wasn't aware of the 1000 file limit on itch, this includes ones already in archives I suppose? Really sucks since it's one of the absolute go-to tipjar platforms for devs.

Pre-emptive edit: I keep referring to aura-dev as Aura. Oh well. :)
 
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