Others Completed The Demon's Stele & The Dog Princess [Alpha v2.0] [HappyLambBarn]

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CreepyPanda

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I don't understand what you mean by "bad news," since there's no news yet.

And the user I was quoting, read my messages and was able to "insert".
Incidentally, he also noted that it wasn't entirely convenient and not very clear.
My bad, I reply the wrong post, sorry.
 

winceptor

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I am not saying you should blindly trust and ignore all threats with !ml in their name, but consider it might be simply false positive.
 
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EldenMoose

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For those who have played the ports I've made, I'd appreciate any feedback on how well it worked (or didn't) for you and/or any suggestions you may have. If I am going to be releasing development builds, I'd like at least some feedback. Otherwise I'll probably just wait to release until I am finished on each.

You can submit feedback through the on my builds post or replying to me in this thread. You can also leave suggestions for future features you'd like to see (that includes new content for me to mod into the game). I currently have a visual clothing, music, and dialogue mod in the works, with other mods planned that extend the game.

Current Build Download Stats
Windows: 74 Downloads
Android: 56 Downloads
WebPlayer: 27 Plays / 18 Clones
 
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Pararela

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For those who have played the ports I've made, I'd appreciate any feedback on how well it worked (or didn't) for you and/or any suggestions you may have. If I am going to be releasing development builds, I'd like at least some feedback. Otherwise I'll probably just wait to release until I am finished on each.

You can submit feedback through the on my builds post or replying to me in this thread. You can also leave suggestions for future features you'd like to see (that includes new content for me to mod into the game). I currently have a visual clothing, music, and dialogue mod in the works, with other mods planned that extend the game.

Current Build Download Stats
Windows: 74 Downloads
Android: 56 Downloads
WebPlayer: 27 Plays / 18 Clones
Using the windows build.
For me the game is always at 60fps when a new session starts but deteriorates over time/after an amount of interactions.

Excited to see any kind of new addition to the game! In my experience, even if the developer drops the ball you can always count on the passionate community to sustain a game.
As for suggestions, I always thought it would be cool to have an "expression picker" that lets you choose and lock a certain facial expression. Would such a thing be possible?
 
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EldenMoose

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Using the windows build.
For me the game is always at 60fps when a new session starts but deteriorates over time/after an amount of interactions.

Excited to see any kind of new addition to the game! In my experience, even if the developer drops the ball you can always count on the passionate community to sustain a game.
As for suggestions, I always thought it would be cool to have an "expression picker" that lets you choose and lock a certain facial expression. Would such a thing be possible?
Thanks for the feedback! I'm curious how it deteriorates and to what extent (especially the total frame drop on what kind of hardware), I'll do some more testing on different devices and see if I can replicate it. Though, when and if you have some time, please drop a line in the feedback google form I have with any info you can spare to reproduce the problem. Either way, I will look into it myself.

Yeah, that is totally possible! May take some time though if I'm still just editing the original flash file, but I'll keep you in the loop if you'd like about it. If (when) I do convert the game to a full new engine, ideas like this are exactly what I am looking forward to implementing. So please feel free to let me know if you have any specifics on how you envision it, if not I do have some ideas myself. Thanks for the suggestion!

I'm actually thinking I may setup github issues to handle feature requests, bugs, and more on the build source code repo. That way everything is very organized and public for anyone else to chime in.
 
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Pararela

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Thanks for the feedback! I'm curious how it deteriorates and to what extent (especially the total frame drop on what kind of hardware), I'll do some more testing on different devices and see if I can replicate it. Though, when and if you have some time, please drop a line in the feedback google form I have with any info you can spare to reproduce the problem. Either way, I will look into it myself.

Yeah, that is totally possible! May take some time though if I'm still just editing the original flash file, but I'll keep you in the loop if you'd like about it. If (when) I do convert the game to a full new engine, ideas like this are exactly what I am looking forward to implementing. So please feel free to let me know if you have any specifics on how you envision it, if not I do have some ideas myself. Thanks for the suggestion!

I'm actually thinking I may setup github issues to handle feature requests, bugs, and more on the build source code repo. That way everything is very organized and public for anyone else to chime in.
I will do some shallow tests and use the google form.

Generally, how I imagine the feature is a UI box that you hover over (in the style of the current UI) that unfolds a list of expressions that you can turn pages in/scroll through, maybe even assign keybinds to whatever expression you want, with a "revert to default" keybind and UI button that reverts to using the game's appropriate expressions.
That's just an interpretation, what would matter most to me personally would be the accessibility of the expressions, so they can be switched to and from and canceled easily and quickly.

Your project sounds like it warrants a proper repository! I would love to use it if you set it up.
 
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Uzur123

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My performance is disappointing. I haven't seen FPS above 24, and it's only dropping over time... Furthermore, the Edge player, which runs all this, consumes an insane amount of RAM... 6 processes running consume up to 1.2 + 6 GB of RAM, and when loading a video, it consumes 6%.

With all that said, Adobe Flash Player 32+ plays the game with FPS up to 30... for version 1.07
"medium" quality selected
 
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EldenMoose

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My performance is disappointing. I haven't seen FPS above 24, and it's only dropping over time... Furthermore, the Edge player, which runs all this, consumes an insane amount of RAM... 6 processes running consume up to 1.2 + 6 GB of RAM, and when loading a video, it consumes 6%.

With all that said, Adobe Flash Player 32+ plays the game with FPS up to 30... for version 1.07
"medium" quality selected
This is good tbh, because I want to see reports of anything bad so that I can correct it.
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EDIT:
Okay, so this is a bug I just noticed. It is spawning a secondary process on various machines with specific versions of Windows. No need to send me the specific details as I managed to pinpoint it. But yeah, I'm an idiot for not realizing this, my excuse is that I just haven't done any work with WebViews on desktop before.

Thanks a bunch for the feedback, helped a ton here!

For reference, you can see how it's different, let alone that high usage (the WASM Test process) shouldn't be like that. So I will fix this. Windows 10 vs Windows (Via RDP) 11 in the screenshots.
1759086911111.png 1759086923298.png
 
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EldenMoose

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Using the windows build.
For me the game is always at 60fps when a new session starts but deteriorates over time/after an amount of interactions.

Excited to see any kind of new addition to the game! In my experience, even if the developer drops the ball you can always count on the passionate community to sustain a game.
As for suggestions, I always thought it would be cool to have an "expression picker" that lets you choose and lock a certain facial expression. Would such a thing be possible?
When it drops the FPS for you while you were playing over time, did you notice any changes in RAM usage?
 

Uzur123

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Thanks a bunch for the feedback, helped a ton here!

For reference, you can see how it's different, let alone that high usage (the WASM Test process) shouldn't be like that. So I will fix this. Windows 10 vs Windows (Via RDP) 11 in the screenshots.
I'll try to fit everything into one screenshot.
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The system language is not English, but I think the specifications will be clear
 
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EldenMoose

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I'll try to fit everything into one screenshot.
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The system language is not English, but I think the specifications will be clear
First of all, thank you very much for sharing!

I did confirm one memory leak that originates from within the actionscript code of the original flash. It's whenever you use the top menu to return to the start and play a new game. Though, you seem to be having a completely different issue considering the usage is so high right at the start or even for a single playthrough.

I see that this is actually a different issue entirely. Because the at 4392MB of ram usage is the GPU process part. The large almost 2GB one at the bottom is likely the core, but really odd why none of these display the names for each of those workers (Shouldn't be a language pack thing either as I added support for Cyrillic letters, but I am going to double check).

But the weirder part is how it's beyond like 10x what I have seen, even with integrated graphics.

I hate to ask for more stuff, but if possible can you get me the ram usage on your machine from when you first open the game (once you are at the main menu) and also what is the GPU you are using?

By the way, you or anyone else who would like to use Discord to give feedback, bug reports, information, and such, I am EldenMoose on there too. May be easier to do back and forth information that way too.
 

Uzur123

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I hate to ask for more stuff, but if possible can you get me the ram usage on your machine from when you first open the game (once you are at the main menu) and also what is the GPU you are using?
As for the video card, the second screenshot is in the comment above.
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By the way, you or anyone else who would like to use Discord to give feedback, bug reports, information, and such, I am EldenMoose on there too. May be easier to do back and forth information that way too.
Unfortunately, using Discord is problematic due to the region.

I'd say the game increases its memory consumption every time it loads a new scene. It doesn't matter whether it's a story scene, a game scene, or the title scene...
In the first screenshot I went through the game from day one to the ending after day three.
 
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EldenMoose

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As for the video card, the second screenshot is in the comment above.
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Unfortunately, using Discord is problematic due to the region.

I'd say the game increases its memory consumption every time it loads a new scene. It doesn't matter whether it's a story scene, a game scene, or the title scene...
In the first screenshot I went through the game from day one to the ending after day three.
Ah, my bad. For some reason the screenshot didn't load for me when I read your post, had to refresh it just now to finally get it to show.

Got it, thanks for the additional information as it seriously helps a ton. The footprint seems normal at start, but it seems you still have a memory leak in the general scene switching too, but more of some specific extra element that is making it leak much more than normal. I'm thinking it mostly may be a GPU related issue due to the very unusal high memory usage of the GPU (more than 10x when the general engine part is only 2x the normal). The only thing further I'd like to know is if you are on the latest nVidia driver (latest for your card looks to be 581.29)?

Going to try and replicate the issue tomorrow by replicating the setup; hopefully I can pinpoint it and get it working. But, I may move onto the native desktop solution sooner if it decides to elusive.

Anyways, thanks to you and the others who have helped out! Now if only a few more of the 100+ people who downloaded would give some input too lol.
 

Uzur123

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The only thing further I'd like to know is if you are on the latest nVidia driver (latest for your card looks to be 581.29)?
Driver Date 2025/04/27
Driver Version 32.0.15.7628 - nVIDIA ForceWare 576.28

I don't think there's any point in updating the driver, since my graphics card isn't the latest. I'm more concerned about the antivirus, because I've experienced similar RAM inflation with some applications before... The maximum RAM size an application occupied was about 27 GB.
 

EldenMoose

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Driver Date 2025/04/27
Driver Version 32.0.15.7628 - nVIDIA ForceWare 576.28

I don't think there's any point in updating the driver, since my graphics card isn't the latest. I'm more concerned about the antivirus, because I've experienced similar RAM inflation with some applications before... The maximum RAM size an application occupied was about 27 GB.
Your card is still in support, so they are still releasing patches for yours all the time. Though, yeah from the version you have, it shouldn't be that big of a deal, so staying is good.

Well, my application is clean, I've even supplied the source for anyone to build it themselves and provided the virus total on it (which if you look into the sandboxing they supply, can see it's mostly all just Microsoft .NET libraries and stuff since it's a C# app.

If people are still hesitant about it, I could even explain how to decompile the exe and inspect it as it's not signed and a debug build lol

Generally when ram gets larger to that size, it is related to a memory leak of sorts or other bad memory management (usually seen in C++ applications). From my review so far, the flash portion oi the code is having a memory leak, but it is very small and gradual. On your machine, the main memory leak seems to be happening rapidly on the GPU side. If your Windows and nVidia card are not up to date (especially Windows 10 updates), there could always be a case of a security hole that allows other apps to attach itself and into the lower levels of the system, even the GPU. Not saying this is it, but you could always check the GPU activity to see what the 3D Video Encode/Decode are doing with the app open and closed. In my picture the game is idling after being on for over two hours with me purposely trying to cause memory leaks.

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Do note that the memory getting larger is a bug, just that it seems that I am not seeing the rapid increase others are seeing, as it takes me a while to get to the point where they were. Now if yours was rapidly increasing while idling, that would be even more different and very odd.

EDIT: Forgot to provide the second image of the stats of a few hours of trying to cause memory leaks.
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EldenMoose

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Seems like a graphics issue, which if you use the ruffle engine directly, it causes a way worse spike in memory. This is due to something in the rendering engine where the scenes in memory seem to be sticking in memory when they're supposed to be disposed of. Not 100% sure exactly, but this is what it seems like from a small bit of debugging. Too many variables with all this old and new tech together.

So, it can very quite a bit from computer to computer on how your GPU handles things with global settings. My graphics settings are default, so that may be why I didn't catch the issue initially. That and the fact that my development pc is newer, so it kept running well regardless. Anyways, going to dive a bit deeper later and figure it out.
 

Pararela

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When it drops the FPS for you while you were playing over time, did you notice any changes in RAM usage?
Ok so it's not exactly 60fps, it fluctuates between 50-60 when starting up the game and sitting at the main menu.
Settings:
Resolution: 2560x1377 (slider is maxed at 1370)
Quality: Best

Memory usage waiting in main menu at startup: 900 MB
FPS dropped to 40-49 after a while of just waiting

Memory usage when starting a session and doing nothing: 1100 MB
FPS started out at 29 and dropped to 24-25 after a while of just waiting

Memory usage when spamming interactions: 1100 MB
FPS dropped to 17-20

Memory usage when stopping all interactions and returning to default state: 1100 MB
FPS at 24-30

Memory usage when returning and waiting in main menu after session: 1150 MB
FPS at 30-37

Memory usage when spamming interactions in 2nd session: 1300-1350 MB
FPS at 17-20

Memory usage when stopping all interactions and returning to default state in 2nd session: 1310 MB
FPS at 17-20

Memory usage when returning and waiting in main menu after 2nd session: 1350 MB
FPS at 30-33

CPU usage was always stable at 7.5%-8.0%
GPU usage sits at 20% in main menu and climbs to 25%-30% during sessions/interactions
 
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Uzur123

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Your card is still in support, so they are still releasing patches for yours all the time. Though, yeah from the version you have, it shouldn't be that big of a deal, so staying is good.
Let's forget about the slightly outdated drivers. Why does my Flash Player give better FPS than tons of additional libraries that are supposed to squeeze something out of my computer's resources for Flash playback?

Unity Alpha 2.0 on Ultra gives me up to 60 FPS...
Medium quality settings and Adobe Player 32 gives 30 FPS...
Medium quality settings and And Player 35, which came with version "1.07. exe", still gives 30 FPS in the start menu...

Let me remind you, I haven't seen anything higher than 24 FPS on your version. Even if you look at the menu and don't load scenes on medium settings, or rather, on both ultra and high-quality settings, I saw the same "maximum" 24 FPS... Although other people, according to their reviews, have seen up to 60 FPS.

Windows 10 Pro. So your build is designed for Windows 11+?
 

EldenMoose

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I don't know dude, that's what I am trying to figure out, which is the reason behind a "development debug" build I've made. Yet over 100 people have downloaded it and very little people have given feedback, so it's a bit difficult to identify things with others computers. My build is the very first I released, so I am trying to identify the faults, let alone I don't have the original source code or know exactly how each person has their computer software and hardware configured, so it is going to take a bit to perfect it. I target Windows 7/8/10/11, so it should work on all of those.

Your computer already has malware on it (uTorrent) so I don't know what further it has on it. So it is very difficult to do simple trial and error things to figure this all out. Which is why I was suggesting various things. I'm still going to try and figure it out on my own end, so you are welcome to just ignore me and wait for a future release too.

The settings for quality and screen size inside the game on my version do not do anything, it is always at best and auto sized by default to work with the engine and pollyfills.

If the unity and other versions are working for you, then great. Keep playing those for now as right now this is the initial release of my version which shouldn't even be considered even an "alpha". Just wait for a non-debug release of mine in the future.
 
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4.50 star(s) 53 Votes