3.30 star(s) 13 Votes

nichetell

New Member
Sep 23, 2025
12
19
3
This one has one of better genAI implementations and other games should really learn from it instead of slopping lazy AI on their animations and calling it "good". There a few places where the face tries to change shape but I think dev tried to keep it at minimum so character faces don't shift visibly to entirely different people. AI is still making skin textures too smooth but as long as the hair and face maintained, it's a good way to use AI. Facial animations like mouth movement definitely needs to turn down a bit because they are too exaggerated in AI animations like below picture. Natural animations wouldn't be that exaggerated. Still missing AI tags though, it should be included.

1763993012614.png

It has blurred preview for paywall but it's not that bad. The content isn't entirely removed and not included in the public versions as far as I can see, which is a good paywall imo.

Edit: Apparently AI labelling is no longer valid as the forum mods refuse to label AI tag on the game even though it is very obviously AI animated.

Edit2: There was a path I missed, I'm taking back what I said with blur. The dev starts adding a gaussian blur on top of blur in the latest versions. I can understand the semi-censoring but increasing the censor over the versions is just greed. At that point there might as well be just black screen. I am also a little concerned that dev seems to start relying on AI more and more as the versions progress. This includes them including more obvious visible AI face shifts in the newer animations.
 
Last edited:

thealjey

Newbie
Nov 15, 2020
47
100
167
This one has one of better genAI implementations and other games should really learn from it instead of slopping lazy AI on their animations and calling it "good". There a few places where the face tries to change shape but I think dev tried to keep it at minimum so character faces don't shift visibly to entirely different people. AI is still making skin textures too smooth but as long as the hair and face maintained, it's a good way to use AI. Facial animations like mouth movement definitely needs to turn down a bit because they are too exaggerated in AI animations like below picture. Natural animations wouldn't be that exaggerated. Still missing AI tags though, it should be included.

View attachment 5466651

It has blurred preview for paywall but it's not that bad. The content isn't entirely removed and not included in the public versions as far as I can see, which is a good paywall imo.

Edit: Apparently AI labelling is no longer valid as the forum mods refuse to label AI tag on the game even though it is very obviously AI animated.

Edit2: Apparently there was path I missed, I'm taking back what I said with blur. The dev starts adding a gaussian blur on top of blur in the latest versions. I can understand the semi-censoring but increasing the censor over the versions is just greed. At that point there might as well be just black screen.
yep, there's clearly no other way to achieve this kind of fluidity without ai, even with motion capture of live actors
however, this is one of, if not the first game that uses ai in a way that does not make me feel uncomfortable, it enhances the experience in fact
the developer obviously knows what he's doing when it comes to ai and how to avoid the uncanny valley (for the most part)
 

Pixieblink

Engaged Member
Game Developer
Jul 13, 2019
3,325
7,214
717
It's a combination of SOME AI assist and old fashioned DAZ animations. And I only started trying to integrate the two in v1.3 & 1.4, everything before that is straight DAZ .

I didn't add the AI tag because it's not AI generated. I know the purists are going to kick up a scream, but where exactly do you draw the line?

AI generated it is not. AI assisted on some of the animations it is (it's used about 20% of the animations in game). All the stills, locations, characters and the other 80% of the animations are straight DAZ studio and some creative video editing.

I'm still trying to get the hang of it, but I think it shows promise, IF it's done right. You guys would be amazed at how much of the AI generated crap is left behind on the cutting room floor.
 
Last edited:

Shaun69

Newbie
Aug 13, 2024
28
14
81
I'm sorry, but an uncaught exception occurred.

While running game code:
File "game/mod_Trucchi/mod.rpy", line 51, in execute
screen cheatmod():
File "game/mod_Trucchi/mod.rpy", line 51, in execute
screen cheatmod():
File "game/mod_Trucchi/mod.rpy", line 54, in execute
vpgrid:
NameError: name 'ciciname' is not defined

-- Full Traceback ------------------------------------------------------------

Traceback (most recent call last):
File "renpy/common/00gamemenu.rpy", line 174, in script
$ ui.interact()
File "renpy/ast.py", line 1187, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/python.py", line 1260, in py_exec_bytecode
exec(bytecode, globals, locals)
~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/common/00gamemenu.rpy", line 174, in <module>
$ ui.interact()
~~~~~~~~~~~^^
File "renpy/ui.py", line 304, in interact
rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/display/core.py", line 2219, in interact
repeat, rv = self.interact_core(
~~~~~~~~~~~~~~~~~~^
preloads=preloads,
^^^^^^^^^^^^^^^^^^
...<4 lines>...
**kwargs,
^^^^^^^^^
) # type: ignore
^
File "renpy/display/core.py", line 2757, in interact_core
root_widget.visit_all(lambda d: d.per_interact())
~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/display/displayable.py", line 432, in visit_all
d.visit_all(callback, seen)
~~~~~~~~~~~^^^^^^^^^^^^^^^^
File "renpy/display/displayable.py", line 432, in visit_all
d.visit_all(callback, seen)
~~~~~~~~~~~^^^^^^^^^^^^^^^^
File "renpy/display/displayable.py", line 432, in visit_all
d.visit_all(callback, seen)
~~~~~~~~~~~^^^^^^^^^^^^^^^^
[Previous line repeated 1 more time]
File "renpy/display/screen.py", line 503, in visit_all
callback(self)
~~~~~~~~^^^^^^
File "renpy/display/core.py", line 2757, in <lambda>
root_widget.visit_all(lambda d: d.per_interact())
~~~~~~~~~~~~~~^^
File "renpy/display/screen.py", line 514, in per_interact
self.update()
~~~~~~~~~~~^^
File "renpy/display/screen.py", line 715, in update
self.screen.function(**self.scope)
~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^
File "game/mod_Trucchi/mod.rpy", line 51, in execute
screen cheatmod():
File "game/mod_Trucchi/mod.rpy", line 51, in execute
screen cheatmod():
File "game/mod_Trucchi/mod.rpy", line 54, in execute
vpgrid:
File "renpy/text/text.py", line 2292, in _scope
return self.set_text(self.text_parameter, scope, self.substitute, update)
~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/text/text.py", line 2329, in set_text
i, did_sub = renpy.substitutions.substitute(i, scope, substitute) # type: ignore
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^
File "renpy/substitutions.py", line 355, in substitute
s = interpolate(s, variables) # type: ignore
~~~~~~~~~~~^^^^^^^^^^^^^^
File "renpy/substitutions.py", line 89, in interpolate
raise e
File "renpy/substitutions.py", line 81, in interpolate
value = renpy.python.py_eval(code, {}, scope)
~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^
File "renpy/python.py", line 1292, in py_eval
return py_eval_bytecode(code, globals, locals)
~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/python.py", line 1285, in py_eval_bytecode
return eval(bytecode, globals, locals)
~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "<none>", line 1, in <module>
NameError: name 'ciciname' is not defined

Windows-10-10.0.19045-SP0 AMD64
Ren'Py 8.4.1.25072401
{font=Groovy.ttf}The Memory Machine{/font} v1.4-public
Mon Nov 24 18:38:28 2025
 

TheRadiator

Member
Aug 29, 2023
114
273
196
I'm sorry, but an uncaught exception occurred.

While running game code:
File "game/mod_Trucchi/mod.rpy", line 51, in execute
screen cheatmod():
File "game/mod_Trucchi/mod.rpy", line 51, in execute
screen cheatmod():
File "game/mod_Trucchi/mod.rpy", line 54, in execute
vpgrid:
NameError: name 'ciciname' is not defined
That's an error in the Walkthrough + Cheats Mod and not in the game itself. If you run a clean copy of the game without the mod you won't get that error.
 

-CookieMonster666-

Message Maven
Nov 20, 2018
13,843
20,807
1,031
I'm sorry, but an uncaught exception occurred.

While running game code:
File "game/mod_Trucchi/mod.rpy", line 51, in execute
screen cheatmod():
File "game/mod_Trucchi/mod.rpy", line 51, in execute
screen cheatmod():
File "game/mod_Trucchi/mod.rpy", line 54, in execute
vpgrid:
NameError: name 'ciciname' is not defined

-- Full Traceback ------------------------------------------------------------

Traceback (most recent call last):
File "renpy/common/00gamemenu.rpy", line 174, in script
$ ui.interact()
File "renpy/ast.py", line 1187, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/python.py", line 1260, in py_exec_bytecode
exec(bytecode, globals, locals)
~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/common/00gamemenu.rpy", line 174, in <module>
$ ui.interact()
~~~~~~~~~~~^^
File "renpy/ui.py", line 304, in interact
rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/display/core.py", line 2219, in interact
repeat, rv = self.interact_core(
~~~~~~~~~~~~~~~~~~^
preloads=preloads,
^^^^^^^^^^^^^^^^^^
...<4 lines>...
**kwargs,
^^^^^^^^^
) # type: ignore
^
File "renpy/display/core.py", line 2757, in interact_core
root_widget.visit_all(lambda d: d.per_interact())
~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/display/displayable.py", line 432, in visit_all
d.visit_all(callback, seen)
~~~~~~~~~~~^^^^^^^^^^^^^^^^
File "renpy/display/displayable.py", line 432, in visit_all
d.visit_all(callback, seen)
~~~~~~~~~~~^^^^^^^^^^^^^^^^
File "renpy/display/displayable.py", line 432, in visit_all
d.visit_all(callback, seen)
~~~~~~~~~~~^^^^^^^^^^^^^^^^
[Previous line repeated 1 more time]
File "renpy/display/screen.py", line 503, in visit_all
callback(self)
~~~~~~~~^^^^^^
File "renpy/display/core.py", line 2757, in <lambda>
root_widget.visit_all(lambda d: d.per_interact())
~~~~~~~~~~~~~~^^
File "renpy/display/screen.py", line 514, in per_interact
self.update()
~~~~~~~~~~~^^
File "renpy/display/screen.py", line 715, in update
self.screen.function(**self.scope)
~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^
File "game/mod_Trucchi/mod.rpy", line 51, in execute
screen cheatmod():
File "game/mod_Trucchi/mod.rpy", line 51, in execute
screen cheatmod():
File "game/mod_Trucchi/mod.rpy", line 54, in execute
vpgrid:
File "renpy/text/text.py", line 2292, in _scope
return self.set_text(self.text_parameter, scope, self.substitute, update)
~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/text/text.py", line 2329, in set_text
i, did_sub = renpy.substitutions.substitute(i, scope, substitute) # type: ignore
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^
File "renpy/substitutions.py", line 355, in substitute
s = interpolate(s, variables) # type: ignore
~~~~~~~~~~~^^^^^^^^^^^^^^
File "renpy/substitutions.py", line 89, in interpolate
raise e
File "renpy/substitutions.py", line 81, in interpolate
value = renpy.python.py_eval(code, {}, scope)
~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^
File "renpy/python.py", line 1292, in py_eval
return py_eval_bytecode(code, globals, locals)
~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/python.py", line 1285, in py_eval_bytecode
return eval(bytecode, globals, locals)
~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "<none>", line 1, in <module>
NameError: name 'ciciname' is not defined

Windows-10-10.0.19045-SP0 AMD64
Ren'Py 8.4.1.25072401
{font=Groovy.ttf}The Memory Machine{/font} v1.4-public
Mon Nov 24 18:38:28 2025
Also, in the future, could you please put errors like that in SPOILER tags? It's especially helpful for mobile users who then don't need to swipe-scroll a bunch of times just to move beyond your post.
 

Lupiscanis

Active Member
Dec 24, 2016
755
1,438
378
It's a combination of SOME AI assist and old fashioned DAZ animations. And I only started trying to integrate the two in v1.3 & 1.4, everything before that is straight DAZ .

I didn't add the AI tag because it's not AI generated. I know the purists are going to kick up a scream, but where exactly do you draw the line?

AI generated it is not. AI assisted on some of the animations it is (it's used about 20% of the animations in game). All the stills, locations, characters and the other 80% of the animations are straight DAZ studio and some creative video editing.

I'm still trying to get the hang of it, but I think it shows promise, IF it's done right. You guys would be amazed at how much of the AI generated crap is left behind on the cutting room floor.
The tag reads :
  • AI CG [A game with art generated by artificial intelligence models. ]
It does not give a percentage. If it uses AI, it uses AI, that's where I draw the line. (Please note : I play games that use AI, I just think your argument is flawed).
 

moskyx

Forum Fanatic
Jun 17, 2019
4,559
15,852
718
The tag reads :
  • AI CG [A game with art generated by artificial intelligence models. ]
It does not give a percentage. If it uses AI, it uses AI, that's where I draw the line. (Please note : I play games that use AI, I just think your argument is flawed).
Well, the tag description literally says 'art generated', and dev claims it's not AI generated, as he only uses AI as an animation assistant. It's not about using AI, as you said, but about using it to create the art, which is not the case since the art is created with DAZ. Semantics, probably, but still he's right according to the tag description.
 

Lupiscanis

Active Member
Dec 24, 2016
755
1,438
378
Well, the tag description literally says 'art generated', and dev claims it's not AI generated, as he only uses AI as an animation assistant. It's not about using AI, as you said, but about using it to create the art, which is not the case since the art is created with DAZ. Semantics, probably, but still he's right according to the tag description.
I'm not going to keep responding because it would derail the thread. I just wanted to point out that using AI at any point to create visual output, is using AI generation. The tag does not say 'if the final output is generated by an AI', otherwise anyone who generated an image using AI and then modified it slightly in an application could also say 'well, it's not AI generated'.

To make it simpler, if the AI was not involved, would <whatever art it is> exist in it's current form? If yes, then it's not AI generated. If no, it is.
 
  • Disagree
Reactions: -CookieMonster666-

nichetell

New Member
Sep 23, 2025
12
19
3
I'm not going to keep responding because it would derail the thread. I just wanted to point out that using AI at any point to create visual output, is using AI generation. The tag does not say 'if the final output is generated by an AI', otherwise anyone who generated an image using AI and then modified it slightly in an application could also say 'well, it's not AI generated'.

To make it simpler, if the AI was not involved, would <whatever art it is> exist in it's current form? If yes, then it's not AI generated. If no, it is.
I agree you because the definition you put would mean it should indeed be tagged as AI CG. Since the definition of the tag does not refer to entire game made by artificial intelligence models but says "with art generated by..." that definitely fits the use of AI here. Whether game would exist or not shouldn't be a debate here as that would also eliminate a lot of other tags like "horror" where game only has a small section of horror elements or "2dcg" where the game made with DAZ but has small sections of 2d renders etc. It would even extended to kink tags because those kinks don't exactly repeat in every part of the games but in select renders.

I like the dev's attempt to use AI in this one, which is a first not lazily slopped I have seen so far (less so for some of the last update renders), but let's also be honest avoiding this tag gives the dev advantage over other devs that don't rely or use AI. While AI tag might be a taboo in the AI hating communities, it should be dev's responsibility to either avoid use of AI entirely or put proper explanations on how it is used up front where everyone can see to try to clear out biases.

Edit: Fixed misunderstanding
 

Pixieblink

Engaged Member
Game Developer
Jul 13, 2019
3,325
7,214
717
The tag reads :
  • AI CG [A game with art generated by artificial intelligence models. ]
It does not give a percentage. If it uses AI, it uses AI, that's where I draw the line. (Please note : I play games that use AI, I just think your argument is flawed).

I'm not using any "art generated by artificial intelligence models". Only an AI assist with some of the animations.
I'm soooo glad we've got that all cleared up. :)

I hardly think of dressing up naked Barbies on my computer and using them to spin a yarn as "Art". Maybe I should? I've heard they've got some recently cleaned out space a the Louvre...

A huge 3d printed model of Cecilia WOULD look great beside the Mona Lisa. Assuming someone hasn't stolen it by the time I finish writing this.
 

Pixieblink

Engaged Member
Game Developer
Jul 13, 2019
3,325
7,214
717
I'm sorry, but an uncaught exception occurred.

While running game code:
File "game/mod_Trucchi/mod.rpy", line 51, in execute
screen cheatmod():
File "game/mod_Trucchi/mod.rpy", line 51, in execute
screen cheatmod():
File "game/mod_Trucchi/mod.rpy", line 54, in execute
vpgrid:
NameError: name 'ciciname' is not defined

-- Full Traceback ------------------------------------------------------------

Traceback (most recent call last):
File "renpy/common/00gamemenu.rpy", line 174, in script
$ ui.interact()
File "renpy/ast.py", line 1187, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/python.py", line 1260, in py_exec_bytecode
exec(bytecode, globals, locals)
~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/common/00gamemenu.rpy", line 174, in <module>
$ ui.interact()
~~~~~~~~~~~^^
File "renpy/ui.py", line 304, in interact
rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/display/core.py", line 2219, in interact
repeat, rv = self.interact_core(
~~~~~~~~~~~~~~~~~~^
preloads=preloads,
^^^^^^^^^^^^^^^^^^
...<4 lines>...
**kwargs,
^^^^^^^^^
) # type: ignore
^
File "renpy/display/core.py", line 2757, in interact_core
root_widget.visit_all(lambda d: d.per_interact())
~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/display/displayable.py", line 432, in visit_all
d.visit_all(callback, seen)
~~~~~~~~~~~^^^^^^^^^^^^^^^^
File "renpy/display/displayable.py", line 432, in visit_all
d.visit_all(callback, seen)
~~~~~~~~~~~^^^^^^^^^^^^^^^^
File "renpy/display/displayable.py", line 432, in visit_all
d.visit_all(callback, seen)
~~~~~~~~~~~^^^^^^^^^^^^^^^^
[Previous line repeated 1 more time]
File "renpy/display/screen.py", line 503, in visit_all
callback(self)
~~~~~~~~^^^^^^
File "renpy/display/core.py", line 2757, in <lambda>
root_widget.visit_all(lambda d: d.per_interact())
~~~~~~~~~~~~~~^^
File "renpy/display/screen.py", line 514, in per_interact
self.update()
~~~~~~~~~~~^^
File "renpy/display/screen.py", line 715, in update
self.screen.function(**self.scope)

Yeah, dedalo_69 created the walkthrough / cheat, you'll have to ask him about it. As I have no clue what he's done to my original code, I really can't help you out. Send him a message along with error file, and mention which version (Pc / Mac / Android) you were playing.

Might be a good idea to include an optional "Walk through mode" in the game. Though I really don't see the point in it. Anyone have an opinion?

And probably a unlocked scene viewer.
 

Pixieblink

Engaged Member
Game Developer
Jul 13, 2019
3,325
7,214
717
but let's also be honest avoiding this tag gives the dev advantage over other devs that don't rely or use AI.
I understand what you're saying, but...

All my games have always contained tons of Daz generated animations. Every single one of them 100% AI free until about 6-7 weeks ago. Does my use of animations and sound give me an advantage over games that don't use them?

Or does it simply make a better game?

You could also argue that taking every single penny from my first AVN 7 years ago and dumping it into a render box gives me an advantage over devs that don't have one.

What about games created by a team instead of one dude banging on his keyboard? Or the ones that outsource their work? Or the ones that have a marketing team?

I hardly think it would be "fair" to take a hand crafted game that uses (some) animation assist and dump in the same pile as the generic AI generated & processed crap that all looks the same and is beginning to flood the market.

Of course, I may be biased. :rolleyes: :LOL:
 

nichetell

New Member
Sep 23, 2025
12
19
3
I understand what you're saying, but...

All my games have always contained tons of Daz generated animations. Every single one of them 100% AI free until about 6-7 weeks ago. Does my use of animations and sound give me an advantage over games that don't use them?
This is a bit complicated to answer honestly.

Firstly, unfortunately due to taboo around AI from both sides of AI defending/hating communities, having no tag of AI CG does give you advantage because some of us use that tag to filter out AI games. It is also sometimes a turn off for some people to have AI in the games they check out. What happens is that when you use AI enhancements but it is not disclosed properly then people trying to find games end up spending more time to find what they like because now they have to go through posts to find out if there is AI or not. In turn this means there will be less chances for other games with proper tagging to be discovered.

I don't think there is anything wrong with your previous games, I liked some of them. I feel like this is more of an issue when AI use needs to be clearly disclosed upfront where everyone can see. Some games even started to have an option in their settings to enable/disable AI animations.

Or does it simply make a better game?
I think that's quite subjective. Better for me can be worse for someone else. I find stylised games and quality writing more to my liking and dislike realistic AI renders, but this is just me everyone has different likes and kinks?

You could also argue that taking every single penny from my first AVN 7 years ago and dumping it into a render box gives me an advantage over devs that don't have one.

What about games created by a team instead of one dude banging on his keyboard? Or the ones that outsource their work? Or the ones that have a marketing team?
I believe that's called experience and savings as in money. That's not something anyone can create in hours and it's not like games here required to be all debut titles. There is not exactly a quality standard or indie requirement to have your game here as well.

I hardly think it would be "fair" to take a hand crafted game that uses (some) animation assist and dump in the same pile as the generic AI generated & processed crap that all looks the same and is beginning to flood the market.

Of course, I may be biased. :rolleyes: :LOL:
I agree, that's why I posted couple posts around some threads like tag suggestions to suggest there should be a new tag for AI enhanced renders rather than just putting AI CG to pile them up all in the same category.
 
  • Like
Reactions: moskyx
3.30 star(s) 13 Votes