anne O'nymous

I'm not grumpy, I'm just coded that way.
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Great game, with an interesting approach, but please BadPotato GameDev can you clean up a bit your code?
More than 400 none returned call is purely enormous. Whatever when you use call in a label, or Call in a screen, you MUST end the called label with a return.

While the size for each entry in the call stack is low (around 200 Bytes), at this rate it will significantly weight down the RAM and, more importantly, the saves. As well as slowing down Ren'Py.
 

BadPotato GameDev

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Mar 13, 2018
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Great game, with an interesting approach, but please BadPotato GameDev can you clean up a bit your code?
More than 400 none returned call is purely enormous. Whatever when you use call in a label, or Call in a screen, you MUST end the called label with a return.

While the size for each entry in the call stack is low (around 200 Bytes), at this rate it will significantly weight down the RAM and, more importantly, the saves. As well as slowing down Ren'Py.
Thank you for pointing this out to me. I did not know that was an issue, but I do plan on overhauling much of my code very soon to update things since I've gotten a handle on it more.
In the meantime, I looked it up and added the following every night when the day resets to clear all non returned calls:

$ while renpy.call_stack_depth() > 0: renpy.pop_call()

This should at least help mitigate some of the problem while I'm still redoing things?
 
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Sypher

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Jan 21, 2018
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Feel free to disregard, but I have an idea for the delirium infection that allows the player a bit more agency in how quickly it builds. The way I understand it right now. It feels like the infection builds by avoiding interaction with the infected?

Since she can be in combat with the player, why not give her some neat superpowered combat abilities that raise infection when used?

Example: Super powered kick, +25-50% damage, 25% miss chance, +5% infection. | Feral Sense, +25% Crit chance and +25% Avoid damage chance for 2-4 turns, +10% infection.

Lore-wise, the more she depends on the infection, the more it takes hold. The more she leans on the power, the more she's influenced by the infection. At high infection she might lose love with the player and raise corruption passively over night. I speak from a point of ignorance, I've no idea of the difficulty that is to implement. But I think having a bit more control over the infection could be fun and spice up combat. Other players might not like being outshined by the companion, but she's a super-powered sex predator, that's kinda the point. She should hit hard, and be scarier than the player.
 
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BadPotato GameDev

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Mar 13, 2018
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Feel free to disregard, but I have an idea for the delirium infection that allows the player a bit more agency in how quickly it builds. The way I understand it right now. It feels like the infection builds by avoiding interaction with the infected?

Since she can be in combat with the player, why not give her some neat superpowered combat abilities that raise infection when used?

Example: Super powered kick, +25-50% damage, 25% miss chance, +5% infection. | Feral Sense, +25% Crit chance and +25% Avoid damage chance for 2-4 turns, +10% infection.

Lore-wise, the more she depends on the infection, the more it takes hold. The more she leans on the power, the more she's influenced by the infection. At high infection she might lose love with the player and raise corruption passively over night. I speak from a point of ignorance, I've no idea of the difficulty that is to implement. But I think having a bit more control over the infection could be fun and spice up combat. Other players might not like being outshined by the companion, but she's a super-powered sex predator, that's kinda the point. She should hit hard, and be scarier than the player.
All I'll say is... WAY more to come with her regarding all of that. Just have to wait until she is fully unleashed and can enter her futa form :)

We are basically still in the training wheels stage of the game lol
 

Asherandai

Member
Sep 20, 2018
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Feel free to disregard, but I have an idea for the delirium infection that allows the player a bit more agency in how quickly it builds. The way I understand it right now. It feels like the infection builds by avoiding interaction with the infected?

Since she can be in combat with the player, why not give her some neat superpowered combat abilities that raise infection when used?

Example: Super powered kick, +25-50% damage, 25% miss chance, +5% infection. | Feral Sense, +25% Crit chance and +25% Avoid damage chance for 2-4 turns, +10% infection.

Lore-wise, the more she depends on the infection, the more it takes hold. The more she leans on the power, the more she's influenced by the infection. At high infection she might lose love with the player and raise corruption passively over night. I speak from a point of ignorance, I've no idea of the difficulty that is to implement. But I think having a bit more control over the infection could be fun and spice up combat. Other players might not like being outshined by the companion, but she's a super-powered sex predator, that's kinda the point. She should hit hard, and be scarier than the player.
As she is now the player outshines her easily. And that's at lv5.

Just saying I don't think the companion outshining the player is really an issue.
 

BadPotato GameDev

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Mar 13, 2018
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Will this game feature gender transition/transformation? As sort of eluded to by the main menu screen?
Hello!
I've seen this question before and I am quite confused by what you mean as I hadn't included anything like that in the main menu images.

I will say though that there is a specific character later on that may go through some changes but as for the main character no. Beyond some potential shenanigans much later in the story that I have planned... nothing permanent to the main character.

It's well known that Ophelia, the main female npc, has a slew of changes of her own being unlocking a futa form later on and swapping between Hybrid/Delirious forms
 

whatever?

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May 14, 2021
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Hmm do is have Android port yet?, i dont know why but cant seem to let joiplay run is, just blackout in like 5s
 
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