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Old October 13th, 2020, 06:09 PM   #651
Godspeak
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Quote:
Originally Posted by meruem2 View Post
I've looked trough the source code out of curiosity and I found a few characters I havn't seen while playing the game. Namely the demons, the imps and the golem so now I feel like I missed something big. Seems like an entire dungeons worth.
Could someone tell me where to find them?
Indigo as well now that I looked over it again.
Unfinished content that never made it into the final build. I think most of that stuff was gonna be related to flubbing the portal spell.

---------- Post added at 06:09 PM ---------- Previous post was at 06:05 PM ----------

Quote:
Originally Posted by deadp View Post
I was wondering do you have a tutorial on how to making spanking animations?
I do not. My work with adding animated spankings is a recent thing. I have found that 4 frames works well though. 1st frame is hand raised, waiting for strike, 2nd frame is impact: hand down onto butt, 3rd is follow-through: hand still on butt, show transfer of motion into spankee, and 4th is a reset frame between the raised hand position and the impact position.
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Old June 23rd, 2021, 03:49 AM   #652
yuanxuhuanben
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First of all, I am very honored to be able to play such a wonderful game, a complete game. Secondly, I would like to raise some questions

1. In the game, every slave girl has an option of "other things" after she becomes a lover. Unfortunately, I don't know how to do the next step.

2. One item in 1 cheater is to adjust the relationship. In the relationship between Jen and the hostess, one is a friend and the other is a family member. Which step of the relationship is good?

3. Finally, in addition to the interaction with slave girls, there are bandits outside the city and a resident in the house. Are there any scenes that can be repeated?

Thank you very much for the author's game. I hope other gods can guide me. Thank you.
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Old July 8th, 2022, 01:05 PM   #653
SpecificInter3sts Edit P
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Hey guys.
Got a few Qs.

My framerate in this game us super low, like loading times take a while and if I click on someone, it takes a second or two to register.
Anyone else getting this? I think this happens with Spankquest 2, (the one with the AI companion and the Inn)

Secondly, is this game complete? A few of the... slaves, when I ask them to do "other things" say they can't do it yet.
Have I still got things to do story wise or is the game not quite there yet?
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Old July 8th, 2022, 03:00 PM   #654
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Originally Posted by SpecificInter3sts Edit P View Post
Hey guys.
Got a few Qs.

My framerate in this game us super low, like loading times take a while and if I click on someone, it takes a second or two to register.
Anyone else getting this? I think this happens with Spankquest 2, (the one with the AI companion and the Inn)

Secondly, is this game complete? A few of the... slaves, when I ask them to do "other things" say they can't do it yet.
Have I still got things to do story wise or is the game not quite there yet?
He stopped working on it, But.... Me and a team tried to get his 3rd game Diary of a Slave 2 to work but he bloated the file and went too heavy on the areas, So.... No dice.
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Last edited by CommanderGree; July 8th, 2022 at 03:32 PM.
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Old July 9th, 2022, 10:15 AM   #655
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Originally Posted by CommanderGree View Post
He stopped working on it, But.... Me and a team tried to get his 3rd game Diary of a Slave 2 to work but he bloated the file and went too heavy on the areas, So.... No dice.
Just out of curiosity...HOW did he 'bloat' the files? And what makes that difficult to work with?
Appreciate any answers, game programming is fascinating to me.
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Old July 9th, 2022, 09:28 PM   #656
SpecificInter3sts Edit P
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Originally Posted by remo1 View Post
Just out of curiosity...HOW did he 'bloat' the files? And what makes that difficult to work with?
Appreciate any answers, game programming is fascinating to me.
I had a peek once.
Imagine if you and someone else were working on two separate projects. You each got bored half way though, but decided to take over for the other and cease communication regarding the work.
You now need to navigate files tailored to someone else's system of organisation. It worked for them, but you don't even know where to start.

I think that might be part of the issue. But I've not looked in a long time.

Each "map" works like a jigsaw. but a 3D jigsaw with pieces hiding in other boxes. And removing a piece can shut the whole thing down.

You can download RPG maker and get a demo for a month. If you get passively obsessed with creative tools like I do, (for a while at least) you'll have a lot of fun.
However you will spend a lot of time on tutorials.
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Old July 9th, 2022, 11:33 PM   #657
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Quote:
Originally Posted by remo1 View Post
Just out of curiosity...HOW did he 'bloat' the files? And what makes that difficult to work with?
Appreciate any answers, game programming is fascinating to me.
Basically what occured with DOAS 2 was an amateur game designer getting too big for his britches. I had no idea how much work anything was going to take, so I designed the project architecture around having potentially hundreds of separate maps. The first hint that this was a bad idea is that RPG Maker can only handle up to 999 maps in one project file. I was on track to break that limit and was actively looking into ways to expand it. Spoiler warning: there is no elegant way to do that. Another issue is that RPG Maker does not have local variables without adding plugins. Having only global variables is okay when you're making a linear game and don't need to worry about keeping track of how all those variables are talking to the game code and interacting. DOAS 2 however, was designed from the outset as a nonlinear open world game. Since I'm not John Carmack, I don't possess the kind of galaxy brain necessary to keep all those hundreds of pieces of data straight in my mental map of the program. At the point in the project where I had realized what I had done, it was too late to redesign without throwing out most of what I had made. So, in the interest of pragmatism, I shelved DOAS 2 and started something new that I knew I could finish: Spank Or Treat and then Night Of The Spanking Dead.

For the record, I made all this very clear when I open sourced the project in the first place. This thing was meant to be an example of what NOT to do with the added bonus of a few bits of (in my opinion) clever programming. Mistakes like this are important to make in game design because it shows you where not only the limits of your tools lie, but also the limits of yourself as a games designer. I will likely never attempt something this large and complex again unless I have the backing of a full team behind me, and even then it's not necessarily a sure thing. Making games is great, rewarding fun, but it's also really hard work most of if not all of the time.
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Old July 10th, 2022, 01:07 AM   #658
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To be fair to you Godspeak, I think you wouldn't have shelved it if you had a second or even third person working with you to keep track of everything. I mean yes it was massive, especially for one person; but you were going through and doing each of the cities/towns, one at a time, giving them the bare bones until they were all completed before going back and interconnecting them (At least that is how it seemed to me). That is likely the best way to go about making a large game like DOAS 2 was/is, and still be able to give progress reports and updates that made it easy to see how much work was actually done.
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Old July 10th, 2022, 11:58 AM   #659
remo1
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Originally Posted by SpecificInter3sts Edit P View Post
I had a peek once.
Imagine if you and someone else were working on two separate projects. You each got bored half way though, but decided to take over for the other and cease communication regarding the work.
You now need to navigate files tailored to someone else's system of organisation. It worked for them, but you don't even know where to start.

I think that might be part of the issue. But I've not looked in a long time.

Each "map" works like a jigsaw. but a 3D jigsaw with pieces hiding in other boxes. And removing a piece can shut the whole thing down.

You can download RPG maker and get a demo for a month. If you get passively obsessed with creative tools like I do, (for a while at least) you'll have a lot of fun.
However you will spend a lot of time on tutorials.
Well that does explain it a bit to me. So there's lots of confusing interconnected maps (I read thats a 'data structure') and they are probably large too. Thanks for your answer!

---------- Post added at 11:58 AM ---------- Previous post was at 11:52 AM ----------

Quote:
Originally Posted by Godspeak View Post
Basically what occured with DOAS 2 was an amateur game designer getting too big for his britches. I had no idea how much work anything was going to take, so I designed the project architecture around having potentially hundreds of separate maps. The first hint that this was a bad idea is that RPG Maker can only handle up to 999 maps in one project file. I was on track to break that limit and was actively looking into ways to expand it. Spoiler warning: there is no elegant way to do that. Another issue is that RPG Maker does not have local variables without adding plugins. Having only global variables is okay when you're making a linear game and don't need to worry about keeping track of how all those variables are talking to the game code and interacting. DOAS 2 however, was designed from the outset as a nonlinear open world game. Since I'm not John Carmack, I don't possess the kind of galaxy brain necessary to keep all those hundreds of pieces of data straight in my mental map of the program. At the point in the project where I had realized what I had done, it was too late to redesign without throwing out most of what I had made. So, in the interest of pragmatism, I shelved DOAS 2 and started something new that I knew I could finish: Spank Or Treat and then Night Of The Spanking Dead.

For the record, I made all this very clear when I open sourced the project in the first place. This thing was meant to be an example of what NOT to do with the added bonus of a few bits of (in my opinion) clever programming. Mistakes like this are important to make in game design because it shows you where not only the limits of your tools lie, but also the limits of yourself as a games designer. I will likely never attempt something this large and complex again unless I have the backing of a full team behind me, and even then it's not necessarily a sure thing. Making games is great, rewarding fun, but it's also really hard work most of if not all of the time.
Wow. I never expected a reply from you about this old game, esp one so detailed! Thanks for the tips about what you can't do in RPGmaker (the limit on maps for instance and no local variables) and also the development tips. I do have Rpgmaker VX and even did your original tutorial a few years ago, but then things went to hell in my personal life so I never completed a game. Anyway, thanks for your effort and hard work in all your games esp the first DOAS and Spank or Treat.
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Old April 1st, 2023, 07:22 PM   #660
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How to make Save files not fade away?

---------- Post added at 07:22 PM ---------- Previous post was at 07:22 PM ----------

And some animations with player is not showing the senes stuff
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