[ALPHA-RELEASE (.09)][GuideMe] Random Mazes
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- Explorer At Heart
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Re: [GuideMe] Random Mazes (work in progress)
Not a total RIP, summer time gets busy and am having a funk IRL that's sapping motivation, but working through it. Have cautiously been playing through though for the first time to check it works and so far it's mostly working. Am just about to clock in a bit on it tonight and see what I can get done.
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- Explorer At Heart
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Re: [GuideMe] Random Mazes (work in progress)
Just a quick update, I've been putting some more work in this week after a hiatus. Mowlboon has been nice enough to ping me occasionally about it which helps get me motivated again. I've figured out my work pattern at this point, pictures don't typically do it for me, but after about three or four days of no release I suddenly get really, really interested in work on some teases. Since getting an oculus and digesting a lot of 3d porn it's really hard to stop myself to get the time, but now that that has died down I'm finding time again.
This week I ported over about 8 encounters from iana's maze and added some more to one or two of them. There are a few more I'd like to just translate over with no embellishment, and I need to playtest/fix the lot of them for my errors, and then I'm going to look about releasing it as an alpha. I say alpha because there is a lot of rough edges and you may get stuck or crash out in the middle of a tease as I probably haven't tested every combination of things. You can typically bail back out to the maze page via the debug window and proceed along though. I'm also not sure how big it all is, I have a lot of large "to be done" image set folders sitting, so will have to clean all that up.
Anyway I hope to perhaps have something in a week or two. This may end up being junk as I haven't published a webtease and I've written a lot in a vacuum so trying to keeping expectations lowish here.
This week I ported over about 8 encounters from iana's maze and added some more to one or two of them. There are a few more I'd like to just translate over with no embellishment, and I need to playtest/fix the lot of them for my errors, and then I'm going to look about releasing it as an alpha. I say alpha because there is a lot of rough edges and you may get stuck or crash out in the middle of a tease as I probably haven't tested every combination of things. You can typically bail back out to the maze page via the debug window and proceed along though. I'm also not sure how big it all is, I have a lot of large "to be done" image set folders sitting, so will have to clean all that up.
Anyway I hope to perhaps have something in a week or two. This may end up being junk as I haven't published a webtease and I've written a lot in a vacuum so trying to keeping expectations lowish here.
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- Explorer At Heart
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Re: [ALPHA-RELEASE][GuideMe] Random Mazes
Bump for release! Early alpha. If anything is screwed up and I'll try to fix it.
Also all feedback in any form is really appreciated since this is my first teases I've released and the ones that I've done in here I'm not sure on the pacing. The first tease you encounter is also my first one and weakest, so hopefully stick with it if it doesn't work for you!
Also all feedback in any form is really appreciated since this is my first teases I've released and the ones that I've done in here I'm not sure on the pacing. The first tease you encounter is also my first one and weakest, so hopefully stick with it if it doesn't work for you!
- SexyTom
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Re: [ALPHA-RELEASE][GuideMe] Random Mazes
Little hint:
If you put START in the batch file, the command window will instantly close after starting the GuideMe program. So you don't have it in the backround all the time.
The @echo off will prevent the batch from displaying what was entered. Not really necessary but the command window will be empty (looking better) (errors will still be displayed).
my start.bat:
If you put START in the batch file, the command window will instantly close after starting the GuideMe program. So you don't have it in the backround all the time.
The @echo off will prevent the batch from displaying what was entered. Not really necessary but the command window will be empty (looking better) (errors will still be displayed).
my start.bat:
Code: Select all
@echo off
path=./java/bin;./GuideMe_lib
start .\java\bin\javaw.exe -Xms1024m -Xmx1024m -Djna.library.path=.\GuideMe_lib -cp .\;.\GuideMe_lib -jar GuideMe.jar %1 %2
- SexyTom
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Re: [ALPHA-RELEASE][GuideMe] Random Mazes
I played it now, but came to early.
Great story. Really awesome sounds. I'm very impressed.
This tease counts for me to one of the ELITE ones. Really great.
I LOVE IT! :)
Great story. Really awesome sounds. I'm very impressed.
This tease counts for me to one of the ELITE ones. Really great.
I LOVE IT! :)
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- Explorer At Heart
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Re: [ALPHA-RELEASE][GuideMe] Random Mazes
I didn't get far, but it looks very promising.
And now the really big problem. It useses more than 2 gb RAM so it lagged sometimes terrible. And the worst was after closing guideme my ram didn't cleaned so i had to restart my system.
This my not be a problem with the newest gaming pc and 16 or 32 gb ram but my old xp 32 bit no more than 3.4 gb possible this is an big issue.
I don't now is it a generally problem from guideme or just this tease/maze
And now the really big problem. It useses more than 2 gb RAM so it lagged sometimes terrible. And the worst was after closing guideme my ram didn't cleaned so i had to restart my system.
This my not be a problem with the newest gaming pc and 16 or 32 gb ram but my old xp 32 bit no more than 3.4 gb possible this is an big issue.
I don't now is it a generally problem from guideme or just this tease/maze
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- Explorer At Heart
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Re: [ALPHA-RELEASE][GuideMe] Random Mazes
Arg yeah, I knew I would be biaased on my machine and it might be a problem. I have a feeling there is a smarter way to do things but I'm not sure how to do that as javascript isn't my forte.
The biggest lag I encountered was that when you hit an encounter in the maze it then loads up the encounter file, it spends the longest time by far parsing the files line by line, and when I've gone a bit over the top with options and paths some scripts take a long while to read in. That part I feel might be solvable, like I figure out ahead of time what the next script is and find a better time to read it than right when you encounter it.
I'm not sure about it not letting the memory go afterwards though.
The biggest lag I encountered was that when you hit an encounter in the maze it then loads up the encounter file, it spends the longest time by far parsing the files line by line, and when I've gone a bit over the top with options and paths some scripts take a long while to read in. That part I feel might be solvable, like I figure out ahead of time what the next script is and find a better time to read it than right when you encounter it.
I'm not sure about it not letting the memory go afterwards though.
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Re: [ALPHA-RELEASE][GuideMe] Random Mazes
Wow thank you! If you don't mind me asking which part got you?SexyTom wrote:I played it now, but came to early.
Great story. Really awesome sounds. I'm very impressed.
This tease counts for me to one of the ELITE ones. Really great.
I LOVE IT! :)
- SexyTom
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Re: [ALPHA-RELEASE][GuideMe] Random Mazes
It is always the same... The edging is too much. But I love the edging. Don't change it.desertfox wrote:Wow thank you! If you don't mind me asking which part got you?
- thatsprettyhot
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Re: [ALPHA-RELEASE][GuideMe] Random Mazes
I absolutely love this
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- Explorer At Heart
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Re: [ALPHA-RELEASE][GuideMe] Random Mazes
This is a great piece of work! I've been through once and loved it. There are a few things that would make it even better!
1: Build in a way to skip some or all of the intro. The intro scene once in the maze is awesome, but I can see where it's going to get repetitive fast. If you can build in a skip to either have the map or not, it would be a great way to start for those that have been through that before.
2: There is a pretty long pause between frames in the whole tease. This breaks up the audio when the beats are playing just a little bit too much and makes it a bit disruptive (to me). I'm not sure what's going on in the background but it makes things stall for a few seconds.
3: I don't think there is a 3. This really is one of the best works for Guideme I've seen released. Thanks!
1: Build in a way to skip some or all of the intro. The intro scene once in the maze is awesome, but I can see where it's going to get repetitive fast. If you can build in a skip to either have the map or not, it would be a great way to start for those that have been through that before.
2: There is a pretty long pause between frames in the whole tease. This breaks up the audio when the beats are playing just a little bit too much and makes it a bit disruptive (to me). I'm not sure what's going on in the background but it makes things stall for a few seconds.
3: I don't think there is a 3. This really is one of the best works for Guideme I've seen released. Thanks!
Re: [ALPHA-RELEASE][GuideMe] Random Mazes
Easily one of the top three teases i've ever played on Milovana. Really liking the fact that the girls react a bit differently when it's your 2nd visit with them, some even having different teases.
Would love to see some more girls with a sly, wicked personality. Since they're Succubi after all and feeding off of you. Though there were a few that didn't seem to care too much about the rules and just wanted their way with you.
The time in between the picture slides were just perfect too, not too long to lose interest but also not too short so it gave some time for the buildup. Most teases seem to have around 30secs if not more and just slap that on every frame which is a bit too long for my liking.
Thank you so much for this , it ran quite well with the java settings you gave, though i moved it over to my SSD drive as well to see if there was a difference and the loading times were even shorter. But they were really never an issue to be honest.
Would love to see some more girls with a sly, wicked personality. Since they're Succubi after all and feeding off of you. Though there were a few that didn't seem to care too much about the rules and just wanted their way with you.
The time in between the picture slides were just perfect too, not too long to lose interest but also not too short so it gave some time for the buildup. Most teases seem to have around 30secs if not more and just slap that on every frame which is a bit too long for my liking.
Thank you so much for this , it ran quite well with the java settings you gave, though i moved it over to my SSD drive as well to see if there was a difference and the loading times were even shorter. But they were really never an issue to be honest.
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- Explorer At Heart
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Re: [ALPHA-RELEASE][GuideMe] Random Mazes
Awesome thank you for the feedback!
I know what you mean about the pause between slides, I think I was picking even length duration like 12 seconds and the turn over sometimes is between a beat so it feels like a beat skip. I started using odd length times in the later teases I wrote that I think fixed that up, but it is probably some combination with the bpm vs even/odd second duration.
I actually had some ideas for some slightly more authoritative personalities as well but didn't get to far developing them as I wanted to this time around. Though I admit i am bad at understanding/writing the wicked personality... Have I mentioned how easy it is to do teases making use of the script engine and dropping them in the encounter folder... pretty easy... ;)
I think I wanted to make sure repeated visits were abbreviated, it's possible I have a screw up in there somewhere. I don't know what ways you've gone but I think for doing the fail sequence you lose your map and have to do some of the intro again, I have to check how much I abbreviated it down, probably not enough.
Did anybody find the weird skylight and keep playing through from there? There's actually some more 'mechanics' that I don't know if anybody has found yet, would really be interested in feedback and more ideas... I might have boarded up the 'story' that I started too tightly.
I know what you mean about the pause between slides, I think I was picking even length duration like 12 seconds and the turn over sometimes is between a beat so it feels like a beat skip. I started using odd length times in the later teases I wrote that I think fixed that up, but it is probably some combination with the bpm vs even/odd second duration.
I actually had some ideas for some slightly more authoritative personalities as well but didn't get to far developing them as I wanted to this time around. Though I admit i am bad at understanding/writing the wicked personality... Have I mentioned how easy it is to do teases making use of the script engine and dropping them in the encounter folder... pretty easy... ;)
I think I wanted to make sure repeated visits were abbreviated, it's possible I have a screw up in there somewhere. I don't know what ways you've gone but I think for doing the fail sequence you lose your map and have to do some of the intro again, I have to check how much I abbreviated it down, probably not enough.
Did anybody find the weird skylight and keep playing through from there? There's actually some more 'mechanics' that I don't know if anybody has found yet, would really be interested in feedback and more ideas... I might have boarded up the 'story' that I started too tightly.
Re: [ALPHA-RELEASE][GuideMe] Random Mazes
Amazing Maze!!!
Love the encounters and the story (so far), WOW!
Though there was a crash I could not complete it but I'm eager to try again and try to choose another way to go around the "crash" until it's fixed.
Love the encounters and the story (so far), WOW!
Though there was a crash I could not complete it but I'm eager to try again and try to choose another way to go around the "crash" until it's fixed.
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