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Dragauka

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A member registered Oct 06, 2024 · View creator page →

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More maps would be good, but it would also require a substantial amount of work. If I have time after the other requests, I can look into adding some.

The existing fluid system might not work so well for this, so I'd likely need to create a new one. I'll let you know if/when it gets added to the next few updates.

All of these ideas are solid, but it might take me a while to get to them since I've taken on quite a few at this point. I'll let you know if any are added in the next few updates.

I'll try to add this. It should take around a month or so depending on how well it fits in with existing NPC logic.

Yes. I started a mod request thread over on the main game page recently, and protogens were one of the requests I planned to add within two months or so. If you have other ideas/requests, feel free to leave them here or on that thread.

I'll note this down, but the trapped chest/mimic would still follow the guidelines of the existing romance system in some form as opposed to forcing an interaction. Not so sure of a timeline on this one, but I'll give a progress update in a couple of months.

This should be fairly quick to change, though I'll still need to create a new mod module for these types of changes. It'll likely take 2-4 weeks, mostly because I am busy atm.

I can definitely add protos! Same as above, it'll probably take around two months or so.

Sure! It's quite a bit of work on the art and technical side, so I'd give an ETA of around two months or so.

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If anyone has mod requests, I'd be happy to consider them.

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The feature has been added to the most recent mod update, and it can be found under the growth tab in game. Thanks for your suggestion!

The mod update is finally out. The gameplay loop you mentioned was added alongside a per-character save system for the mod settings. A few smaller things were added/tweaked as well.

Hi, thanks for the feedback. I will try to add this to the next update for the mod, either under a new "misc" (miscellaneous) tab or under the growth tab. 

I am aiming to release the next update for the mod within about a week, so it would be added then. 

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I went ahead and triple checked, and everything still works fine for me. Here are some steps/questions I have:

Make sure you have the latest version of the game downloaded from the official Itch page, ideally not through the Itch app. Same thing with the latest version of the mod on my page.

Make sure you have Delta Patcher V3.1.5 from the correct GitHub page. I have not tested the newest version.

Make sure all folders are unzipped: The patcher, mod, and game.

Make sure the game file is on the top row when patching and the patch file is on bottom.

Finally, which operating system are you running? I have never tested the patcher on Mac in case there is a problem there.

Hi, is there an error message you get when it fails patching?

Sorry for the late reply, I missed this comment. You probably figured this out already, but the save files are stored outside the main game files, specifically in the AppData/LocalLow/RalivDev folder. I would recommend copying and pasting the save folder elsewhere if you are worried about it being deleted/lost. If you redownload the game, it should still use the same save files, HOWEVER I have not tested this using the Itch app or any other file managing service.

For future reference, if you have followed the steps perfectly but get a checksum issue, it is likely you have a different version of the game or mod. Only the most recent version of the game available on Itch is confirmed to work with the most recent version of the mod as of now.

Finally, disabling checksum validation will never make the mod work, as a mismatched checksum inherently means it will not work.

I have only had this happen if the assembly file is patched correctly but the fluid file was either not patched or failed to patch. Try making sure the fluid patch is applied to the fluid-rendering-for-games dll file.

Given recent developments on Itch, it is hard to say. I would like to release at least one more major update to the mod, ideally alongside the 1.0 version of the game. This would include the last feature you mentioned and would finish up other incomplete features as well.

Past that, the mod feels mostly complete. I am open to new ideas or changes, but that is all I have planned.

Lastly, there is a game I have been developing unrelated to the mod but with some similar ideas, which could release within the next few months. I don't have a concrete timeline yet or more to share, but it has been in development for some time now and will likely be free.

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I would be redistributing source if I did that. Since patch files only contain the differences between the source and mod files and are useless without the source files, it allows me to distribute the mod without giving out someone else's code. This is one of the main reasons many mods for games opt for patches.

I'm not terribly familiar with Linux, but there is a version of Delta Patcher compiled for Linux that just needs some gtk libs to run. I did write a static CLI mod manager compiled for Windows/Linux at one point, but bringing back that workflow is unfeasible at the moment.

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Turns out I didn't need to change anything significant. The mod has been updated again with a max value of 3 for the slider. 

Also, there are some visual artifacts due to the negative scaling, but this can't be adjusted without lowering performance (backface culling off/flip normals), so I'll likely leave it as is.

Thanks for the notice, the mod has been updated

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I'll have to look more into this since past two the scaling is visually non-linear and breaks the current math for locking visible length.

I like how this idea makes a nicely balanced gameplay loop. I'll likely add it as a mode (potentially alongside other new modes) within the next couple of updates.

Also, the last idea you mentioned was implemented in the newest update. There are a few small improvements to be made, but it more or less functions how I interpreted it.

Did you click the enable button next to it first?

Yeah, pretty much just need to sync up the effects to the various animations and it should be done. 

I can add it as a slider as well as an option to maintain the same visible pre-erect length regardless of total length. Will likely be done ~5/18 since I'm wrapping up an update to the other mod.

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If manually installing the mods, both files are incompatible. However, with the mod manager program I uploaded here on Itch, mods are fully compatible when using it to manage them.

A prototype of the mod is complete and available on itch at: Archipelagates Inflation Mod by Dragauka

Definitely, but it'll take some time to refine. I'll start working on these things today and try to get them done by around 4/15. Could be much sooner or a bit later though

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I'd be willing to create the former, as well as a mod manager to make installing and managing mods easier. Should take around a week or so barring any unexpected problems.

Thank you for the notice again. The mod has been updated.

I am updating the mod to work with the most recent patch. Should be done soon.

Thanks for letting me know. Mod should be updated soon.

I am currently updating the mod to work with the newest patch. Should be done within a couple hours. Apologies for the wait

It sounds like the process might be hanging. You can check for Archipelagates in task manager and manually end the process if it is still there. Otherwise, I'm not sure why the game wouldn't start again. I haven't encountered this issue myself and haven't had anyone else report it.

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The tutorial is up at this link: Installation Tutorial with Images - Archipelagates Growth Mod by MidnightCode