Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

katori15

91
Posts
2
Topics
1
Followers
76
Following
A member registered Apr 01, 2023 · View creator page →

Recent community posts

Alpha_0.18

I hope some form of the player/character interaction is put back in to the game.

The updates are looking good.  The capturing the first invader bug is gone.

bugs:

Characters get their clothes stuck in storedClothing.  At some point they get released and over write any new pieces, which causes them to be lost.  In the roster window; the characters will show with their storedClothing gear, even though, they have been given new gear.

Embarrassed stat: Characters will still cover them selves even when clothed.  Male characters cover their chest if not wearing a bra.

Roster window: Clicking on a character in the over world, the window opens behind the roster window.

Open area plus: When you position the mouse to make the sound repeat causes all sound to go out.

Invaders' volume are low.

issues:

Player/character interaction gone.

For the character roster; when closing a charcter window, have it go back to the roster.

The character part of the player avatar causes control issues while I am trying to get things done.

The court menu moved to the right some and a screen to separate it from the back ground.

Forced to leave the court after sending characters to the over world.  This cuts off what the characters are saying.  Bothersome when I am sending out more characters.

Correction on this.  The furst oart 

ERROR: Attempt to disconnect a nonexistent connection from '<TileSet#-set of 19 numbers>'. Signal: 'changed', callable: ''.

   at: _disconnect (core/object/object.cpp:1355)

and

ERROR: Attempt to disconnect a nonexistent connection from '<CompressedTexture2D#-set of 19 numbers>'. Signal: 'changed', callable: ''.

   at: _disconnect (core/object/object.cpp:1355)

are not streaming.  It is just a dump of errors.  I am not sure if this happens more than once or if it happens multiple times.

Here is when I ran verbose:

Leaked instance: RefCounted:<number>

Leaked instance: GDScriptFunctionState:<number>

Leaked instance: WeakRef:<number>

Hint: Leaked instances typically happen when nodes are removed from the scene tree (with `remove_child()`) but not freed (with `free()` or `queue_free()`).

On exit:

ERROR: 25 resources still in use at exit.

   at: clear (core/io/resource.cpp:609)

Resource still in use: res://<name>.gd (GDScript)

Orphan StringName: <name>

StringName: 190 unclaimed string names at exit.

Put some time in to Ero Hunters.

Like the Ero Dungeon, it is treaming in the back ground.

ERROR: Attempt to disconnect a nonexistent connection from 'root:<Window#31390172476>'. Signal: 'tree_exited', callable: ''.

   at: _disconnect (core/object/object.cpp:1529)

ERROR: Found the key outside the animation range. Consider using the clean-up option in AnimationTrackEditor to fix it.

   at: _find (scene/resources/animation.cpp:2445)

WARNING: Unhandled overview ID genes

     at: push_warning (core/variant/variant_utility.cpp:1118)

on exit:

WARNING: Trying to save a game in non-loadable scene: menu

     at: push_warning (core/variant/variant_utility.cpp:1118)

ERROR: 6 RID allocations of type 'N10RendererRD14TextureStorage7TextureE' were leaked at exit.

WARNING: 12 RIDs of type "Texture" were leaked.

     at: finalize (servers/rendering/rendering_device.cpp:7128)

ERROR: Parameter "RenderingServer::get_singleton()" is null.

   at: ~CompressedTexture2D (scene/resources/compressed_texture.cpp:464)

ERROR: Parameter "RenderingServer::get_singleton()" is null.

WARNING: ObjectDB instances leaked at exit (run with --verbose for details).

     at: cleanup (core/object/object.cpp:2378)

ERROR: 40 resources still in use at exit (run with --verbose for details).

   at: clear (core/io/resource.cpp:614)

ERROR: Pages in use exist at exit in PagedAllocator: N7Variant5Pools11BucketSmallE

   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)

Ran the game in verbose and got this:

a steam of;

Leaked instance: Polygon2D:set of 18 numbers - Node name: <name>

Leaked instance: RefCounted:-set of 18 numbers

Next:

Hint: Leaked instances typically happen when nodes are removed from the scene tree (with `remove_child()`) but not freed (with `free()` or `queue_free()`).

When exiting:

ERROR: Resources still in use at exit (run with --verbose for details).

   at: clear (core/io/resource.cpp:494)

Then a steam of these:

Resource still in use: res://Resources/<name>.gd (GDScript)

Resource still in use: res://Textures/Sprites/<name>.png (CompressedTexture2D)

Resource still in use: res://Nodes/Sprites/<name> (Animation)

Then a stream of thses:

Orphan StringName: <name>

Ending with:

StringName: 1078 unclaimed string names at exit.

[Bugs]

I am running the Linux version.  I am noty running any mods.  My directory is ~/Downloads/EroDungeons/EroDungeonsLinuxNoble

(1) As far as I can tell there is nothing strange happening in the game.  While playing: 

ERROR: Attempt to disconnect a nonexistent connection from '<TileSet#-set of 19 numbers>'. Signal: 'changed', callable: ''.

   at: _disconnect (core/object/object.cpp:1355)

and

ERROR: Attempt to disconnect a nonexistent connection from '<CompressedTexture2D#-set of 19 numbers>'. Signal: 'changed', callable: ''.

   at: _disconnect (core/object/object.cpp:1355)

streams in the back ground.

(2) When closing the game it takes time to close.  This is what I see in the terminal.

ERROR: 132 RID allocations of type 'N10RendererRD11MeshStorage8SkeletonE' were leaked at exit.

ERROR: 1262 RID allocations of type 'N10RendererRD11MeshStorage4MeshE' were leaked at exit.

ERROR: 69 RID allocations of type 'N10RendererRD14TextureStorage7TextureE' were leaked at exit.

ERROR: 2630 RID allocations of type 'N18RendererCanvasCull4ItemE' were leaked at exit.

WARNING: 138 RIDs of type "Texture" were leaked.

     at: finalize (drivers/vulkan/rendering_device_vulkan.cpp:9472)

ERROR: Parameter "RenderingServer::get_singleton()" is null.

   at: ~CompressedTexture2D (scene/resources/texture.cpp:1079)

ERROR: Parameter "RenderingServer::get_singleton()" is null.

   at: ~CompressedTexture2D (scene/resources/texture.cpp:1079)

ERROR: Parameter "RenderingServer::get_singleton()" is null.

   at: ~CompressedTexture2D (scene/resources/texture.cpp:1079)

ERROR: Parameter "RenderingServer::get_singleton()" is null.

   at: ~CompressedTexture2D (scene/resources/texture.cpp:1079)

ERROR: Parameter "RenderingServer::get_singleton()" is null.

   at: ~CompressedTexture2D (scene/resources/texture.cpp:1079)

ERROR: Parameter "RenderingServer::get_singleton()" is null.

   at: ~CompressedTexture2D (scene/resources/texture.cpp:1079)

WARNING: ObjectDB instances leaked at exit (run with --verbose for details).

     at: cleanup (core/object/object.cpp:2047)

ERROR: Resources still in use at exit (run with --verbose for details).

   at: clear (core/io/resource.cpp:494)

(3) The game will crash in many stages of play.  Terminal states a dump has happened.  Restarting the game brings me back to the same spot that the crash happens.  I will work on getting what the terminal states.  Due to bug (1) I could not scroll enough to the last time it happened.


I am having fun with the game.

(1 edit)

Have they posted any thing on X?

I would like to be able to pay to remove pictures from the list.

They could gain the ability to be blocked after reaching the highest level.

Does the up arrow only insure the next level up or, is there a chance to get an even higher level?

(-_-) So,… no game about capturing animals and fitting them in to your hair as you travel the galaxy?…

(^_^)b Thank you for the reply.

(^_^)b

Arc's Head Pet Simulator?

It is in resolution.

(2 edits)

Too many pictures.  They get repetitive.  If you want to keep the same number pulls, I suggest spliting each picture in to 4's.  Twenty-four pulls would be six pictures.  You could also split the enemies in to 4's.  Taking one hundred pulls to twenty-five pictures.

Bannerts should be pictures.  A bed for the bedroom, a portal for the portal room,…

I do not see the reason for hold back the deck builder.

It would be nice if you could merge 'Deck of Harem' and 'Dreamweaver Damsels' in to one game.

Nice calm game.

Would like:

Fullscreen toggle in options.

A way to close the game in game.

A favorite slide show after being idol for a time.

Fun game.  Learning about right click is important.

Can some one get a Canadian translation going?  (^_^)

Seems like a good start.

Do not like the parry spinning the character and then going for the strike spins them back around.

Can the fonts be larger?

Can you make a radial menu with icons for the interacting with characters? Radial Menu in Unity Tutorial

Thank you for the release.

Was looking to make a game where I would remove characters that fell in combat.  Every one in the dungeon would be one race.  Breeding would be a large part of keeping the dungeon going.  It is hard playing not having masculine personalities.

I could have the women run the dungeon.  Any innocent male they get will be kept in jail.  All others will be gotten rid of.  If an invader reaches the jail cell, they will kill all the males in it.

Alpha v 0.17

Is there a perma death mode?

Is there a way to cure a zombie?

[bugs]

Some times, after a battle I will go to that character's screen.  Some times I only get a blank screen and have to force the game to close.

Leveling up leader with crystals does not gain them skills.

0.17 Alpha

I found the potion section in the Dungeon Codex.

I am thinking that the double die bug is due to the bleed from barbwire traps.

I bought the game again.  Seems the amounts are not added together.

Will lore characters come back?

[suggestions]

A 'get dressed' button.

Add some thing in the Dungeon Codex about play modes.  I did not know that picking a different character in the start gives to a different start.

Change the character rotation slider.  One have the slider be a 360 turn.  Two change it to rotate left and right buttons.

Make the color codes standard.  0 is always red 1 is always blue…


Thank you,

(1 edit)

version Alpha 0.17

[bug]

Character born in the dungeon can get 'Barren' and 'Fertile'.  When I leveled this character with a crystal, 'Barren' kept being one of the options.

[issue]

Do not play the cash sound when player can not buy item.

[Alchemy]

I finally got around to see how fast I could use alchemy to get a character to new version.  Is there a recipe list?  U am fine going in to it blind.  Not having away to see what you have found makes me lose interest.  If you put a flower in the system, they stay, even if you leave the inventory.  Coming back to the alchemy screen, no flowers show.  Is there a way to get rid of the 'Narrow Waist' tag?  Is 'Tiny Nose' smaller than normal or, is it the default?

[Save file]

.inventory.[].scrap

.inventory.[].onUsed

.marketData.marketItems.[].scrap

.marketData.marketItems.[].onUsed

These should be removed.  They fill the save file with data that does not need to be here.  It also makes static information changeable.  The only thing that seems important is "name" and "stack".  Even better would be to give every item an "id" like you do if characters.  When I emptied these, it broke the game by not doing what

.inventory.[].recipe*

.marketData.marketItems.[].recipe*

.marketData.slaveMarketItems.[].bag

.characters.[].bag

These should be removed.  The way inventory items are handled, these get very big.  If all items had an "id" this would be smaller.  Does not seem to change the fact these (in current game) are never going to be use.  *I moved the recipe variables down from the inventory because, they do not break the game.

.marketData.slaveMarketItems.[].appearance.faceItemBase

.marketData.slaveMarketItems.[].appearance.faceItemBrow

.marketData.slaveMarketItems.[].appearance.faceItemEye

.marketData.slaveMarketItems.[].appearance.faceItemMouth

.marketData.slaveMarketItems.[].appearance.faceItemPupils

.characters.[].appearance.faceItemBase

.characters.[].appearance.faceItemBrow

.characters.[].appearance.faceItemEye

.characters.[].appearance.faceItemMouth

.characters.[].appearance.faceItemPupils

From what I can tell, these get check with the character tag.  If a value is wrong, it is fixed.  Removing any of these will break the game.  So, The program looks at the tag 'Pretty Brows'.  Then reads from program data what should go to .characters.[].appearance.faceItemBrow in save file.  Compares the data and makes changes if needed.  Then looks at .characters.[].appearance.faceItemBrow to do some thing.  You are getting the information you want with out these variables in the save file.

Alpha 0.17

Is there a way to turn stamina on?  I want to play the game with it.

[bugs]

Having a prisoner in the throne room when the Overworld party comes back.  Even through I have a cell, any prisoners over, that can not fit in the throne room, are lost.

While my opponent was having an orgasm, I attacked and took the last of their hit points.  Once I ended my turn they died.  The game stated that I had failed to stop the invasion.

During the opponent's turn they bleed out.  They died and for some reason died again.  This put the game in to a loop, locking the game in the reward screen.

[suggestions]

An eating chamber.

Over world should be only Prisoners, Food and Treasure.  Treasure would get you gems, gold or research as well as normal loot.

Move the 'lore' characters out of the 'characters' variable.  These characters get picked up when using the help function on skills.

Only one autosave.  I see no reason for each game having their own.

The fingering characters should be switched like how it is in combat.

Did you edit your save file?  If so, you may have made a mistake in what you dud.

Nice work in Alpha 0.17

The roster is better.  I do like being able to buy and sell multiples at a time.  It is fun working through the new races.  Character leveling screen.  I like the 'How to' button (I have not been through it).

I have not had the problem where having a prisoner join takes them back to old relationship score.

[bugs]
Capturing the first invader breaks the tutorial.

Characters can not path once they get hungry or dirty.  They can be helped by setting them to guard a location that they can reach.  This does not help if they are to the point of talking about it.  when this happens they will not move.

[suggestions]

Slime should be a personality.  They do not talk in words like zombies do just not like zombies sound.  They get all of the moves of "Adventure", "Frigid", "Innocent" and, "Pervy".  They should default to "No Brows".

Buttons on bottom right order should be: Roster Inventory Altar Research and How to.

Move all of the controls and windows of the character screen to one side.

Like with being able to give a character a bath.  Add an option to feed the character.  Using the inventory is fine until the amount of stuff pushes the food down.  Same for bandages.

 [issues]

In the character screen; middle mouse button move up and down one way and right mouse click move the other.

In the map; Between display setting low medium and high, moving with the mouse becomes more sensitive.

In the character screen; Mousing over windows does not stop the reactions on the screen behind.  When I mouse over the character window and scroll wheel, the camera zooms in and out.

Thank you for the game. (^_^)

No worries.  I tired to make the message as absurd as possible.  That is the cost of telling jokes.   Some times the joke crashes and burns.  At least I can clear things up with you.  Not a good feeling knowing my joke got you so upset.

Can you not tell this is sarcasm?  If I was serious I would not type  [Insert ten  paragraphs of complaining].  I would have typed ten  paragraphs of me complaining.

It is one thing if you did not find my joke funny, it is another to think I was serious.

Or, may be I am not getting your joke.  I do not hang out on reddit.

I think I know why my characters are getting stuck.  From the entrance, I build one in each direction (like a +).  One path has the infirmary, bath and, stockpile.  The others I build 3x3 off of the first room.  If a character has to go to one of these rooms, the path finding does not calculate going through the entrance to get to the other path.

Try switching the game to high.  That might go away.

Alpha_0.16.1

[bugs]

Had my first birth.  Human male with Imp female (with Fiend horns).  She had both Imp and Fiend horns which both showed on character.  She had both penis and vagina, only the vagina on the character.

I have a workshop surrounded by 6 farms, reading at level 4.  When I collect from the farms, I see the green blur at the farm and see the notification on the left.  Now all of them make it to my inventory.

[other]

The 'Innocent' animations makes the character look more timid to the point of scared.  My character walking around the dungeon like there are going to have a break down at any moment.

When leveling a character, I had the chance to add the trait where the character does not eat.  Not sure how I feel about this.  I have also had the chance to remove a trait, which makes me wonder, can zombies be cured?

Are the shirtless sleeves gone?

Alpha_0.16.1

[bugs]

Capturing the character in the tutorial, breaks the tutorial.

Prisoners that join you may have their relationship drop on release.

Characters get stuck in an area and will not go to eat.

[other]

You have added much to this version.  Color clothes is nice.  The character roster pop-up is good.  Imp horns.  Characters leveling notice.  I have not had to use the "fix clothes" button.

I have not had any of the characters get in to fights.  The '++' and '--' do not show as much as Alpha 15.  Not sure how I feel about that.

Some of the interactions (like Pin Down Fingering (rough)) feel to be on the wrong character.  The character with the skill should be the one doing the action.

Too much research too soon.  It did not take me long to unlock every thing.

I have not had any problems with combat.  I was able to take the camera out of the room.  Will there be a first person tour of the dungeon?

I do not use discord.

As long as I can get the game here, steam is not an issue.

Thank you for the information.

Can you link me where the steam release was canceled?

'Buy now' was wrong wording.  When the game is released, we can buy the game through itch as before we could not.

All these pages I get confused.  (^_^)

Any news about steam page?

Am I correct in thinking I can now buy the game on itch?

Does this mean you will be shutting down the other page?

How childish.  Bah humbug.  <motor boat noises with mouth>  If I had a 10 cents for every time I saw this 'first' post, I would buy a hamster and teach it to sing opera.  Once he becomes an intergalactic star I would break the news that he was adopted.  Being a hamster this would leave him unfazed so, I would buy another hamster… [Insert ten  paragraphs of complaining]

So, I hope i have made my self clear.

I wish you good luck for the steam store.

Did you give these characters the doll?  I think that even if their social meter does not drop, there is s variable that is not getting toggled.

How do I summon a hammer head shark waitress with a bikini tan?.

(^_^)

Alpha 0.15.2

[bug]  After making a potion, going to character screen, the new potion will not be there.  Then go to inventory and there are two potions.