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TheJoblessCoder

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A member registered Mar 24, 2020 · View creator page →

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Thank you for your feedback. I have expressed several times now that this was my first "professional" contract to work on a video game and there was never anyone here to mentor me. I have had to figure everything out painfully my own

Yes that is the intention to eventually have it ready for release on Steam

The problem is that you are using the iOS app. It works for android but there is a different port number for iOS which wasn't implemented correctly for the lovense release. This issue was fixed about 6-7 weeks ago but because of the delay of the update was not released at the time. when the next update goes live it should be fixed

I think this is a valid perspective. Making games is hard. and this is my first professional gig job where I was dropped into it and had to figure it out without direction by myself. I may have over reacted. I am merely trying to help people understand that I was given a rats nest of code to untangle. With which I have probably screwed up many times along the way

I am sorry that my first professional job did not live up to your standards. I am doing my very best with what i've been given

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If the previous code which was objectively bad, unreadable, impossible to follow, not documented and with limited code comments was working, then what good would that be if no new features would have been possible to add. What would you suggest I should have done? I cant work with unreadable code if I dont have access to the person who created it for them to explain to me how it works.

It is clear to me that nothing I say will convince you that I am and have been working very hard and doing my best to resolve all problems and fix all of the bugs. I could if you prefer just ignore the comments instead of having to justify my job every 5 minutes to people. And then everyone will be upset that their comments are not being seen. But it would certainly be a lot less stressful on me. I am not a PR guy. I am not a people person. I write code. why do you think I work in software? If you feel that I have insulted other developers that was not my intention, but there is good and objectively bad code. And I have seen every textbook case of objectively bad code on this project.

Also I don't know if you noticed but Jasonafex has been hiring now twice in the time since I took over. On 2 different occasions. You are perfectly welcome to come help at any time and show my how it is done instead of insulting me for the current state of the game

My guy I have been working for almost 2 years consistently on the project while other dev's are bailing and all I have gotten is insulted and taken the blame for problems caused by outdated code that I did not write. Sorry if I'm a bit out of patience

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The code I have written for the past 1.5 years (not 2) was built on top a rats nest of previously written code going back over 5 years. Don't blame the guy who was hired at the end to come in and build the roof for the house collapsing when the foundation was not done correctly. Had I known the state of the project when I first joined I would have advised scrapping the entire thing to start fresh. And then you would be in the complete right to blame the code on me. But the code which is causing issues is not mine. Its hard to read through, functions can be anywhere from 400 to 800 lines of code long to do something as simple as "take damage" and it is like wandering through a maze without direction trying to understand how some of it was intended to work as I can't ask the previous developers how or why they did something. Or what they were thinking

My guy I did not manually set the quality of the graphics based on the model of the video card used. Why would I do something that stupid? There is about 20,000 lines of code or more throughout the entire project and most of all pre existing code is indecipherable. And I dont have access to the previous developers to explain to me their thought process when they wrote it. and they left zero documentation or code comments to explain it either.

I might have found something based on the information provided there is a very large game manager script that exists in the intro. It appears that for graphics cards that contain the text "Intel" anywhere in their name, anti aliasing is disabled and the graphics quality is set to Good. Where graphics cards without the word "Intel" are set to Ultra quality and Anti Aliasing is enabled. Even more strange is that both Good and Ultra graphics quality use entirely different render pipelines. Frankly I don't know what idiot set this up or why different card manufactures are using completely different render pipelines. But I assume it was more than likely done incorrectly and so I will try commenting this out. And we will  see in the next build if it solves everyone's problems.

I dont know if you realized there is currently a job opening as I am the one one left still working on the game. You are perfectly welcome to come help out since you seem to think this is an easy problem to solve. Instead you'd rather sit there slinging insults at the one person who's been trying to hold this entire thing together for nearly 2 years. If I were to quit there would be no one left working on the project. I'm sure things would get done super duper fast then.

You need to become a patreon member to get a code. but can still play without the code. you just will have certain features locked

I am not sure what to say. I am the only developer left on the project. Plus some new hires who just joined. The builds run on my machine and in the unity editor. On Jason's computer when he tests. I dont know why so many people are having performance issues. I dont know how to fix something that isn't broken for me. The game has plenty of bugs yes. Being unable to start is not one of them I have experienced.

We've done a whole lot of things to optimize. I'm running out of ideas of things to try tbh and idk why its so resource intensive when Ive already culled 80% of the old outdated code. we've optimized the audio and artwork. the intro video. So I'm not sure what else to do

Artwork for Baxter is still being finalized he will likely be a May/June update

We are hiring more devs at the moment because everyone else has left. At the start of the month it will just be myself to fix all of the problems. Apologizes for not being able to do everything everywhere all at once

List of compatible toys:
- Ambi

-  Calor

- Diamo

- Dolce

- Domi

- Edge

- Exomoon

- Ferri

- Flexer

- Gemini

- Gravity

- Gush

- Hush

- Hyphy

- Lush

- Max

- Nora

- Osci

- Sex Machine

Steam is the intended destination

Can you try again now? it should be available for download

Issues fixed and builds are now active. Let me know if there are any further issues

Thats because the announcement was made before the dev team had a build ready. Check again should be fixed

Thank you for your feedback. As it stands there are 2 people working part time on the project. And 1 leaving at the end of the month. I am all that remains until we can get some more help to get bugs fixed faster :)

Steam integration is planned first. A test of the main menu screen was made for android but its only the UI and it doesnt do anything else.

Its for members of the Patreon and Subscribe Star to gain access to additional content

Public version and Patreon are the same just content that is locked in public thats for Patreon members. Doing our best to improve the quality but its hard when most of the problems reported by the community we are not experiencing as the dev team. So I'm not sure how to fix a problem that I'm not getting. We are down to just 2 coders myself and another and neither one of us is experiencing the same major game breaks that are being reported.

well the previous dev left and didn't leave any notes on what it is he had done. So we are trying our best with what we have

Saving is not something that the game supports. I have written code for other projects that handles saving and loading so perhaps we can look into integrating it into the project

I can bring that up with Jason and see how he feels about it. My biggest concern would be the performance as there is still a lot of people saying they can't get the game to run on high end PC's. Doing my best to simplify the code still to make it run better but it is a work in progress.

No one on the development team has a mac to test the game on. I make a build for the mac and just assumed it would work the same as on PC

Ive experienced that issue myself on my own PC although I don't have very good technology to develop on. The other coders do not experience the same performance problems as I do

Apologizes for this. Each month I try my best to include a culling of outdated and broken stuff from the project in addition to new features. There's about 40,000 files in total that comprise the entire thing. I can spend an entire 8 hour day removing outdated files after verifying they are no longer being used and only reduce the number of files in the project by 200 or so at a time.
Its certainly a systemic issue that has persisted as a result of things not being done correctly for years. I'm committed though to seeing the completion of the project through

What do you mean there wasn't a single executable on mac? Thats how mac apps work they don't have an exe file they are a folder of files with .app as the folder extension

Different how?

Yes we plan to launch the game on Steam when it is finished sometime in 2023

It appears that the dialogue system is entirely broken in the current build. I have no idea why as it worked in 0.6.8 but then broke. We will have to add that to our list

It runs fine in the editor and when we make a build the game is playable. What is your hardware setup?

The way Jade works is entirely different than the other characters. Unlike Vergence and Genesis she actually crawls up the wall. To engage you need to Jump into the wall while pressing the shift key and it should cause her cling to wall behaviour to trigger.

Ahh good question. If you know anything about Unity we are using the PlayerPrefs to save settings ect which are stored in the registry files on windows. You can reference the below article to find where the keys are being stored.

SOLVED: Where is Unity’s PlayerPrefs stored on Windows? | by Spobwoode | Medium