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Eldricus

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A member registered Apr 17, 2020 · View creator page →

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Nice boots!   Now take them off.

Right, the game does do that. I'll look into adding a way to toggle that off selectively. People have been bringing up the difficulty pretty regularly.

Tried your set and it played pretty well.  Gifs seem to get dropped now and then, but normal gifs are doing the same thing at the same rate for me, so I'm guessing it's not because they are gigantic animated gifs, and just some intermittent bug with loading gifs. I'll see if I can track it down but no promises.

 I'm impressed at how well the system is handling those. It probably helps that you only have one per step and there's only 1 animated opponent, and cartoony things compress better than photo-realistic video, but still. And yeah, spam-clicking the portrait is going to trigger multiple loads of it at once, and that's bad juju for just about any machine.

The game does cache images once they load, so that explains most of the behavior you are describing.  That's also probably why the images seem to continue animating from where they left off when they cycle back.

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Wow. Impressive. That's a huge... download.   Thanks for sharing. I didn't realize Blaidd was already a wolf dude in the game. I'm guessing Solly Sundyz isn't going to be super cool with links to download their art being here though, so I'll go ahead and cut those out for now.

  Kinda curious how you are able to beat him with like 13 steps though? Did you make an avatar with a larger number of clothes?

I'm curious now. Did you actually make a set with a bunch of animated stuff? How did the game performance hold up?

As for the furry thing, just because it's not for everyone doesn't mean it's not for anyone.  And I like it when people use my product. I'd love to see a couple shots of what that looks like and maybe give set-making tips/feedback if you're up for it.  And I'm probably fine adding links to any sets you want to share to the bonus opponents sticky post, too.  

Come to think of it, a furry warrior wouldn't even be out of place in the medieval tavern sets, and the Jamal and Jong avatars are missing composites there. Things might be getting furrier around here.

Nice set.  I definitely enjoyed that finale. The sticky post for Aubrey has been updated with your link.

I didn't expect animated gifs to work at all in the game.  That's kind of amazing that they do!  I am tempted to use them for undressing animations in the future or maybe finales, but there's a few catches:

  • Animations are a ton of work and time to create (both for me and my poor computer)
  • Animated images take up a lot of disk space, which will quickly inflate the size of the game download
  • The game will probably run out of memory if there are a bunch of these going on.  It's already a problem with regular images on some computers. New images stop loading successfully and you get a lot of black

I did see it go blank a few times on gifs which usually happens when an image fails to load or the system starts running out of memory, but it doesn't happen very often and I didn't see an error message, so I'm not sure what the problem actually is or whether I'll be able to fix that one.


I'm curious what you've been making with these now!

Woohoo!  Can we get a sneak preview of Aubrey's first draft? :)

That does not sound right. Can you post a screenshot or a video of the problem?

You can still use the grayed out letters! I know the color makes them look a bit like they are disabled, but they are not.

Leah is one my my favorites, so you don't have to worry about her getting left out of future updates.

All the ladies now have outfits in all the locations, so next up is probably adding finales to existing sets that could use one.  Or maybe fleshing out some of the more bare-bones sets.  Feel free to suggest ones that you think could use some love.

If giving your virtual money and clothes away to sexy computer ladies is what you are into, then I am glad I made this game for you!

Seriously though, it's not that hard once you understand the mechanics.  Right?

You can give players a per-outfit starting cash bonus by adding this line to the outfit.properties files:

outfit.bonusStartingMoney=50


There is no way to configure this game-wide or set the per-pawn cash amount though. These might be nice configurable settings to add, if I get around to it.

As for the AI stuff, I've had a lot of fun with it, and it can do some wonderful things DAZ can't, but the one thing I've come to grips with is it's definitely not a time-saver. Each amazing image is a long battle of fine tuning prompts and repeated in-painting until it's finally coming out right.  Consistency is a big problem, too. There just aren't enough good LORAs out there to provide a good variety of useable characters, and especially clothing sets right now. A year from now we'll probably have non-mangled hands and a deep catalog of swimsuits and pants Loras to choose from.  Until then, it's quite good for generating images of Denise taking a shower...



It does take a little persistence, and you don't always end up with what you were after, either.  I started with "Denise as a steampunk gnome", hoping to get close to Denise's tavern character, and got a lot of weird stuff, including the garden gnome figurine above.  

Out of the 30 other images generated, there was one that wasn't a gnome at all, and the face was all wrong, but it caught my attention because the armor was cool and the body was smoking hot:




A whole lot of in-painting and upscaling later (and about 40 foxes later, too), I ended up with this one, which I'm calling a keeper (the fox is too colorful and sharp and pops a little too much for not being the main attraction, but whatevs):


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Hahah yeah you'll get a lot of garbage even on a good day with all the right settings. 

Here's a few tips:

  • Make sure you are using one of the XL models for your base model. I've never gotten anything other than monsters out of the regular models.   "Juggernaut XL v8" is what I usually use.
  • Tell CivitAI to generate batches of 10 images every time.   Don't be shy.
  • Ask for some kind of portrait. Denise's face tends to get pretty mangled when it is a small part of the picture. (not sure if that's a problem with my LoRA or generally a thing)
  • Get a proper tool like Fooocus where you can highlight the bad bits and tell it to redo them (in-paint)
  • Keep trying!  It takes practice.

Sometimes...  not human isn't so bad. :)


There's a whole set of this one up on Striple today! https://eldricus.itch.io/striple

Chibi Denise!  (definitely not coming to the game, but this one made my day)

https://civitai.com/posts/1249864

It definitely ain't perfect, but it's all fixable with a bit more work.  That was just me cutting corners because I was trying things out.  Rear-Denise is flat out missing one of her feet, and at least half of the hands are problematic. In-painting the bad parts over and over until they turn out OK usually works, as does the classic approach of hiding some of the hands behind things.

I'm guessing you're going to enjoy this one a lot too:

You're absolutely right about all that.  If the AI renders can't meet the quality bar that was set by the 3d renders, and do it with less work on my part to boot, then they're not an improvement.   The bar is different on games like, say, Striple, where poker cards in the hands aren't desirable, and  varying art styles and locations for each costume set are actually a plus. 

 This might also be a pretty desirable approach for people who want to create their own opponents but don't have the money, hardware, and technical skills that go into doing 3d renders.

The good news is I'm getting a lot better at this AI stuff, and I finally have a properly trained LoRA for Denise, so the continuity part of things is getting a lot better as you can see below:


(I can't say this was less work than the equivalent 3d renders though, lol, but many lessons were learnt in the process)

Stay tuned for another update with even more progress! 

Technically, the existing voice packs were made with AI.  But you're right, they kinda suck and the technology's come a long way in the past two years. These could probably be redone much better (and easier) now.  I just don't have the bandwidth to do everything, and hundreds of audio lines can be tedious work especially compared to rendering sexy naked ladies, so it hasn't quite risen to the top of my list yet. If only there were a bunch of enthusiastic fans around that had time to help... ;)

Fixed in the new update:  Whoever is higher up in the preview panels now has priority. If you have more than 4 players you can mess around with overflowed players to get the order you want.

Another good catch.  Setting the finale position to Denise's spot does fix the issue. 

But they are taking up two spots, so if anyone was sharing Vivian's spot there would be a problem there instead.  Luckily, no one does, so that's good enough for now, and I don't have to implement some fancy logic about people sometimes taking up multiple positions. Denise & Candy's finale in the lounge would definitely have that problem too.


Here's your bug bounty! I'm just getting started with that one so the outfit might change a bit.  


The finale.partners=crystal property is missing, but only causing some minor issues.

The real problem is there is a bug with the finale position being already taken by Crystal and so it never renders. I'll track it down and fix it.

In the meantime, you can still get the finale composite to show properly by picking Rosie before Crystal when selecting your players.  

Or if you're feeling real industrious you can move the finale from Rosie to Crystal which should circumvent the "there's already someone else there" problem.

Here is your bug bounty: a sneak preview of Rosie in the bedroom:


Octo would fit pretty well in the inn, too.

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 I only put in alternative composites in the final naked state because it would've been way to much work to do them all, but they do work at all states of undress if you've got the images.  

(In Fairy Vivian's case, all the composites of her sitting on the table could be re-used)

50% chance to choose a finale player at random.  If not, then it picks a player at random from the whole list.   

So if half the players have active finales, they effectively have a 75% chance of appearing, which seems like a lot, until you remember they'd have a 50% chance of appearing anyway.

If you have 4 finale players and 1 replaced player, then the replaced player goes from having a 20% chance of appearing to 10%.

 

If there are finales active, there is a 50% chance it will show a finale player. Otherwise, it picks someone at random.   If you have strip shows going on those get always picked first though, so maybe that's what you experienced?     

I tried to make it play out so that the replaced players are the ones who use their alternate spots first. So after they are replaced they move away from the table to make room for the new players, and now that is where they are hanging out.

It doesn't always quite play out that way if multiple people get replaced out of the same spot in a weird order. I think I might be able to tweak the replacement selection logic so that players replace other players in the exact same spot more often, which would lead to fewer of these situations.

Good catch.  Looks like I forgot to check for active finales when negotiating who uses their alternate position.

Probably not. That's quite a lot of work, and not a great fit for tiny phone screens, especially in its current format.   It is doable though: the game is in java and only uses incompatible Swing stuff on the main menu, so an Android port would not require a full rewrite of absolutely everything.

You might have better luck with my other game Striple.  That's written in Flutter.  I haven't compiled it into a phone apk, but the web-browser version should work on phones.

Right, not having a player-panel for the eliminated players kinda sucks.  I knew that going into it but I didn't have the bandwidth to do anything about it.  The panels on the right do work as an idea but they cap out at 8 players and eat up a lot of real estate.  I might add a way to toggle the existing panels between the eliminated players instead.

That's the one I didn't take care of in the inn (though if you play Vivian first it will be fine.  Or once you beat them both.) 

 I thought I gave Vivian alternate_position composites all the way down to make up for Candy not having one at all (she's hard to  move elsewhere with them bigass wings), but I guess I didn't.  You can do it yourself pretty easily though.  Take any composite where she is on the table itself, copy-paste it into the same folder, and add _alternate_position to its name.   

Nobody in the void has an alternate position composite either, so they'll disappear there as well for good once replaced.

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Yep.  She's got really big wings.   Posing those things is a pain so I'm probably not going to be redoing those composites unfortunately.

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The game might be still dealing cards to the eliminated players, and then running out of cards for extra redraws. I'll look into it.

Nice set!

Jennifae's composites don't seem to actually conflict with Sandra's, so if you change the outfit.position to something else like rear_right_fireplace they will probably both fit just fine.

That is... incredibly specific. As much as I like the idea, I am already working on my next game and it's not exactly that.  It will involve those cgi girls and a very horny goblin shopkeeper.

No, but there's a lot of foolproof Wordle strategies that work quite well here too.  Try putting in DERBY FLANK GHOST WINCH and JUMPY. That should cover most of the alphabet.

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GP9 is out now. We have no more excuses! I haven't picked it up yet but it looks good.