Sakyubasu no Tatakai II (Finished)

Re: Sakyubasu no Tatakai II

Postby loshi1505 » Sat Jul 18, 2015 4:02 am

Apalapan Wrote:Also, I've managed to beat Shadefall on my first try without using Jealous Rage, or any runes. Not useful info, I'm just shamelessly bragging about it ^^

I've been doing that for many updates now.... get on meh level~ :lol:
just shamelessly poking fun at your bragging. :oops:
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Re: Sakyubasu no Tatakai II

Postby Dumai » Sat Jul 18, 2015 4:53 am

It's interesting that this change has negatively influenced other people's performance on lower end PCs. It's the exact opposite for me. Your previous versions lagged as time passed and more enemies appeared on the screen (to the point where it was nearly unplayable), however with this new iteration I'm no longer lagging at all. My PC is around 5 years old, though it was very high end at the time I built it.
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Re: Sakyubasu no Tatakai II

Postby tontje » Sat Jul 18, 2015 10:24 am

The performance version dies at the first "begin combat" at the vanity fight.
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Re: Sakyubasu no Tatakai II

Postby Nelom » Sat Jul 18, 2015 10:49 am

GoRepeat Wrote:PEOPLE WITH CRAPPY COMPUTERS:

Please play this version of the game and let me know if combat seems better or worse when it comes to animation lag and slowdowns / performance issues. I made a MAJOR change to the way the game renders objects that in theory would boost performance for you, but since my computer isn't crap, I actually have no idea if it worked or not. Play on High and Low settings - the units will be high quality regardless; looking for performance feedback before I make the change permanent to the main game file on the front page.


    1. I got odd loading timer till it reached 104+
    2. after checking starlight tower nonboss fight I had no odd big lags/fps drops during fights (for now (of course there is difference between HIGH and LOW quality but not very big) but they appeared during the sex scenes or more precisely the pre-sex scene animation (they "X" monster VS "Y" monster sex time thingy), it's not super mega laaaaaaaaaag thing but you can see the big fps drop.
    3. after checking one of the map with robots I realized that those fights have more fps problems compared to fights vs fairies/beegirls... I haven't reached slimes so can't test it

gonna check it more later cause I have no more time now

this is my PC (5-6 years old minus video card/GPU since I bought it 2 months ago):
GeForce GTX 750
4GB RAM
Win7
Intel Core2Duo E8400 3.00 GHz
Last edited by Nelom on Sat Jul 18, 2015 7:25 pm, edited 1 time in total.
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Re: Sakyubasu no Tatakai II

Postby GoRepeat » Sat Jul 18, 2015 12:48 pm

Well that's not good! The vanity issues were expected because the clones weren't pre-rendered, but i was really expecting more positive results for the other combat stages. I will have to play around with the configurations
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Re: Sakyubasu no Tatakai II

Postby GoRepeat » Sat Jul 18, 2015 9:45 pm

I give up, screw it!
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Re: Sakyubasu no Tatakai II

Postby loshi1505 » Sun Jul 19, 2015 2:08 am

worse for sure... I couldn't even get I to load this time.... like both the counter kept going and it made me LAG WHILE I WAS LOADING IT!!! :shock:

that's actually impressive you made it do that... like I've played a 3d flash game without that much lag. >_>
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Re: Sakyubasu no Tatakai II

Postby Photovoltaic » Sun Jul 19, 2015 2:57 am

Not sure if this bug has been mentioned already, but when you send a unit with no rune equipped to chant, it "unequips" their "empty" rune and adds it to the items tab. The "Empty" runes don't show up on the rune equip selection, but they clutter up the items tab and make it harder to look through.

Edit: Found another bug, where the enemy unit switches into a space already occupied by a player unit.
Spoiler (click to show/hide):

Image
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Re: Sakyubasu no Tatakai II

Postby MiloInDisguise » Sun Jul 19, 2015 4:21 am

I wish the game was a little less grindy and less difficult but, besides that great game. It does sadden me that it isn't like the original though :( I think the original is better. Keep up the good work.
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Re: Sakyubasu no Tatakai II

Postby Flashstalker » Sun Jul 19, 2015 7:49 am

Okay, I've seen several people mention they don't care for the grinding aspect of the game, and while I don't think that it should be too easy without some grinding, I do think that its a bit hard sometimes without grinding.

For example, The Phase

Up to that point, you have enemies that were tier 3, and didn't really have much boosts to HP or Att except for the equipment they had. When it gets to the phase, you suddenly have enemies at tier 2 that have stats above tier 3.
--For example, the Tanks
---At the Starlit Tower, you will find the Illosa Roars are 2/13 and cost 3 mana
---In The Phase, you find TNK002s with 3/15 and cost 2 mana

If i wanted to match them then, assuming the boosts from chanting accumulate on the 2 mana units, I would need at least Rank 3 on the Tank, which would need a whopping 60 units chanting for that. As it stands now, that would mean I would need to convert anywhere from 60 to 300+ units, assuming the equipment has an equal chance of dropping each class, so 1 out of every 5 units giving a Tank Class item. For just 60 units, if you get 2 per battle, would be 30 battles.

I honestly like that the Mechiza are a stronger enemy, but the strength gap can be a bit much, especially the SCT653s that will utterly blow through any units you get close to the enemy captain. Just a TAD OP if it can one shot a tank, just sayin...

Perhaps the amount of chanting units needed could be tuned down a bit? For the full benefits for each class we would need 350 units chanting total, while being able to buy equipment from the pecunia bot would make it easier, that's still a TON of time needed to get that many units, even just farming them with the first stage of the tutorial with Bri.
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Re: Sakyubasu no Tatakai II

Postby Nelom » Sun Jul 19, 2015 10:38 am

GoRepeat Wrote:PEOPLE WITH CRAPPY COMPUTERS:

Okay try this one and let me know how it is:


uhhh

Image

nope thx

I gave up on waiting and closed it... I won't risk my CP exploding if it was loading and loading and loading and eating more memory whole time
Last edited by Nelom on Sun Jul 19, 2015 4:38 pm, edited 1 time in total.
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Re: Sakyubasu no Tatakai II

Postby powuivnpeb » Sun Jul 19, 2015 1:05 pm

First of all, I'm a huge fan of your works for years now and I'm happy to see you continuing SNT II - or even anything at all.

I'm getting this particular action script error after an enemy unit buffs/heals another, but the occurrence is random.
1 2 3 4

The game itself is really fun - challenging but fun - there have been only really few times when I really couldn't figure out how to win (like vanity with priestess-Eva).

Difficulty seems fine, I have not grinded a lot, just 3 runes, and I have made it to the blood path so far without major problems.
Vanity was a nice boss fight, took me about 20 tries and a tip about the 2 illusions, but I beat her with all classes except for the priest. Though I did not have enough units for any chanting bonuses at that point.
But I do agree that the amount of units needed for chanting bonuses does require a vast deal of grinding. On the other hand I have 20 chanting units now (2x10) and I don't really feel a difference in difficulty. Maybe lower the required amount for the bonuses but remove the option of farming the easy fights?

I like the new animations, they're not as unique as the previous ones, but it is understandable that you don't want to spend so much time on them, so I'm all for it.

Performance on high is okay on my pc (i5-2500k, playing full screen), the only (slight) slowdown I experienced was during the boss fight, the ability that damages you and teleports you around.

2 things I noticed:
Crystal Ward seems to be better than Steel Plate, you gain the same stat bonuses without the increased mana cost.
I might be wrong, but the mana cost of some Mechiza seems to be low? SCT and TNK in particular.

Hope I could help somewhat :)

edit: Can't initiate Royal Way so I guess I'm done so far. Really enjoyed it :)

GoRepeat Wrote:PEOPLE WITH CRAPPY COMPUTERS:
Okay try this one and let me know how it is:


If I load it in my browser, it takes 22 seconds to load and then works fine, except for the fact that units look pixelated (yes on high)

If I try to play it locally, it loads to 73% and then errors. If I dismiss the error, it loads to infinite %.
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Re: Sakyubasu no Tatakai II

Postby Nelom » Sun Jul 19, 2015 10:54 pm

powuivnpeb Wrote:
GoRepeat Wrote:PEOPLE WITH CRAPPY COMPUTERS:
Okay try this one and let me know how it is:


If I load it in my browser, it takes 22 seconds to load and then works fine, except for the fact that units look pixelated (yes on high)

If I try to play it locally, it loads to 73% and then errors. If I dismiss the error, it loads to infinite %.


yup I just realized I can load it from browser after waiting till loader comes to 100 but

holy shit 2GB memory usage

Image

that's some scary shit I saw today and it was just menu dunno what would happen in fight but won't risk my PC xD
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Re: Sakyubasu no Tatakai II

Postby metacheese » Mon Jul 20, 2015 12:20 am

Hey, GoRepeat - is there any way we can float some cash your way as a thanks for doing all these games? Do you have a Patreon campaign, or just a spot where a person can float you a bunch of cash? Because seriously, thanks very much.
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Re: Sakyubasu no Tatakai II

Postby Shawky the Shark Wolf » Mon Jul 20, 2015 12:40 am

metacheese Wrote:Hey, GoRepeat - is there any way we can float some cash your way as a thanks for doing all these games? Do you have a Patreon campaign, or just a spot where a person can float you a bunch of cash? Because seriously, thanks very much.


I think he has said before that he refuses to take any money for these games, because then it feels like work and he doesn't want that. Not sure if the same goes to donations though. ((Guessing it probably does.))

Edit: There is a chance it might've changed, considering the name and pic change, but I doubt it.
I'm just a shark boi, who plays games and yells "Oi!"
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Re: Sakyubasu no Tatakai II

Postby metacheese » Mon Jul 20, 2015 1:33 am

Shawky the Shark Wolf Wrote:
metacheese Wrote:Hey, GoRepeat - is there any way we can float some cash your way as a thanks for doing all these games? Do you have a Patreon campaign, or just a spot where a person can float you a bunch of cash? Because seriously, thanks very much.


I think he has said before that he refuses to take any money for these games, because then it feels like work and he doesn't want that. Not sure if the same goes to donations though. ((Guessing it probably does.))

Edit: There is a chance it might've changed, considering the name and pic change, but I doubt it.


Ahhhhh, I had never seen that. Thanks!
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Re: Sakyubasu no Tatakai II

Postby GoRepeat » Mon Jul 20, 2015 3:26 am

'Well that is some craziness. Screw it, I am scrapping the whole idea and going back to the version that doesn't cause people's memory to explode. There is a set number of frames that get preloaded, so I have no idea how it can generate infinitely like that and the overall results don't seem to be worth trying to find out.

metacheese Wrote:Hey, GoRepeat - is there any way we can float some cash your way as a thanks for doing all these games? Do you have a Patreon campaign, or just a spot where a person can float you a bunch of cash? Because seriously, thanks very much.


I appreciate the thought, but I do this for fun so no money is needed. Besides, I am sure people appreciate having a few flash games out there that don't throw a patreon link in your face every few clicks :)

powuivnpeb Wrote:First of all, I'm a huge fan of your works for years now and I'm happy to see you continuing SNT II - or even anything at all.

I'm getting this particular action script error after an enemy unit buffs/heals another, but the occurrence is random.
1 2 3 4


This is actually exactly what I was looking for - it will be fixed in the next update and should solve the lockup issue we have been seeing as well as the improper swapping. The underlying code was calling the wrong cell when it was evaluating a swap - so for example, it would look at the unit on grid cell 6 and think "okay this is a good unit to swap to 20" then try to grab grid 13 instead. Since nothing was in grid 13, the AI would lock up from fear of disappointing you. The swap logic triggers after the summon logic which calls the buffs/debuffs which is why it looks like they were the cause.
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Re: Sakyubasu no Tatakai II

Postby gdodd1881 » Mon Jul 20, 2015 6:17 am

somebody pleas help ive been trying to beat vanorel for three days but im just to dumb to figure out the trick to beating her :cry:
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Re: Sakyubasu no Tatakai II

Postby powuivnpeb » Mon Jul 20, 2015 6:45 pm

gdodd1881 Wrote:somebody please help, I've been trying to beat Vanorel for three days, but I'm just too dumb to figure out the trick to beating her. :cry:

Spoiler (click to show/hide):

2 things are important:
1.) To survive her special attack, you need to have 2 illusions alive at that point.
2.) There are only 2 options to attack without taking a hit from Vanorel, before and after her special attack. (Though you can be hit by one of the illusions, so you need to either stay far enough away (the top one doesn't walk very far) or be invulnerable.

The fastest to explain is when playing the mage: Stay in the middle so that Vanorel kills the middle illusion, then just stand there and block until you are teleported (you will take a bit of damage) When Vanorel's special bar is full, attack her with your fireball. Vanorel will now do her special attack but only kill the illusions. Use your teleport skill to get away from the now respawning illusions, and do the same thing again: Stay in the middle and block until you are teleported. CAUTION: Vanorel's special bar will be full after the teleport attack, but she won't do her special attack right away; there is always 1 "normal" attack between teleport attack and special attack, so don't forget to block.
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Re: Sakyubasu no Tatakai II

Postby Jurassic » Mon Jul 20, 2015 8:38 pm

GoRepeat Wrote:I appreciate the thought, but I do this for fun so no money is needed. Besides, I am sure people appreciate having a few flash games out there that don't throw a patreon link in your face every few clicks :)


...and that's the reason why we love you so much.
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