VN Ren'Py JPDE2 - Adagio of Darkness [Ep. 5] [JPDE]

Axismundi

Member
Jul 14, 2018
311
668
Is this game dead set on making you have a harem relationship with everyone like the last one?
 

HentaiGamerN00b

Active Member
Sep 6, 2020
932
787
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Regarding this and knowing of the patch of the first part, i could presume this will have one of it's own... But if that's the case then... It will be added Impotence to that list?. I mean, yeah, it is a troublesome problem in the real world and a serious matter for many couples but, if MC in this game for some reason developed it, it could play a role as an adult theme but in some others as this is still fiction as a humor content, it's like a win to win if done correctly (specially if a Love Interest play a major role in the healing process).
 

yilkin

dl.rpdl.net
Donor
Feb 23, 2023
8,563
4,636
JPDE2AdagioOfDarkness-1.0
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Nixi~

Active Member
Apr 25, 2018
545
974
Dear new people discovering JPDE.

If your coming here for porn then you've come WAY fo early. The lewd sections for Jpde is entirely crowdfunded and a game like Jpde is also very story focused and the lewd content comes with proper build up which means even if it did have lewd content you'd have to do some reading and i know what you might be thinkin my intelligent strawman "but what's da point? I can't see the booba, if i cant see the booba then why does this game exist?" Well I'll tell ya, its a sequel to a well written fan game that has a ton of love for the rwby world and characters and if your a fan of Rwby (I'm sorry for you) you certainly should give the first game a read.
View attachment 3022812
I think people are complaining about this game being in here specifically with no sexual content, instead of it's right to exist at all. Though I could be wrong, after all, there is no way to check with the moderation staff deleting posts.
 
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Rasnec

Member
Mar 2, 2018
213
97
I think people are complaining about this game being in here specifically with no sexual content, instead of it's right to exist at all. Though I could be wrong, after all, there is no way to check with the moderation staff deleting posts.
If it was the only game that had the non sexual content tag maybe, but there were so manny of those already that this "problem" for those people doesnt make a lot of sense. If it was really something that shouldnt be here the moderators of the site would have deleted this and many other games already.
 

Nixi~

Active Member
Apr 25, 2018
545
974
If it was the only game that had the non sexual content tag maybe, but there were so manny of those already that this "problem" for those people doesnt make a lot of sense. If it was really something that shouldnt be here the moderators of the site would have deleted this and many other games already.
Rasnec, I'm clarifying a misunderstanding. I'm not arguing a point. I'm sure the ones who were making that point you're arguing against had enough nuance to take that into account, or it was just complaining, could be one or the two.
 
Apr 15, 2018
33
27
if this has a forced harem, i may not play this. the first was good but wasn't a fan of being forced in a harem with that bunny girl and penny but those sides characters were waaay better then the main ones in my own opinion.
 
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Meinos Kaen

Papa Italiano
Game Developer
Jun 17, 2020
146
190
Alright, weekend in London: done! Lots of questions ^^ Let's see what I can answer~

Ok separate post for the review so far:

UI: too big. First off I'd move or integrate the Quick Menu better. Having the text box raised above it is blocking far too much of the art. Secondly, that text box is huge and obnoxious, but I get the idea of trying to make it look cool and techy. But dial back the size or at least provide the option to change it's opacity. The scenes where Adam is talking on the Sienna Art where he'd pop up in the lower corner is completely covered by the text box.
The opacity option is actually a cool idea! I will probably integrate it, although it will have a limit. Otherwise it will very well happen to have scenes where you can't read the text against the images. If you want to completely hide it momentarily, Renpy allows you to do it.

Action: I get you have to redo the scenes that were present in the RPGM version, but that little display from above with the icons is lazy and no one will get what it's supposed to be unless you played the RPGM version. To the outside viewer, there's no way to know that there are a large group of Fang in the room, or that others are betraying her because it's not really shown like it was when you had actors moving on the screen in the other version. You need to add more art to show what's going on or everyone is left really confused or has to draw on their memory of the show to know.
On this, I have to disagree with the display with icons being 'lazy', since there was effort put in both the elements, coding, and writing because that's not just a map, it's a point of view from someone. It does suddenly say TARGET LOCKED and the UI shows up again later. For a writing reason.

Same with the context, the dialogue specifically says things like 'a man and his entourage', 'X people in front of us, Y behind us', 'we're surrounded', 'lay down your weapons'... This is not a RPG anymore, correct, it's a Visual Novel. There's art, yes, but there's also dialogue, narration, etc... Also sounds. There's elements like the sound of multiple footsteps and with headphones, sounds sometimes come from different directions.

There's plenty of other things and elements in the scene to give context to what's happening and a lot of effort put into things, as long as one pays attention. If one is only going to pay attention to art to understand what's going on, I don't think Visual Novels are a good genre of game for them to get into.

Combat System: Needs a lot of work. Using the same type of combat from the RPGM is fine, it's like having a Card Deck you're playing. But you need better than just icons of the person's face and numbers. Having to click on the icons to tell what they do is absurd, and having those pop-ups happen for the entire length of the game is going to get annoying. What I would do is get Art Icons for each individual Option, create a database or something that shows info for each party member and add the icons and descriptions there, then make that available during combat.
Again, like above, there seems to be the expectation to always have all kind of information always up on the screen at any time.

First of all, that would clutter things on the screen something fierce and cover up the art. If the textbox was a bother, imagine that with battle.

Second, as I mentioned earlier a lot of the people who play my games do so on Mobile, so cluttering the screen with information would make the experience very bad.

The battle system is made so that, with practice and familiarity, you can quickly understand what a card can do, the elements, its attack powers and more. It's not meant to be a battle system where you will become familiar and master it in the tutorial, especially with the amount of characters we're planning.

Also, if I may, it's a bit contradictory to say 'icons and numbers are not enough' plus 'having to click on icons to get info is annoying' and suggesting to put all the information about everything into one place and make that where people need to go to look up to understand what the action does. That would get bloated very fast and be even more annoying, on top of not encouraging memorization and familiarity.

It will be something available out of battle for sure, though. Also, I guess I could make an option in the menu so that card info don't show up automatically upon selecting them during battle.

Also you need to code in a Combat Tutorial explanation before the first fight.
The UI for combat came up and I went "Um.... what?" So I pushed the action button and got a massive error because I hadn't selected anything (you'll need to fix that so that it says something like "No action selected" and prevents the error). And again, like the main UI, the icons are a little big.
That bug has already been fixed and the combat tutorial will come later in the game. I chose for this one to just drop players into the thick of it first with the starting easy battles, then go into in-depth tutorials and info as they approach more difficult battles and mechanics like elemental resistance and debuffs come into play (a bit like the older Final Fantasy games did).

Regarding this and knowing of the patch of the first part, i could presume this will have one of it's own... But if that's the case then... It will be added Impotence to that list?. I mean, yeah, it is a troublesome problem in the real world and a serious matter for many couples but, if MC in this game for some reason developed it, it could play a role as an adult theme but in some others as this is still fiction as a humor content, it's like a win to win if done correctly (specially if a Love Interest play a major role in the healing process).
LOL Not planned at the moment, no xD But that's a cute idea, I guess.

but is it therefore no longer possible to give a name to the protagonist?
You will be able to... If you have a Game Clear file from the Original JPDE - Sonata of Fire. ;) We're going to add that option after the next patch of JPDE1. If you've finished the first game, you will be able to carry over some stuff from it.
 

PARURA

Newbie
Feb 2, 2019
42
25
Alright, weekend in London: done! Lots of questions ^^ Let's see what I can answer~



The opacity option is actually a cool idea! I will probably integrate it, although it will have a limit. Otherwise it will very well happen to have scenes where you can't read the text against the images. If you want to completely hide it momentarily, Renpy allows you to do it.



On this, I have to disagree with the display with icons being 'lazy', since there was effort put in both the elements, coding, and writing because that's not just a map, it's a point of view from someone. It does suddenly say TARGET LOCKED and the UI shows up again later. For a writing reason.

Same with the context, the dialogue specifically says things like 'a man and his entourage', 'X people in front of us, Y behind us', 'we're surrounded', 'lay down your weapons'... This is not a RPG anymore, correct, it's a Visual Novel. There's art, yes, but there's also dialogue, narration, etc... Also sounds. There's elements like the sound of multiple footsteps and with headphones, sounds sometimes come from different directions.

There's plenty of other things and elements in the scene to give context to what's happening and a lot of effort put into things, as long as one pays attention. If one is only going to pay attention to art to understand what's going on, I don't think Visual Novels are a good genre of game for them to get into.



Again, like above, there seems to be the expectation to always have all kind of information always up on the screen at any time.

First of all, that would clutter things on the screen something fierce and cover up the art. If the textbox was a bother, imagine that with battle.

Second, as I mentioned earlier a lot of the people who play my games do so on Mobile, so cluttering the screen with information would make the experience very bad.

The battle system is made so that, with practice and familiarity, you can quickly understand what a card can do, the elements, its attack powers and more. It's not meant to be a battle system where you will become familiar and master it in the tutorial, especially with the amount of characters we're planning.

Also, if I may, it's a bit contradictory to say 'icons and numbers are not enough' plus 'having to click on icons to get info is annoying' and suggesting to put all the information about everything into one place and make that where people need to go to look up to understand what the action does. That would get bloated very fast and be even more annoying, on top of not encouraging memorization and familiarity.

It will be something available out of battle for sure, though. Also, I guess I could make an option in the menu so that card info don't show up automatically upon selecting them during battle.



That bug has already been fixed and the combat tutorial will come later in the game. I chose for this one to just drop players into the thick of it first with the starting easy battles, then go into in-depth tutorials and info as they approach more difficult battles and mechanics like elemental resistance and debuffs come into play (a bit like the older Final Fantasy games did).



LOL Not planned at the moment, no xD But that's a cute idea, I guess.



You will be able to... If you have a Game Clear file from the Original JPDE - Sonata of Fire. ;) We're going to add that option after the next patch of JPDE1. If you've finished the first game, you will be able to carry over some stuff from it.
Playing the first one right now and having a lot of fun
I like the idea of save transfer but on android that can be a problem
 
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Penitensary

Member
May 10, 2020
479
405
my previous comment got even deleted even tho I didnt break any rules. this game has no right to be on this site as it breaks the first rule for posting games.
The CGs will eventually be there, same as what happened with JPDE 1.
 

Meinos Kaen

Papa Italiano
Game Developer
Jun 17, 2020
146
190
my previous comment got even deleted even tho I didnt break any rules. this game has no right to be on this site as it breaks the first rule for posting games.
There was a discussion about it and it seems that that's just your interpretation, but I want to hazard a guess that your comment got deleted for being overly aggressive from what I remember?

EDIT: also, again: I didn't make the post, I asked a member of the mod team to post the thread so its very existence is your answer to your query.

If you want to keep banging that drum, go right ahead but I don't see it as a productive use of your time. Maybe find a game you like and you think 'deserves to be on this site' to play.
 
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