Hi! Just checked the savefile, you need to go to the beach at the evening (I will make sure to show the unlock conditions on the Quest Menu the next update). Btw investing on the last stripper unlocks a scene on the beach too (1/3 chance to happen at night, or you can go in and out until it happens xd). Thanks for playing.How do you unlock the local resident on the far right? She’s the only one still locked?
Thank you for taking a look, much appreciatedHi! Just checked the savefile, you need to go to the beach at the evening (I will make sure to show the unlock conditions on the Quest Menu the next update). Btw investing on the last stripper unlocks a scene on the beach too (1/3 chance to happen at night, or you can go in and out until it happens xd). Thanks for playing.
There were some problems with variables and coding that messes up with the whole game in v0.1. I solved that and implemented a update management system to make the updates easier. I just made this savefile with 20/21 for Siri and 20/25 for Skylar, this will work for v0.2. Let me know if it worked for you. Ignore the 1/6 for Lacy, it's for the v0.3Hello, I don't know why the old saves are not updated to 0.2, I'm not complaining about doing Skylar's scenes again, but in case there is a fix for someone else who happens to it
Thank, its worked for me, you are the bestThere were some problems with variables and coding that messes up with the whole game in v0.1. I solved that and implemented a update management system to make the updates easier. I just made this savefile with 20/21 for Siri and 20/25 for Skylar, this will work for v0.2. Let me know if it worked for you. Ignore the 1/6 for Lacy, it's for the v0.3
copy the image and paste it to google images to reverse search it (it's the easiest way to find out so far)Who is she?
Thanks for the heads up. Can you tell me where or which characters are involved? so i can replicate it? It's weird because all buttons i use are separatedjust started playing and found a bug, when ever there are 2 events in the same place and time no matter which option you choose the game always picks the second option first.
Do you use widgets for buttons?Thanks for the heads up. Can you tell me where or which characters are involved? so i can replicate it? It's weird because all buttons i use are separated
I use regular <<button [[X|Y]]>><</button>>. But every character has their separate button list. and only one button is active per progress per character in a switch caseDo you use widgets for buttons?
I have long abandoned such buttons in my games and they already look like this.I use regular <<button [[X|Y]]>><</button>>. But every character has their separate button list. and only one button is active per progress per character in a switch case
Duuuuuuude I just looked into it, it's a way of having something like functions. I've looking for that for a while and was using temporal variables and includes to replicate it. Like this code below, I found the bug he was talking about and it's something a widget can fix, since i use the temporal as pseudo arguments for includes and of course what happened was that the page rendered the first button style with the smashed variables from the second switch. Thanks a lot, it will make part of v0.4 since 0.3 is already in requested updates and i will need a bit more time to change all the includes i have in the game (which are a lot). It's gonna help a lot with scalability and keeping order in the code too.I have long abandoned such buttons in my games and they already look like this.
<<button 'Зарабатывать репутацию'>><<repfarm>><</button>>\
I give control to the widget over the button, of course this requires creating a separate pass with the widget tag.
It's difficult at the beginning, but then how convenient it is if you need to change or edit it, because you know exactly where to look for it
Regarding the error that the person described, I think you should check the variable and I have a feeling.
That you have violated the priority inside the variable if you have 2 two options in the variable.
I'm always happy to helpDuuuuuuude I just looked into it, it's a way of having something like functions. I've looking for that for a while and was using temporal variables and includes to replicate it. Like this code below, I found the bug he was talking about and it's something a widget can fix, since i use the temporal as pseudo arguments for includes and of course what happened was that the page rendered the first button style with the smashed variables from the second switch. Thanks a lot, it will make part of v0.4 since 0.3 is already in requested updates and i will need a bit more time to change all the includes i have in the game (which are a lot). It's gonna help a lot with scalability and keeping order in the code too.
<<switch $quests.siri_q1.progress>>
<<case 1>>
<wbr><<set _quest_con to ["siri","_q1",1,"Watch TV","siri_q1_1_0", true]>>
<<include "quest_condition">>
<</switch>>
<<switch $quests.skylar_q1.progress>>
<<case 2>>
<wbr><<set _quest_con to ["skylar","_q1",2,"Watch TV","skylar_q1_2_0", true]>>
<<include "quest_condition">>
<<case 24>>
<wbr><<set _quest_con to ["skylar","_q1",24,"Hey!","skylar_q1_24_0", true]>>
<<include "quest_condition">>
<</switch>>
inside "quest_condition" there is a big chunk of conditionals