rAmSiMaL

Active Member
Sep 1, 2022
896
3,875
Programming is putting all the stuff he made for the update in the source code of the game. Meaning:
- Write the text/dialogs into the code
- Position images (and transition effects)
- Select musics/sounds
- Implement choices and paths like you said

Scenes, or part of scenes are embedded into labels. That's what L&P do during the programming. As the story advances, you jump from label to label.

Here is an example:
Python:
label day20_School_break:
    play bgs classroom_noise_1
    $ renpy.music.set_volume(0.6, delay=0, channel='bgs')
    scene day20_Literature_lesson 134 with fade
    s "Okay, guys. Next class, we'll be talking about what you wrote."
    if day20_Sophia_fulfilled_Aidens_4th_task:
        "Zac was looking at her, but Sophia just couldn't look in his eyes after the embarrassing moment from just recently."
    else:
        stop bgs fadeout 1.2
        jump day20_Sophias_talking_to_Aiden_when_refused_task

    stop bgs fadeout 1.4
    scene day20_Literature_lesson 135 with fade
    "André was still pissed that Sophia slapped him."
    andr "What the hell ya think ya doin'?! You'll regret that!"
label day20_School_break:
All labels are named.

play bgs classroom_noise_1
The classroom_noise_1 sound is played on the bgs channel.

$ renpy.music.set_volume(0.6, delay=0, channel='bgs')
The volume of the previous sound is modulated.

scene day20_Literature_lesson 134 with fade
The day20_Literature_lesson 134 image is displayed with a fade transition (the previous image fades to black then the new one gradually appears)

s "Okay, guys. Next class,....."
The first letter is the code of a character, here s = Sophia. And the second part, the dialog line to display. So, here, Sophia is speaking.

Python:
if day20_Sophia_fulfilled_Aidens_4th_task:
    "Zac was looking at her, but Sophia just couldn't look in his eyes after the embarrassing moment from just recently."
else:
    stop bgs fadeout 1.2
    jump day20_Sophias_talking_to_Aiden_when_refused_task
Here it depends on a previous choice. day20_Sophia_fulfilled_Aidens_4th_task is a variable which can be True or False.

If you haven't fullfiled the 4th task:
stop bgs fadeout 1.2
The bgs channel is muted (ie the previous classroom sound)

jump day20_Sophias_talking_to_Aiden_when_refused_task
You jump to another label named day20_Sophias_talking_to_Aiden_when_refused_task.


Otherwise, "Zac was looking at her,....." will be displayed. Note there is no character at the beginning of the line, so no one is speaking. Then, you continue in the current label.

Later,
andr "What the hell ya think ya doin'?! You'll regret that!"
Another example of someone speaking, here andr = André.

It is a very simple example. You can of course do much more with Renpy.


You can.

First, you have to uncompile the .rpa files of the game (there are a bunch of tools to do that on F95)
Then, you'll find what I talked about above in .rpy files in the scripts folder.

You can change anything in theses files, run the game and see the changes you made.

But... of course, there is a "but". By altering .rpy, you take the risk to make your saves incompatible with later versions of the game. There are 2 possibilities:
1/ Changes are minors but Renpy is not sure what to do, it rolls you back to the beginning of the current label. The best case.
2/ Renpy doesn't know what to do if there are too much changes. It prevents you to load your save. Worst case :(

If you change few lines of dialog here and there, you'll probably be in first case. But it's not a certainty.

Note all dialogs of AWAM2 are currently in day20.rpy. If you change anything in it. The next time an update will be released, you'll have to modify again the whole file if you want your changes to be permanent.
Thank you! :giggle:
 

sssaam.cindy.2019

Member
Game Developer
Oct 31, 2020
152
356
I can see max 1 day work for coding / text: :devilish:

I have a python script to generate this, using Visual Script Code (from Microsoft), but copy-paste + replace (ep02>ep03) works even faster :coffee:

You just use the template and mass labeling... I name the pictures, audio the same as the label and then add text (easy copy-paste)
1692100913216.png
 

ST-9Pol

Active Member
May 14, 2018
519
7,868
Whats the difference in creating scenes and rendered scenes?
Creating scenes is the gathering of the resources to be used, environments, characters, hair, clothing, props etc.. Then the scene posing, lighting, camera effects etc.. When everything is right then the image can be rendered.. In the case of the "rendered" % this doesn't require time for the dev to do anything, this is computer time only and can be done while you sleep with a batch script program... well that's how I do it any way..
 

hzjujk

Well-Known Member
Sep 19, 2020
1,782
7,333
I played this game like 6 years ago. ffs still not finished? Maybe it's time to give it the abandoned tag. Can't believe how someone who doesn't do anywork gets at least 3000 euro a month (that's if everyone has the lowest subscribtions) while doing nothing...
Your last comment on this game was on 05/19/2023. There you spoke of 3 years when you last checked the status of the game. Now 3 months later your last played it 6 years ago. You have also only been a member of f95zone since 2019, 4 years. Your timekeeping is a bit confused.
But hey, we're all frustrated.
 
Last edited:

Rajesh Ram

Member
Aug 13, 2021
259
593
I literally played all the best MILF games from f95zone,

AWAM could be the Best game but it's development is damn slow,

Pls Suggest some more Slow Burn MILf Games which has similar theme like AWAM and consists atleast some intimate scenes :D.
 
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kewlbigdan

Member
Feb 3, 2018
286
808
Your last comment on this game was on 05/19/2023. There you spoke of 3 years when you last checked the status of the game. Now 3 months later your last played it 6 years ago. You have also only been a member of f95zone since 2019, 4 years. Your timekeeping is a bit confused.
But hey, we're all frustrated.
3 game years and 6 playable years?
It's a wormhole time dilation effect.
 

McZoy

Active Member
Aug 6, 2018
612
1,133
Genuine technical questions about AWAM
While we are still waiting for the release of the latest update I thought asking a few questions about the creation of this game. There are five metrics to measure the progress:
- Scene Creation: All 3d items used are already available in the market or some he creates them himself? What are the main challenges for a creator here (i.e. what’s the most difficult part)?
- Scene Rendering: Obviously he has the text prepared and knows how the story goes (e.g. Dylan asks Sophia replies). I’ve read people saying that LP is exaggerating with the time needed to do that! Since there is a special software which can do this in a few minutes! What’s so difficult about that?
- Art edited with photoshop: obviously he changes the lighting and colours of each frame, right?
- Programming and translation: Is he referring here in the options a player has? If you choose path A then the sequence is 1,2,3 or if path B then 1,4,6 etc. right? Also, when is text added and how? Can I for example change the text without destroying the game with the simple means I have available (just a simple laptop)?

Thank you very much for your patience and time to answer my questions :giggle:
Perfection needs time ;);).
 
Last edited:

tofhdns

Well-Known Member
Jan 25, 2021
1,697
4,025

ihl86

Member
Dec 8, 2019
401
1,331
Genuine technical questions about AWAM
While we are still waiting for the release of the latest update I thought asking a few questions about the creation of this game. There are five metrics to measure the progress:
- Scene Creation: All 3d items used are already available in the market or some he creates them himself? What are the main challenges for a creator here (i.e. what’s the most difficult part)?
- Scene Rendering: Obviously he has the text prepared and knows how the story goes (e.g. Dylan asks Sophia replies). I’ve read people saying that LP is exaggerating with the time needed to do that! Since there is a special software which can do this in a few minutes! What’s so difficult about that?
- Art edited with photoshop: obviously he changes the lighting and colours of each frame, right?
- Programming and translation: Is he referring here in the options a player has? If you choose path A then the sequence is 1,2,3 or if path B then 1,4,6 etc. right? Also, when is text added and how? Can I for example change the text without destroying the game with the simple means I have available (just a simple laptop)?

Thank you very much for your patience and time to answer my questions :giggle:
- Scene Creation means everything in 3d except making the final image itself (which is rendering and we will get to).
It means setting up the location (if it's a new location). Lighting in it is also important, characters.
Afterwards dressing the characters, if it's new clothes, they might not fight perfectly on your custom models and have to adjust them. Posing the characters so they look natural, their expressions should also look natural (I think L&P does very good expressions, especially for Sophia, at least for me it's one of the big pluses for the game). Some clothes might not do well with certain poses, so more adjustments could be needed. Sometimes in outside software such as blender or whatever else.

- Scene Rendering is the processing of the above created scenes by your computer. It doesn't need the active input of the developer, but it does need the computer. This means while rendering you can do little else. That's why it's mostly done at night or when you're not there. There are certain services and render farms that could be used but I doubt L&P does that.
I want to mention that here this could go back to scene creation, or better said scene adjustment sometimes. The scene looks one way when you create it, another way rendered. Some errors you can catch, some you don't, so slight adjustments to certain scenes and rerendering of parts of the scene and/full scene might be needed. If animations are involved, there is a lot of rendering involved, since one second of animation is probably around 24 to 30 frames.

- Art editing with photoshop should be the easiest part for him. I expect he already has a few filters that he applies on the renders to give them the warm look his final images always have. I'm am not very proficient with photoshop but I expect there are batch jobs that can get the job done once the renders are done. Another possible edit are small corrections that he does in photoshop rather than correct them in Daz3d, like smallclothes pokethroughs. Nevertheless this should not be too much of a time consuming job.

- Programming and translation you have already been answered in a lot of details. I just want to mention that depending on the developer and how well they thought and maintained their possible paths, it might get a little bit complicated down the road. Maybe you get the same scene, but the dialogue is different a few lines here and there depending on what you previously did. Still, should not be too time consuming, especially once you have some experience. Translation is very straightforward and easy IF you already have the translated text.
 
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