Sorry. I might have missed that because I read another post in which you said it takes 20 hrs to make a save game and thought holy cow. It really made me appreciate what you do more than ever. I'm looking forward to more upcoming updates and even your other game EON (the animations are on another level BTW).I said on previous page. I just forgot to change number on title screen. There are around 60 animation and your game looks updated to me (vis and exe are actual indicators of game version, title screen is just "decorative" that I forgot to change)
I still like the game, but I miss both the incest and non-incest paths, but i guess those stories are wrapped up.i liked the game when i played long ago.....
just 2 reasons i dont play anymore
1- huge file size
2- MC not that convincing or fitting
you have the new saves in svscomics.com download from therei used to 0.48 saves on front page
OK, so on the OP, it also states " Disclaimer: Do not use old saves from previous version of the game. Use saves provided by the developer. "i used to 0.48 saves on front page
From what i have seen in the Visionaere api and in the board regarding these issues your problem should come from you setting new variables and fields the old game didnt have.It is EON and I am still testing my "way around" this glitchy save system. So far it works with my way around but I guess we will see true test after 0.01 and then 0.02 updates when players do all possible things that never crossed my mind
Yup. That is the answer. I did made bunch of dummy conditions and values etc... That seem to work so far. Also since vis have issue with saving some things (for example it does save conditions and it's state but does not save all scene properties in save game (?) ) yes, that is correct lol. I have to use "at begin of scene" command for every scene to load light map and music/sounds of scene. So my way around is empty conditions and values and "at begin of scene" lines that cover everything on that scene. So even that info is not on savegame data I run it every time (and check changes) every time player enters scene. I am just not sure about some Lua that I use how it will handle when new version of game comes up. but from what I saw it was just shaders that did not work as predicted so I can probably find way around that as well. Other important definition scripts all worked with "old" saves. All this could be inserted into Willy as well but Willy is 2 updates from final version so I see no point of losing month of time for this adjustments for that oneFrom what i have seen in the Visionaere api and in the board regarding these issues your problem should come from you setting new variables and fields the old game didnt have.
The answer to that is make dummy fields / variables you can use later for saving stuff so that old saves are compatible with new ones.
You could also split this game internally into segements so that you can setup default values for a certain progress of the game and the player should have by hand. That could be achieved with one global var and a lot of documentation what to set for what stage.
You could also check the loaded save data for the field it contains and if fields are not set set them with defaults.
That would also take a lot of handwork and documentation due to the size of your project.
But it would allow you to kinda test certain areas of the game faster easier isntead of having to progress through the whole game every time.
I dont know how far you have to go with this game from this point on as last i checked a lot of the statues and stuff were actually completed so i can see that it may be to just see this through now but do it on the new game.
If guess a full license is nessesary to be able to have a look at your poject so i cant help you there.