VN Ren'Py Abandoned Angel of Innocence [v0.7.1 Public] [G12 Games]

3.70 star(s) 13 Votes

Megnold

Member
Aug 14, 2018
113
77
January more new releases but this one is better than others , stroy look promising, looking forward it more
And one option complicated to me San or Nel? both look great ,so two routes confirmed LoL :love:
 
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Repuci

Well-Known Member
May 1, 2017
1,611
1,556
With 0.1b, after the bar scene with Sammi, if we choose to leave early, when Cora asked us to stay, there's no image, and with the message "Image 'e2-e3' not quote" displayed on the top left corner during the short scene, then it repeat itself from after the choice on leaving the bar, but this time showing the last image correctly.
 
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G12 Games

Newbie
Game Developer
Nov 22, 2017
59
412
With 0.1b, after the bar scene with Sammi, if we choose to leave early, when Cora asked us to stay, there's no image, and with the message "Image 'e2-e3' not quote" displayed on the top left corner during the short scene, then it repeat itself from after the choice on leaving the bar, but this time showing the last image correctly.
Thanks to your bug report!

are the repaired links.
 

anne O'nymous

I'm not grumpy, I'm just coded that way.
Modder
Respected User
Donor
Jun 10, 2017
10,110
14,787
@G12 Games , few things :

When you use the menu statement as simple action, like by example the "Turn around" menu starting line 264, you don't need to put the whole scene inside it. Just use the pass statement instead :
Python:
    menu:
        "Turn around":
            pass
    scene d1_office02 with dissolve
    [...]
It will have the exact same result without the need to nest the second menu inside it ; so it will make it more easy for you. Anyway, even if you keep the whole scene inside it, you didn't needed to nest the menus like you did.

Same, when the menu only generate a small change, like the one starting line 587, you don't need to repeat the whole scene. Put the difference between each one in the menu, and keep the rest outside of it :
Python:
    menu:
        "Turn right":
            scene corridor05
            z "Yeah baby, that's it! Come, come, do it!"
            z "Show me, show me now! What are you waiting for?"
            mc "Oh... Wow!"
            z "Yeah, nice! This is the best!"
            z "Can you see it? Ahahaaa..."
            scene corridor06
            mc "(Well, well, well!)"
            mc "(Sandy is in action... Keep it up girl, have fun!)"
        "Open your door":
            mc "Cool, got it! Nah go inside..."

    scene sandyroom01 with fade
    sandy "(Oh, god! This guy...)"
    sandy "(It seems so, there will be nothing today.)"
    [...]
Once again it will be easier for you and it will also avoid the ineluctable problems that happen when you copy/paste a scene. In addition to this, it will also be better for the players wanting to try each option, since the skip feature will works and help him notice the changes.

Same, in the menu for the scene with Sandy, starting line 985, you don't need to nest the menu so much, nor to especially put the scene inside the menu.
Python:
    menu:
        "Kiss back!":
            pass
        "Don't kiss back!":
            $ Sandy -= 2
            [...]
            jump afterclub

    $ sandyroute = True
    $ Sandy += 2
    scene heroroom40

    mc "(I think too much. I guess it's time to enjoy this wonderful moment.)"
    [...]

    menu:
        "Let her finish":
            jump sandySceneFinish
        "Continue":
            jump sandySceneContinue

label sandySceneFinish:
    $ Sandy += 1
    scene Sandy_D1Jerk03
    mc "Uhmm, Sandy! I'm almost there! Keep it up girl, keep jerking!"
    [...]
    sandy "Just a few minutes! Wait me, dear!"
    mc "I'm not going anywhere."
    jump afterSandyScene

label sandySceneContinue:
    scene d1_herosandy09
    mc "Uhmm, Sandy! I'm almost there! Don't do this with me, I cannot resist..."
    sandy "No, no [name]! We still haven't done. Our night is too young..."
    [...]
    jump afterSandyScene

label afterSandyScene:
    scene d1_aftersex01
    sandy "I guess, I can to sleep a few months without pause."
    sandy "Especially on you, my sweet, soft pillow."
    [...]

Finally, there's a bug in your game.
If you decide to go to the club, you'll have the return scene two times. One time from the menu starting line 1807, and a second time from the afterclub label. This wouldn't have happened with menu handle like I try to explain. There's the point given to Cora that don't happen if you stay to the club, but it can be handled with a simple flag.
So, in place of what you already have, you would have something like :
Python:
# declare the flag outside of any label, preferably at the top of the file, to be save compatible.
default stayedAtTheClub = False
[...]

    menu:
        "Stay":
            # You stayed, keep trace of this.
            $ stayedAtTheClub = True
            mc "Okay Sammi, if you say..."
            sammi "That's my man! Let's bounce!"
            scene blackscreen with fade
            ""
            scene d1_club31
            mc "Hey Sammi, are you alive yet?"
            sammi "*Zzzzz*"
            mc "Great..."
            waitress "Guys! I think, it's time to leave. Can I call a cab for you?"
            mc "Thanks, but no! I solve it."
            scene blackscreen with fade
            ""
        "Leave":
            mc "No, Sammi, you're definitely not okay!"
            mc "Enough for today, let's go home!"
            sammi "Shit! Sad but I guess you're right! Lead the way..."
            scene blackscreen with fade
            ""
# Every route lead to this. 
# Whatever you goes to the club and stayed or leaved, or if you decide to stay with Sandy, your actual 
# code already lead here.
label afterclub:
    scene blackscreen with fade
    ""
    sammi "...Like a virgin, hey... Touched for the very first time."
    sammi "...Like a virgin... With your heartbeat."
    [...]

    mc "What about do you want to talk with me?"
    # Will happen only if you didn't stayed, or don't even goes to the club.
    if stayedAtTheClub is False:
        $Cora +=1
        cora "First of all, thanks that you could help to him to come home."
    cora "Straight to the point, I worry for Sammi."
    [...]
 

ThunderRob

Devoted Member
May 10, 2018
9,497
26,476
not an overly big update..but a nice one..i really wanted the option to tell Sandy to grab her stuff and move in so she never had to go near Baldy MacDouchebag again...i restarted and went totally Sandy this time..will play again after a tea and see what happens with Cora the Raven haired Goddess...i realllly like the dames in this game.
 
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botc76

The Crawling Chaos, Bringer of Strange Joy
Donor
Oct 23, 2016
4,401
13,133
"Craig can hide behind a random bush." Lololol. The dev is killing me here.
I'm just glad I wasn't drinking anything when I read that. :)
 
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3.70 star(s) 13 Votes