What do you thinks about sandbox in the games?

  • I like

    Votes: 59 65.6%
  • I dont like

    Votes: 20 22.2%
  • I have no opinion

    Votes: 11 12.2%

  • Total voters
    90
  • Poll closed .

Sancho1969

Message Maven
Modder
Donor
Jan 19, 2020
12,382
49,327
Hey Sancho! It's good to see you again. Yeah it's been a lot time indeed! The chapter 1 has also been rework yes, but more dialogues/effects and changes where added, there is choices/path modification only a couple of time, nothing a brilliant mind like yours can’t handle. I'm going to sent you all the details you need by message anyway.
I just snagged a copy of v1.2 on my own via a buddy of mine.
I see you kept most of my suggestions from last year.

I'm digging through it now.
(I still have to port the latest mod Core over, this one is older than dirty now and the newest has many more features)
Edit: Core base porting done:
1688559156566.png 1688559179021.png 1688579979599.png

The largest issue as to why folks will have to start the playthrough over from scratch is not that some new variables have been introduced (that could have been sorted for those player's old saves) but rather the move from RenPy 7 to RenPy 8 which always borks the save location data in RPYCs. That's the largest move here from my few minutes of eyeballing it.
 
Last edited:

tripod70

Not so Well-known Member
Game Developer
Oct 23, 2020
2,222
3,989
Oh no ! Not the dreaded engine upgrade in the middle of a project.... :eek:
 

Sancho1969

Message Maven
Modder
Donor
Jan 19, 2020
12,382
49,327
-Awake-

Consider adapting your new variable main_sanity inside the following conditional check labels, it is missing in the following:

subroutine_check_each_hour
check_variables

Seeing how you are replacing many or most of the main_moral vars , it may not be imperative now (I'm only getting started) but it will be... otherwise those labels should be scrapped altogether if they are to be redundant.
 
Last edited:

NathanD7

Member
Jun 30, 2018
495
1,434
Expected more Jessica in this latest update too much Deborah, disappointed in that, but overall lots of exploration and good scenery.
 

-Awake-

Apocalypse Lovers
Game Developer
Aug 16, 2021
185
1,058
Expected more Jessica in this latest update too much Deborah, disappointed in that, but overall lots of exploration and good scenery.
That's right, this update was a little bit more Deborah oriented in order to make the lore/story progress, moreover, I had to cut down some Jessica's scene for scenario management and scene chronology reasons. They were all shifted to the beginning of Chapter 3 as a result. That's being said, Jessica is not intended to being fuck right away (at least consciously and with her approval) because your relation with her need to be build gradually, slowly corrupting her/romance her as the story progress.
 

SonsOfLiberty

Community Champion
Compressor
Sep 3, 2022
28,633
256,499
Apocalypse Lovers [v1.2] [Awake]

COMPRESSED:

Win/Linux:

- - -

Mac:

- - -
 

RPDL

do torrent. go fast.
Donor
Dec 17, 2020
5,214
15,029
ApocalypseLovers-1.2
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rpdl torrents are unaffiliated with F95Zone and the game developer.
Please note that we do not provide support for games.
For torrent-related issues use here, or join us on !
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Boehser Onkel

Forum Fanatic
Modder
Feb 20, 2021
4,871
8,625
0x52_URM cheats (WIP)

mc stats // jess // food // inventory // censorship
(the asked support code at the beginning unlocks the censor stages , with this its obsolete , activate at first screen*1)


View attachment 1732430 View attachment 1732431 View attachment 1732429 View attachment 1732427 View attachment 1732428 View attachment 1732425 *1 View attachment 1732477

codes : stage 1(18) - 06660 // stage 2(18+) - 36663


extract attached file to *\game folder
!always save before edit!

open mod with alt+m
click the little open folder icon right upper
load a .urm file

how to use : Link

Rename (nearly) everyone,watch this tut -->

create your own "gallery" (label search) how to --> Link



i recommend always to play the game one time without cheats to understand gamemechanics

mod should work with future updates

this mod does not modify any game files

!use at own risk! - dont complain to dev´s /modder about broken saves/gamestates
(look for a updated 0x52_urm.rpa file every month or 2 at Link, or use the update button while mod is opened(top right corner,next to the settings button(v1.6 and above))thanks to 0x52
if you like the URM Mod consider support 0x52 -->
)
i hope to have time for a update tomorrow

its been a while :rolleyes:
 

Sancho1969

Message Maven
Modder
Donor
Jan 19, 2020
12,382
49,327
how am i supposed to cut the electric pole?
no hud when u need to cut the cabel and you cant do it
Same here, there doesn't seem to be a way to add the wire-cutter in the box.
It's the code.

The dev forces the quick access screen Off three times in the latest update: once at the end of v1.16, once during Story2Survive, and once during Story2Exploration.

What he should do is set a temp var to see if the Player has it open and if so be able to turn it back on automatically after the need to remove it is completed.

This is simple to do. I would make it more complex inside a Python function, but novice code could be something similar to this:
Python:
# Sancho:  Dev needs to turn it off. Check if it's on and if so set a temp var and close it:
if renpy.get_screen("quick_acces"):
    $ SanchoAmazingTempVar = True  # if the access screen is shown, set a temp var
hide screen quick_acces  # close the access screen regardless

# Sancho:  Now, later dev could check if the Player had it open and reopen it when it's clear to do so:
if SanchoAmazingTempVar:  # check to see if the access screen was previously shown by the Player
    $ SanchoAmazingTempVar = False
    show screen quick_acces  # turn that shit back on automatically
  
# Sancho:  Pretty damn easy, right?
I'll fix it in the pending mod update
 
4.20 star(s) 40 Votes