She's waiting...ready to tease you live - Jerkmate is free! Join Now!
x

k78Games

Newbie
Aug 24, 2020
32
144
109
Hi everyone, question:
Does anyone know who's managing this post? I saw that the last activity for the user "Maleficent" was June 9, 2024.
I sent him/her a complete archive of new and updated game images over a week ago, including the new cover art, etc. But I haven't received any responses...
Since all the content in the first post is completely outdated, with images that haven't been in the game for years...
I don't understand much about how the forum works, maybe someone can give me some clues! Thanks!
 

xapican

Message Maven
May 11, 2020
12,752
20,504
998
Hi everyone, question:
Does anyone know who's managing this post? I saw that the last activity for the user "Maleficent" was June 9, 2024.
I sent him/her a complete archive of new and updated game images over a week ago, including the new cover art, etc. But I haven't received any responses...
Since all the content in the first post is completely outdated, with images that haven't been in the game for years...
I don't understand much about how the forum works, maybe someone can give me some clues! Thanks!
I guess Malifecent is a bot account, best way post those images, and then hit report, check others, and write update of minatures ;)
You don't have permission to view the spoiler content. Log in or register now.
 

k78Games

Newbie
Aug 24, 2020
32
144
109
I guess Malifecent is a bot account, best way post those images, and then hit report, check others, and write update of minatures ;)
You don't have permission to view the spoiler content. Log in or register now.
No wonder the only time I'd written him a longish text, a long time ago, he replied with two words... I thought it was strange or like he didn't like the game, haha.
I'll do a post like you said now. Enjoy the pictures!
Thanks, Xapi!
 
  • Heart
Reactions: tbs9090 and xapican

Samu13

Member
Jun 13, 2018
406
614
261
No wonder the only time I'd written him a longish text, a long time ago, he replied with two words... I thought it was strange or like he didn't like the game, haha.
I'll do a post like you said now. Enjoy the pictures!
Thanks, Xapi!
While you're here, I want to take this chance to ask you an important question:
Are you going to name the scenes (like you named the achievements before them) anytime soon? I want to update the achievements list, but all the scene names are now simply the variable name. So I don't want to have all that effort to search the code for the triggers only to have to do it again when you name them.
 

k78Games

Newbie
Aug 24, 2020
32
144
109
While you're here, I want to take this chance to ask you an important question:
Are you going to name the scenes (like you named the achievements before them) anytime soon? I want to update the achievements list, but all the scene names are now simply the variable name. So I don't want to have all that effort to search the code for the triggers only to have to do it again when you name them.
Hi, Samu...
To make things easier for you, I'll explain what I have in mind right now, and I don't think I'll change it anymore...

Achievements no longer exist... Except for old achievements that serve internally within the game to detect that certain conditions have been met... But for the "player" frontend, achievements no longer exist... (The current "achievements" would be to unlock scenes, which when the final version of the game (v1.0) arrives, will all be locked and will have to be unlocked while playing, like with old achievements... The button to lock or unlock will disappear from the interface... Maybe you have an addon for your mod there :ROFLMAO:) (You can now copy that part of the code for when that button no longer exists!) ;)

Scene names will remain the same as before, with a "variable/code" type name to uniquely identify them...
In the next update, you'll be able to name saved games for those who follow different paths (human, vampire, werewolf) and can better identify their savegames.
If I missed any clarification due to translation issues (I don't speak English), feel free to ask me again, no problem...

P.S. The "in-game" gallery tab is only useful to get an idea of the things you still need to unlock...
The main menu gallery is the one you need to use to view the scenes and where the scenes are unlocked globally...
That is, if you follow the vampire path, you will unlock the vampire scenes, but if you later play as a human in another gameplay, you will unlock the human scenes... Both will appear unlocked in the main menu gallery... They are global.
 
  • Like
Reactions: tbs9090

Samu13

Member
Jun 13, 2018
406
614
261
Hi, Samu...
To make things easier for you, I'll explain what I have in mind right now, and I don't think I'll change it anymore...

Achievements no longer exist... Except for old achievements that serve internally within the game to detect that certain conditions have been met... But for the "player" frontend, achievements no longer exist... (The current "achievements" would be to unlock scenes, which when the final version of the game (v1.0) arrives, will all be locked and will have to be unlocked while playing, like with old achievements... The button to lock or unlock will disappear from the interface... Maybe you have an addon for your mod there :ROFLMAO:) (You can now copy that part of the code for when that button no longer exists!) ;)

Scene names will remain the same as before, with a "variable/code" type name to uniquely identify them...
In the next update, you'll be able to name saved games for those who follow different paths (human, vampire, werewolf) and can better identify their savegames.
If I missed any clarification due to translation issues (I don't speak English), feel free to ask me again, no problem...

P.S. The "in-game" gallery tab is only useful to get an idea of the things you still need to unlock...
The main menu gallery is the one you need to use to view the scenes and where the scenes are unlocked globally...
That is, if you follow the vampire path, you will unlock the vampire scenes, but if you later play as a human in another gameplay, you will unlock the human scenes... Both will appear unlocked in the main menu gallery... They are global.
I was aware that achievements were gone and we would now only get scenes. But I thought you would name them individually like you did with the achievements/cards, rather than have just the variable name displayed in the gallery. That is what I was waiting for to update the list.

As for the unlock button, I could copy it now, but it's not hard to reverse engineer the unlock conditions (I'm a programmer and I'm pretty good at reading code). It's not a big priority to me. Having a list is better because that way you can unlock it by just triggering it and you can actually watch the scene, so that seems better to me.

What I might work next on (which I teased about in my mod post) is simply a quest changer. Where you could reset quests, advance them (by triggering the next scene, not simply skipping), etc. But being a programmer by profession means that I need to be in "the mood" to do it in my free time. :LOL:

You don't have permission to view the spoiler content. Log in or register now.
 
  • Like
Reactions: tbs9090 and xapican

k78Games

Newbie
Aug 24, 2020
32
144
109
I was aware that achievements were gone and we would now only get scenes. But I thought you would name them individually like you did with the achievements/cards, rather than have just the variable name displayed in the gallery. That is what I was waiting for to update the list.

As for the unlock button, I could copy it now, but it's not hard to reverse engineer the unlock conditions (I'm a programmer and I'm pretty good at reading code). It's not a big priority to me. Having a list is better because that way you can unlock it by just triggering it and you can actually watch the scene, so that seems better to me.

What I might work next on (which I teased about in my mod post) is simply a quest changer. Where you could reset quests, advance them (by triggering the next scene, not simply skipping), etc. But being a programmer by profession means that I need to be in "the mood" to do it in my free time. :LOL:

You don't have permission to view the spoiler content. Log in or register now.
Perhaps, when the game is finished, I'll include a screen before starting the game, explaining what missions exist, what material each one contains, and allowing the player to decide which ones they want to participate in...
The problem is that, as you'll see in the next update, many missions are starting to overlap...
For example: To complete the vampire mission, you'll first need to complete the alien mission (Anna, Lily, Adriana), advance to a certain point in the spirit mission (Emma, Olivia, Sara) (only if you follow the human path), and advance to a certain point in the werewolf mission (Lucy, Sylvia, Evelyn)...
So, resetting missions might be tricky to implement until the game is finished because it's possible that other missions will overlap, or extras that I've already written and prepared, but will be included once some missions are completed (e.g., the possibility of impregnating Julia and Lucy will also depend on other missions!) With that last bit, I've left a small/big spoiler!

Eu desfruto muito dos mods em todos os jogos! Assim espero aproveitar o seu mod quando o Area69 se encontrar terminado!
PS: Já sabia que eras programador, tens melhores linhas de código que eu! ;)
PS2: Tive dois animais de estimação chamados "Gizmo"
Saudações!
 
Last edited:

Samu13

Member
Jun 13, 2018
406
614
261
Perhaps, when the game is finished, I'll include a screen before starting the game, explaining what missions exist, what material each one contains, and allowing the player to decide which ones they want to participate in...
The problem is that, as you'll see in the next update, many missions are starting to overlap...
For example: To complete the vampire mission, you'll first need to complete the alien mission (Anna, Lily, Adriana), advance to a certain point in the spirit mission (Emma, Olivia, Sara) (only if you follow the human path), and advance to a certain point in the werewolf mission (Lucy, Sylvia, Evelyn)...
So, resetting missions might be tricky to implement until the game is finished because it's possible that other missions will overlap, or extras that I've already written and prepared, but will be included once some missions are completed (e.g., the possibility of impregnating Julia and Lucy will also depend on other missions!) With that last bit, I've left a small/big spoiler!

Eu desfruto muito dos mods em todos os jogos! Assim espero aproveitar o seu mod quando o Area69 se encontrar terminado!
PS: Já sabia que eras programador, tens melhores linhas de código que eu! ;)
PS2: Tive dois animais de estimação chamados "Gizmo"
Saudações!
Well, it's not too hard really, as long as you keep things clear for the player. For example, you can simply warn them that resetting a quest will rollback quest X to step A and quest Y to step B and place the responsibility on the player.
Or you can simply forbid it and they would have to first reset the overlapping ones.
Same thing for advancing quests. If it's linked to another quest, you'd warn that they would need to advance it first, or you'd just do it after they confirm.

The easiest to do would be to simply not let them reset/advance the quest when it's linked unless they first change the linked ones. That would require less UI changes and overall less coding.
You could build a simple structured variable to hold this information and things would be simple from there. Something like:
Code:
EmmaQuests = [ { "id": "emmaStory01", "step": 1, "name": "Name of this step", "requirements": null },
                { "id": "emmaStory02", "step": 2, "name": "Name of this step", "requirements": null },
                { "id": "emmaStory03", "step": 3, "name": "Name of this step", "requirements": [ { "quest": JuliaQuests, "minStep": 2 }, { "quest": LucyQuests, "minStep": 4 } },
                etc...
                ]
This way you could easily and almost dynamically handle all of this. You check the quest you want to change. If you're moving forward you only have to check the requirements in the current quest, if you're moving back you just have to check if there's any quest that has your variable as required and the minStep..

I quite enjoy doing dynamic programming. It can be quite fun. :)

PS: O mod que fiz tem pouco código meu. Eu não conhecia sequer python/renpy quando o fiz (e ainda pouco conheço). A única coisa que deu mais trabalho foi a barra da personalidade (bom/mau) por causa dos valores positivos e negativos. O resto do código tem pouca diferença do teu.
Mas deu para arranjar maneira de resolver. Também gosto muito de "problem solving". ;)
 

k78Games

Newbie
Aug 24, 2020
32
144
109
Well, it's not too hard really, as long as you keep things clear for the player. For example, you can simply warn them that resetting a quest will rollback quest X to step A and quest Y to step B and place the responsibility on the player.
Or you can simply forbid it and they would have to first reset the overlapping ones.
Same thing for advancing quests. If it's linked to another quest, you'd warn that they would need to advance it first, or you'd just do it after they confirm.

The easiest to do would be to simply not let them reset/advance the quest when it's linked unless they first change the linked ones. That would require less UI changes and overall less coding.
You could build a simple structured variable to hold this information and things would be simple from there. Something like:
Code:
EmmaQuests = [ { "id": "emmaStory01", "step": 1, "name": "Name of this step", "requirements": null },
                { "id": "emmaStory02", "step": 2, "name": "Name of this step", "requirements": null },
                { "id": "emmaStory03", "step": 3, "name": "Name of this step", "requirements": [ { "quest": JuliaQuests, "minStep": 2 }, { "quest": LucyQuests, "minStep": 4 } },
                etc...
                ]
This way you could easily and almost dynamically handle all of this. You check the quest you want to change. If you're moving forward you only have to check the requirements in the current quest, if you're moving back you just have to check if there's any quest that has your variable as required and the minStep..

I quite enjoy doing dynamic programming. It can be quite fun. :)

PS: O mod que fiz tem pouco código meu. Eu não conhecia sequer python/renpy quando o fiz (e ainda pouco conheço). A única coisa que deu mais trabalho foi a barra da personalidade (bom/mau) por causa dos valores positivos e negativos. O resto do código tem pouca diferença do teu.
Mas deu para arranjar maneira de resolver. Também gosto muito de "problem solving". ;)

I'll probably never implement the mission reset feature in the "official" game... Maybe it could be an extra addon or mod... (If you find a solution with the current game's code, I can tell you in advance that if you want to include it in the mod, you're free to do so, because I won't be including it officially)

And as for the structure of handling certain variables and missions, I plan to clean up or improve some of the code, but in the final version, I prefer to focus on updates and preventing potential bugs from appearing...

When I started making the game, my idea was that no missions would be related because I always had the idea of implementing at some point the user's choice of missions, depending on the content of each one...

But now I'm more amused by how the missions are intertwined, and I can end up using something similar to the code you provided as an example, but when all the missions are finished and there are no extra options... With a game started from scratch, there are no problems, but with savegames, it's sometimes a headache to implement certain changes...

I work alone, and most of the time part of my time is spent on rendering; I don't have much time left for testing new implementations. Once most of the renderings and missions are finished, I'll polish some gameplay details, code, and some interface aspects...

Surely, at that point, I'll hear about possible improvements or mechanics that players would like to see included...

I do this because I like it and to try to make it appealing to people... If it were about money, I'd be doing something else... :unsure::LOL:
 

xapican

Message Maven
May 11, 2020
12,752
20,504
998

test4815

Newbie
May 27, 2019
17
16
38
Is anyone else having issues when English is selected as the language, but Spanish is still randomly being displayed in version 0.83? For example starting fresh there are a few pieces of the tutorial that are randomly in Spanish, and the computer memory game is "Rompecabezas v2.0" and the options once you click on it are in Spanish as well. Any fixes for this, or just keep pushing on? I did take Spanish in high school, so I can can kind of piece things together.
I understand the developer's first language is Spanish, and this game is great! Not really complaining, since I'm just happy we have an English translation. Just curious if anyone else has seen this, or found a fix.
 

Samu13

Member
Jun 13, 2018
406
614
261
Is anyone else having issues when English is selected as the language, but Spanish is still randomly being displayed in version 0.83? For example starting fresh there are a few pieces of the tutorial that are randomly in Spanish, and the computer memory game is "Rompecabezas v2.0" and the options once you click on it are in Spanish as well. Any fixes for this, or just keep pushing on? I did take Spanish in high school, so I can can kind of piece things together.
I understand the developer's first language is Spanish, and this game is great! Not really complaining, since I'm just happy we have an English translation. Just curious if anyone else has seen this, or found a fix.
I have just tried starting a new game to test this.
I can confirm that there were some sentences in spanish for the tutorial and for the game, though I didn't see any in settings (both the in-game cog menu or the global options menu in main screen).

k78Games, I am attaching screenshots of these instances, if you want to fix them.

EDIT: Re-reading your post, I think the "options" you were referring to is my 4th screenshot, not the options menu and I misunderstood it.
 

xapican

Message Maven
May 11, 2020
12,752
20,504
998
I have just tried starting a new game to test this.
I can confirm that there were some sentences in spanish for the tutorial and for the game, though I didn't see any in settings (both the in-game cog menu or the global options menu in main screen).

k78Games, I am attaching screenshots of these instances, if you want to fix them.

EDIT: Re-reading your post, I think the "options" you were referring to is my 4th screenshot, not the options menu and I misunderstood it.
Samu, which is the script with the Menu ? you know the renpy file ?
 

Samu13

Member
Jun 13, 2018
406
614
261
Samu, which is the script with the Menu ? you know the renpy file ?
Which menu? The main menu, the options menu (in the main menu), the options menu with the in-game cog (that has the quests/girls/inventory/scenes)?
 

xapican

Message Maven
May 11, 2020
12,752
20,504
998
Which menu? The main menu, the options menu (in the main menu), the options menu with the in-game cog (that has the quests/girls/inventory/scenes)?
Tutorial, and computer screen, so I can edit it.
 

Bob69

Uploading the World
Uploader
Donor
Compressor
Mar 2, 2019
23,538
320,984
998
Bob69 ; if you feel like it and are not too busy with compr' can you do us a favor and please give us a hand? with updating the OP ?
(I already reported and checked others, the pics are here in this post)
Am not busy with compression am busy with being on a break :HideThePain: (if ya maybe noticed as LU aint moving :KEK: )
Updated the pictures tho.
 
3.90 star(s) 112 Votes