ilunx

New Member
Jul 21, 2020
4
2
[KUTIPAN="Samu13, posting: 17017515, anggota: 680530"]
Majukan misi lainnya. Ingatlah untuk tidur di malam hari. Kedua hal ini adalah kunci untuk menyelesaikan banyak misi.
[/MENGUTIP] thanks bro
 
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Jumbo Gumbo

New Member
Feb 1, 2025
1
1
Great game. Super fucking hot. I got a question though. Is it possible to progress the Lucy quest line without taking her virginity? Because there’s an option where you can choose to sleep with the door closed or open, but it doesn’t change the “first time” quest. I like NTR and was really hoping there was a way to see Roman take her virginity, so it would be awesome if you could add that as an option if it isn’t one.
 
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Samu13

Member
Jun 13, 2018
345
510
Is there a specific time frame because I already did this
As xapican said, there isn't any specific time frame. But because of the way sleeping and moon changing works, you might think it's the right day to sleep and it's not.
Just keep sleeping every day at the same time and it will trigger. I think it's 4 phases and one per day, so it shouldn't take long. I just slept every night at 22h until it did.
 

k78Games

Newbie
Aug 24, 2020
32
143
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Since all the content in the first post is completely outdated, with images that haven't been in the game for years...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

Devoted Member
May 11, 2020
11,391
17,642
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Since all the content in the first post is completely outdated, with images that haven't been in the game for years...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 ;)
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k78Games

Newbie
Aug 24, 2020
32
143
I guess Malifecent is a bot account, best way post those images, and then hit report, check others, and write update of minatures ;)
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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!
 
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Samu13

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Jun 13, 2018
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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
143
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.
 
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Samu13

Member
Jun 13, 2018
345
510
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:

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k78Games

Newbie
Aug 24, 2020
32
143
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:

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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!
 
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Samu13

Member
Jun 13, 2018
345
510
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
143
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:
 
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