The only walkthrough I know of is this:is there a hacked version? or a walkthough? please and thank you
Ahhh I thought it would be something like "if you right click and advance a frame, it skips a check", which was hilariously common in flash games.Huh, now I'm not sure. I tried firing up some of the old versions on swfchan but they're actually saying no now, even one with a really old looking UI.
Maybe I crossed a wire somewhere and am remembering how to get full access with cheated RWC asap, which was "video games, distract with tickle attack, slip hand under dress" and then "take off dress, racing game, make eat dust, take off panties, spread legs, take bunny hole for a ride"
But the hacked versions I can find let you have full access already. I'm missing something.
If you use the laptop in Vanilla's room, it has access to more cheats than you'd ever need.is there a hacked version? or a walkthough? please and thank you
Doesn't have to be in the kitchen though.
The Dining room doesn't have a lot of activities & that's where you'll usually eat food ... Isn't it ?
I definitely can see an accidental squirt of sauce or mayo on Sonics favourite chilli dog happening.
Iirc I think there was even a suggestion made of a rainy day event in the dining room, where Sonic & Cream are doing a jigsaw or something..especially with Cream bending over the table to reach the far side (Not at pc atm to check)
EDIT: Derp !! it was me that suggested it along with a way to 'get out & about' on rainy days to the Mall
But something else to think about though about 'hunger' if implemented as a stat changer. We're not always at home or Mall/fountain, so we may need to think about a way to have food at the other places like the beach/park
The beach is fairly easy - there bound to be a snack bar that usually sells burgers/hotdogs/sandwiches/drinks etc but the park ?? All I can think of is vending machines
1.0 will have at least a tiny bit more love for the dining room...and I can definitely see even more after 1.0, food and otherwise. *nod*I absolutely meant kitchen events/food events. Things that give opportunities and such.
Hey...I have to do it to someone...this whole thing is making a monster out of me...I'm gonna take someone down with me. My only gut check to this is we already have the energy checks for a lot of things, perhaps instead a global item could check the hunger and auto decrease energy if hungry? That would encourage keeping fed quite nicely, since you need energy to do a lot of events....okay I know I said I didn't want to share overengineered solutions, but I just can't resist, look at what you make me do!
So the code is mostly build like this:
You click Cream, you arrive in [Location]Sum (sum from Summon I take it). If there's a reason you shouldn't be able to do activities, like it's too dark for Cream to play outside for instance, you get booted back to [Location], otherwise you continue on into .Dress (because .Dress is always the very next label after [Location]Sum you automatically continue into it without having to jump or anything) where you can pick a menu option of the "Cream is dressed menu".
One could do the followingCode)
And after that, you could add a "call HungerCheck('Backyard')" as the first line to BackyardSum for example. If Cream is too hungry, you get booted back to Backyard, otherwise everything continues as normal. You'd have to do the same for other locations, and you might want to have one HungerCheckWhileHome label and one HungerCheckWhileInCity label or something, but if you keep it generic enough you can also just make do with one scene for all locations.
You can't drop this bit of knowledge and not explain how, man![]()
If I were a betting man...I would bet its from a hacked version. Hax it is. Pretty sure the hacks mosty just set all stats to their max value, so when you went through those steps it triggers the flag/achievements/etc that allow for the various things that you have the stats for from the hack, but were not actively "hacked" from the start.Huh, now I'm not sure. I tried firing up some of the old versions on swfchan but they're actually saying no now, even one with a really old looking UI.
Maybe I crossed a wire somewhere and am remembering how to get full access with cheated RWC asap, which was "video games, distract with tickle attack, slip hand under dress" and then "take off dress, racing game, make eat dust, take off panties, spread legs, take bunny hole for a ride"
But the hacked versions I can find let you have full access already. I'm missing something.
The only walkthrough I know of is this:You must be registered to see the links
Just note, that there have been many changes to the game...new stuff that this likely doesn't account for, changes to values and needed stats/available stat changes...of course, if you grab the original file from the original post, it is likely still valid.For walk-throughs, Foxy collected various guides in a post, which were very helpful when I got into BSC again: https://f95zone.to/threads/babysitting-cream-betamix-edition-v0-3-5-novilon.113170/post-16292437
I'm doing any rework yet.Couple things: 1: If you do a rework...Please let me finish and get you the rest of the stuff I am working on...I can only see that as a really messy change mixing the two at the same time, and I am hoping to have that for you very soon.
It's not hard to make a hunger -5 check. It's just tedious to manually add the check on each location label....okay I know I said I didn't want to share overengineered solutions, but I just can't resist, look at what you make me do!
So the code is mostly build like this:
You click Cream, you arrive in [Location]Sum (sum from Summon I take it). If there's a reason you shouldn't be able to do activities, like it's too dark for Cream to play outside for instance, you get booted back to [Location], otherwise you continue on into .Dress (because .Dress is always the very next label after [Location]Sum you automatically continue into it without having to jump or anything) where you can pick a menu option of the "Cream is dressed menu".
And after that, you could add a "call HungerCheck('Backyard')" as the first line to BackyardSum for example. If Cream is too hungry, you get booted back to Backyard, otherwise everything continues as normal. You'd have to do the same for other locations, and you might want to have one HungerCheckWhileHome label and one HungerCheckWhileInCity label or something, but if you keep it generic enough you can also just make do with one scene for all locations.
Yep my 1st day guide is valid for the 'original' novilons version only & not for the 'remake' fan based versionJust note, that there have been many changes to the game...new stuff that this likely doesn't account for, changes to values and needed stats/available stat changes...of course, if you grab the original file from the original post, it is likely still valid.
I think a straight up game over might be a bit much, but I do think there being a triggered scene at -5 hunger where cream is pouting and complains about being really hungry / you lose RWC (similar amount to a bad event outcome) would be a nice touch. As long as it's not too difficult/time consuming to implement of course.Regarding the hunger stats, I did have plans for some kind of consequences for hunger reaching -5. I was thinking either a straight up game over or a similar consequence to running out of energy while in the city (skipped current day and lose a lot of RWC and happiness). Not so sure anymore and I haven't gotten around to figuring out where to do the hunger check easily and created the dialogues/scenes for it tho. Making the hunger as a modifier to the RWC increase is an interesting idea. I'll look into it.
For me personally, the pace feels about right being able to get her naked by the end of day 3 if you know what you're doing and probably a bit later than that if it's someone's first playthrough. That's halfway through the main week, I don't think it particularly needs rebalancing around the new extra week extension being available. At the very least, it feels like that would be pretty low priority to consider after everything else.I'm currently play testing the current version and it kinda feels too easy too easy to progress through the game and get Cream naked. I got her naked by the end of day 3 with 700+ RWC. So, there's probably gonna need some rebalancing at some point. Especially when there's already a week extension available. Not sure when/what to do to rebalance the game tho.
I could see Happiness just being merged into RWC if it's only used in 2 places, since RWC is largely related to how happy you're making Cream anyway. In general though, I kind of enjoy seeing different stats go up rather than reducing everything to revolving around the same stat only. I'm also guessing it would be more trouble than it's worth to overhaul the current system, though looking for places to utilize the existing stats (either in existing or new events) could make them feel more meaningful.Honestly, I think BSC needs a complete overhaul of the stats systems. Happiness is literally just used for in 2 places and can just be replaced with RWC. Lust in 6 places, touch in 14 places, jerking off in 3 places, peeping in 4 places, and finally expose in 8 places. I feel like RWC could have just been used in these places. There's way too many stats to keep track and they are way too underutilized to be worth the effort. Need to have a discussion on this.
Whew. Because I am regrettably going slower than I hoped....still making progress...but this nerve/pain issue has slowed me down much more than I expected. Been referred to a specialist...hopefully we can make some meaningful progress toward normalcy sooner rather than later.I'm doing any rework yet.
It's not hard to make a hunger -5 check. It's just tedious to manually add the check on each location label.
This sounds like a reasonable setup to me...I think the only struggle is making either a generic "Feedback" string that works for "every scene" if this should happen that could be universally pointed to, or going through every scene and writing a custom scene for what happens at hunger -5 for each and every scene. I know I personally have done energy based checks with that in mind, adding the scene for if you don't have the energy at the same time as writing the scene, but that only applies to the new stuff...not necessarily everything else that was in game before we touched it. Maybe the idea of hunger as a factor effecting energy usage might be a way to minimize doubling up this sort of thing while not completely overhauling it as a stat? Like at -1/-2, all energy losses/uses get +1 more used, up to +3 more used. So like summoning Cream, normally 1, could cost up to 4 if summoning her at hunger -5. Encouraging you to make sure she is fed to not overburn energy. Of course, this would be contingent on a global way to arbitrarily add to any energy use reference in the code, and it would make the text indicator less valid (If it says you need 5 energy to watch TV, but actually costs you 8, and the check for not enough energy only checks 5...you would have to accept the extra energy lost as functional but not determinative ((Is that even a word?)) unless you also went through and updated every menu/energy check to include the hunger check and then you end up with 4 entries based on the hunger level for each possibility...at least here though, each of those checks would only effect the energy used piece of code, not the rest of the scene...and amusingly...the TV/movie reference is actually flirting with one of the areas where a hunger check is in place...where cream's stomach growling interrupts...but again...that is specific to that scene...not a global check...) Sorry..I might be rambling now...mostly just bringing things up/doing thought processes to hopefully help brainstorm/find solutions/understand where we all are in what needs/wants/should be done.I think a straight up game over might be a bit much, but I do think there being a triggered scene at -5 hunger where cream is pouting and complains about being really hungry / you lose RWC (similar amount to a bad event outcome) would be a nice touch. As long as it's not too difficult/time consuming to implement of course.
I honestly have not done a real/whole playthrough since I started tinkering here...I think I am going to do so after the next version update...then I might have feedback on pacing, until then...i defer to others.For me personally, the pace feels about right being able to get her naked by the end of day 3 if you know what you're doing and probably a bit later than that if it's someone's first playthrough. That's halfway through the main week, I don't think it particularly needs rebalancing around the new extra week extension being available. At the very least, it feels like that would be pretty low priority to consider after everything else.
Couple things here: First, one thing that might not be considered in this discussion to this point is the flag/achievements aspect. While they are there to give the player a little cookie every now and then...(Look ma, I did this!)...they also allow for us to check a series of checks, without checking them. For example, if it takes happiness 5 and RWC 100 to get achievement "High Five Cream" (Fictitious for the sake of explanation) Then in the future, a check for having the achievement high five checks that you at least HAD those states before that point. (Yes its not perfect since the stats can change to the downside) but it does allow for a degree of variable (if the code allows) where a set of factors could be pointed to a toggleable flag/achievement that could be checked for instead of having to constantly add extra lines of checks everywhere...again looking at "global checks." Also...pretty sure the concept is no differnt than what was written into the original...I.E. After you get Cream to take off her dress...if I am not mistaken, it doesn't matter what you do after that to moral or happiness or RWC...she will still ALWAYS take her dress off...but other places where there are check for those other stats still apply. (IE. you can get her naked everywhere, but she may do nothing else). So...keep that in mind as technically..it measn that those checks have gotten made "more times" without writing in those check's every time. This line of thinking works best with those things that cannot be taken back...(Peep/Touch/Exposure/etc - You cannot "untouch" cream...LOL) which means, putting those checks into the (early game mostly) things that trigger flags/achievements means you get more use of those checks without chekcing for them every time, throwing of the usage count and functional value of the current stat system.I could see Happiness just being merged into RWC if it's only used in 2 places, since RWC is largely related to how happy you're making Cream anyway. In general though, I kind of enjoy seeing different stats go up rather than reducing everything to revolving around the same stat only. I'm also guessing it would be more trouble than it's worth to overhaul the current system, though looking for places to utilize the existing stats (either in existing or new events) could make them feel more meaningful.
Yeah, my suggestion was mainly to show how you could do it in a oneliner, without having to add if statements on each location label (because you do the if statement in the called generic label).I'm doing any rework yet.
It's not hard to make a hunger -5 check. It's just tedious to manually add the check on each location label.
init python:
def label_callback(name, abnormal):
if not "Location" in globals() or not "stats" in globals():
# you haven't started the game yet, so no variables have been defaulted yet.
return
global Location,stats
if name == Location + "Sum" and stats.val('hunger') < 0:
renpy.jump("GenericHungerScene")
return
config.label_callback = label_callback
label GenericHungerScene:
"Cream is hungry"
jump expression Location
I did actually have a version of this code tested a few days ago. It was having trouble actually working because it was trying to run the code before stats is initialized so i just put it in the vars.rpy file after wall the stats, flags etc is intialized. But it also keeps crashing afterwards saying it can't find "stats" or it just returns to the main screen after jumping to the Cream is hungry label twice in a row or something. Probably have something to do with the return statement at the end. So maybe I'll have another look at it and combine it with your code.Yeah, my suggestion was mainly to show how you could do it in a oneliner, without having to add if statements on each location label (because you do the if statement in the called generic label).
If you don't want to add it to each location label, you could also do something like this, although I'm not sure if it's a good idea from a code mantainability standpoint:
Basically config.label_callback is a function that's called before any label executes. With this function you can intercept the call to Cream when a player presses the button to summon her, check if she's hungry, and redirect the player to the generic hunger scene if she is. So you could drop this code anywhere and it works.Code:init python: def label_callback(name, abnormal): if not "Location" in globals() or not "stats" in globals(): # you haven't started the game yet, so no variables have been defaulted yet. return global Location,stats if name == Location + "Sum" and stats.val('hunger') < 0: renpy.jump("GenericHungerScene") return config.label_callback = label_callback label GenericHungerScene: "Cream is hungry" jump expression Location
But this is a pretty hacky solution, and would not be very intuitive to find later on if someone wants to check what makes the hunger scene happen.
Pleevy, fingers crossed man! Pain fucking sucks, especially when you can't sleep, must be torture. Hopefully the specialist can help!
init python:
try:
_old_label_callback = config.label_callback
except AttributeError:
_old_label_callback = None
def hunger_label_callback(label, abnormal=False):
if label != "hunger_critical" and stats.val("hunger") <= 0:
renpy.jump("hunger_critical")
if _old_label_callback:
return _old_label_callback(label, abnormal)
config.label_callback = hunger_label_callback
label hunger_critical:
x "Oh no! Your hunger has reached -5! You must take action!"
$ stats.maximize('hunger')
return
I wouldn't hold my breath for anything like that. We seem to have another graphic oriented contributor effectively disappear, so the thought of having multiples for all outfits or overlay outfits for every image when we get to even having them is hard for me to imagine for this iteration of the game. I could be wrong, others might be able to say otherwise...but I would assume that's not likely to be part of this project.How possible would it be to add an outfit system, similar to what Headsnacke is doing with his version?
This happened to me as well, and took a while to figure out! I was like "damn Ren'Py, stop gaslighting me, I know stats is initialized, I can see it right there".I did actually have a version of this code tested a few days ago. It was having trouble actually working because it was trying to run the code before stats is initialized so i just put it in the vars.rpy file after wall the stats, flags etc is intialized. But it also keeps crashing afterwards saying it can't find "stats"
if not "Location" in globals() or not "stats" in globals():, basically it checks whether the game has actually started and stats exist, if not label_callback shouldn't do anything either.Yeah, I think that's indeed the problem. You return from a jump, so the return stack would decrease by one, except it's empty so it boots you to the main menu.It just returns to the main screen after jumping to the Cream is hungry label twice in a row or something. Probably have something to do with the return statement at the end. So maybe I'll have another look at it and combine it with your code.
try:
_old_label_callback = config.label_callback
except AttributeError:
_old_label_callback = None
_old_label_callback = getattr(config,"label_callback",None)
That's a real shame, honestly, but understandable. A wardrobe system would've added a nice hint of flavor.I wouldn't hold my breath for anything like that. We seem to have another graphic oriented contributor effectively disappear, so the thought of having multiples for all outfits or overlay outfits for every image when we get to even having them is hard for me to imagine for this iteration of the game. I could be wrong, others might be able to say otherwise...but I would assume that's not likely to be part of this project.
So...firt appointment with the specialist is in June...Pleevy, fingers crossed man! Pain fucking sucks, especially when you can't sleep, must be torture. Hopefully the specialist can help!
Well...I think we can have some more hints of flavor like events that take advantage of the "special panties" or another dress from one of the clothes stores, etc...but not as full fledged as interchangeable outfits overall. I think that is just too ambitions for THIS project, and wanting to get to a finished product.That's a real shame, honestly, but understandable. A wardrobe system would've added a nice hint of flavor.
As the sketch discussion got a bit lost in the "is AI ethical or not", I just wanted to show off something I made today as it demonstrates how powerful sketches can be for composition:As I can't draw, for my own game I normally just generate separate characters in the poses I want, badly photoshop them together, and then give that to Stable Diffusion as the starting point, but using sketches as a basis might make the whole process less tedious and more consistent.
That is actually kind of amazing. I need to work with some newer versions of the AI software/models...as I have some old sketches I wanted turned into things, but was not as successful as I wanted to be...might be old software, might be poor prompting...but looking at that example...wow. I am on board with whatever the rest of you all can/are willing to do...for now..i stick to BGand WM removals and passing data between the various parties.As the sketch discussion got a bit lost in the "is AI ethical or not", I just wanted to show off something I made today as it demonstrates how powerful sketches can be for composition:
So clearly it still needs another round of inpainting to get the details right, but it always fascinates me how the most shitty sketch as a starting point can already produce something quite nice.
As itsonlyme can actually draw instead of my shitty ms paint job (really Krita, but you get the point), if Novaca and itsonlyme are up for it I really think a coorporation can be very valuable. Especially if itsonlyme can somewhat imitate Aval0nx's style, it should be easier to get consisent images (easier not easy).
Although I'm unfamiliar with the site that novaca uses for their gens, and there may be reasons why it's just not practical to use inpainting + sketches,so take my opinion with a grain of salt (as always).
I'm usingThat is actually kind of amazing. I need to work with some newer versions of the AI software/models...as I have some old sketches I wanted turned into things, but was not as successful as I wanted to be...might be old software, might be poor prompting...but looking at that example...wow. I am on board with whatever the rest of you all can/are willing to do...for now..i stick to BGand WM removals and passing data between the various parties.
Really sorry to hear about your pain Pleevy. Typed up the tutorial so you could potentially play with your sketches as a possible distraction, but maybe my information dump makes it worse lol. Take care of yourself my man <3Note: I am determined to finish the last two parts of the guests file by this weekend, pain be damned. Xaverion, have you had a chance to check into the coding that I wasn't able to get working? It will be necessary for this last set of content parts to work right as part of the next update.
Nope...the information dump is much appreciated. I have some new things to download/try...just have to take the time and find positioning to do it. Arigato Gozaimasu!Really sorry to hear about your pain Pleevy. Typed up the tutorial so you could potentially play with your sketches as a possible distraction, but maybe my information dump makes it worse lol. Take care of yourself my man <3