VN Ren'Py Abandoned Beaverdale Falls [v0.2.2 Bug Fix] [DeviousDev]

Jan 15, 2018
297
262
i believe i found a bug
went to Linda and massaged her bountiful lumps
afterwards it still showed it was day time and while i was able to enter the school i wasn't able to interact with any of the teachers
slept the day away returned to the school at night and out of curiousity clicked Linda's empty chair and she appeared out of thin air
if you sleep the next day begins no problems and you can interact with everyone, just a bit weird tis all
[edit] same happens for afternoon detention
 
Last edited:
  • Wow
Reactions: DeviousDev

DeviousDev

Titans Trainer & Beaverdale Falls Developer
Game Developer
Aug 2, 2019
69
82
i believe i found a bug
went to Linda and massaged her bountiful lumps
afterwards it still showed it was day time and while i was able to enter the school i wasn't able to interact with any of the teachers
slept the day away returned to the school at night and out of curiousity clicked Linda's empty chair and she appeared out of thin air
if you sleep the next day begins no problems and you can interact with everyone, just a bit weird tis all
Thank you for the bug report! As of now there seems to be an issue with interacting with the teachers at any other time except in the mornings. We will definitely be looking into it soon and fix it as soon as possible. :D
 
  • Like
Reactions: LizardUniverse
Jan 15, 2018
297
262
Thank you for the bug report! As of now there seems to be an issue with interacting with the teachers at any other time except in the mornings. We will definitely be looking into it soon and fix it as soon as possible. :D
btw jus wondering but is there a need to do afternoon detentions?
like over grinding relationship points
 
  • Like
Reactions: DeviousDev

DeviousDev

Titans Trainer & Beaverdale Falls Developer
Game Developer
Aug 2, 2019
69
82
btw jus wondering but is there a need to do afternoon detentions?
like over grinding relationship points
Well we didn't make it a must for the players to do afternoon detentions, but all I can say is you're going to need those relationship points for future patches with Linda ;)
 
  • Like
Reactions: LizardUniverse
Jan 15, 2018
297
262
Well we didn't make it a must for the players to do afternoon detentions, but all I can say is you're going to need those relationship points for future patches with Linda ;)
thank ya thank ya and,
i believe this is the last one,
when you talk to Alyss about her Beatrice problem if you answer "But she's not here, is she?"
she refers to you as (user input name)
looks like ive just about reached the end of all content was quite nice like the aesthetic, lookin forward to future updates~
 
  • Like
Reactions: DeviousDev

DeviousDev

Titans Trainer & Beaverdale Falls Developer
Game Developer
Aug 2, 2019
69
82
Will be sure to change that part haha. Thank you for the compliments, I hope you will enjoy our future updates on the game!
 

anne O'nymous

I'm not grumpy, I'm just coded that way.
Modder
Respected User
Donor
Jun 10, 2017
10,141
14,825
Some of the most obvious bugs I found :
  • When flirting with Charlize for the second (?) time, there's an error, you ask to play the music "song/schoolbgm.wav", while the directory is in fact named "sons" ;
  • When entering the history class at night, there's also an error, the background image don't exist ;
  • When asking a favour to Linda, the time goes to night whatever it initially were ;
  • Same when having a small talk with her, while the time don't advance when you've a small talk with Alyss ;

You don't need things like this :
Code:
screen phone:
    imagemap:
        ground "handphone"
        hover "handphone"
        
        hotspot (1739, 53, 133, 106) clicked Jump("menuB") #close
        hotspot (811, 731, 123, 126) clicked Jump("contactp1") #contacts page 1
        hotspot (1087, 732, 125, 122) clicked Jump("notepng") #note
        hotspot (949, 732, 121, 122) clicked Jump("Message")
[...]
label menuB:
    stop music fadeout 0.1
    call screen menuBlue
[...]
This do exactly the same and is easier to maintain and update :
Code:
screen phone:
    imagemap:
        ground "handphone"
        hover "handphone"
        
        hotspot (1739, 53, 133, 106) action [ Hide( "phone" ), Stop( "music", fadeout=0.1), Show( "menuBlue" ) ]
        # Do the same for each
        hotspot (811, 731, 123, 126) clicked Jump("contactp1") #contacts page 1
        hotspot (1087, 732, 125, 122) clicked Jump("notepng") #note
        hotspot (949, 732, 121, 122) clicked Jump("Message")
You can also avoid some of the use of if you give to your screens.

It would probably be better to use in place of the couple imagemap/hotspot ; and it's the recommanded way to do, which imply that the said couple will not evolve, while imagebutton do.

I assume that you'll not limit the different step to two, so it would probably be better to replace things like :
Code:
label alyssMainStory:
    if alyssHistory == 0: # Premiere rencontre
        show bioclassdayblur
        show 01mcdefault
    
        mc "Miss A?"
[...]
        $ alyssHistory +=1 # alyss story == 1
    
        call screen bioClassScreen
        
    else:
        show bioclassdayblur
        show 01mcdefault
[...]
                        hide bioclassdayblur
                        
                        call screen bioClassScreen
By something like :
Code:
label alyssMainStory:
    if alyssHistory == 0: # Premiere rencontre
        jump alyssMainStory0
    else:
        jump alyssMainStory1

label alyssMainStory0:
        show bioclassdayblur
        show 01mcdefault
    
        mc "Miss A?"
[...]
        $ alyssHistory +=1 # alyss story == 1
    
        call screen bioClassScreen

label alyssMainStory1:
        show bioclassdayblur
        show 01mcdefault
[...]
                        hide bioclassdayblur
                        
                        call screen bioClassScreen
It would make your code better to understand, maintain and extend. The same applying for the menu.

Code:
                else:
                    if(alyss_childish == True and alyssHistory == 2):
                        mc "Denise told me everything."
[...]
                        stop music fadeout 0.1
                        jump hw
[...]
                    else:
                        mc "So… anything exciting going on?"
Would be clearer wrote like this:
Code:
                elif(alyss_childish == True and alyssHistory == 2):
                    mc "Denise told me everything."
[...]
                    stop music fadeout 0.1
                    jump hw
[...]
                else:
                    mc "So… anything exciting going on?"

Your use of clicked in the screens show that you used way too outdated (it was replaced by action more than 5 years ago) guides/How-to. You should probably benefit a lot from some times used to read the documentation that come with the SDK ; there were a ton of additions during those more than 5 years.
 
  • Like
Reactions: Aton and DeviousDev

jggold

Member
Jun 22, 2019
353
853
OK, I've tried this game off and on since the beginning and ... I can't find a way to get Isabella's contact info. I assume I need to track down Drake ... but the dude has gone off the grid, I think. Could someone tell me where (and perhaps when) I can find him? I appreciate any help that can be offered.
 

DeviousDev

Titans Trainer & Beaverdale Falls Developer
Game Developer
Aug 2, 2019
69
82
Some of the most obvious bugs I found :
  • When flirting with Charlize for the second (?) time, there's an error, you ask to play the music "song/schoolbgm.wav", while the directory is in fact named "sons" ;
  • When entering the history class at night, there's also an error, the background image don't exist ;
  • When asking a favour to Linda, the time goes to night whatever it initially were ;
  • Same when having a small talk with her, while the time don't advance when you've a small talk with Alyss ;

You don't need things like this :
Code:
screen phone:
    imagemap:
        ground "handphone"
        hover "handphone"
       
        hotspot (1739, 53, 133, 106) clicked Jump("menuB") #close
        hotspot (811, 731, 123, 126) clicked Jump("contactp1") #contacts page 1
        hotspot (1087, 732, 125, 122) clicked Jump("notepng") #note
        hotspot (949, 732, 121, 122) clicked Jump("Message")
[...]
label menuB:
    stop music fadeout 0.1
    call screen menuBlue
[...]
This do exactly the same and is easier to maintain and update :
Code:
screen phone:
    imagemap:
        ground "handphone"
        hover "handphone"
       
        hotspot (1739, 53, 133, 106) action [ Hide( "phone" ), Stop( "music", fadeout=0.1), Show( "menuBlue" ) ]
        # Do the same for each
        hotspot (811, 731, 123, 126) clicked Jump("contactp1") #contacts page 1
        hotspot (1087, 732, 125, 122) clicked Jump("notepng") #note
        hotspot (949, 732, 121, 122) clicked Jump("Message")
You can also avoid some of the use of if you give to your screens.

It would probably be better to use in place of the couple imagemap/hotspot ; and it's the recommanded way to do, which imply that the said couple will not evolve, while imagebutton do.

I assume that you'll not limit the different step to two, so it would probably be better to replace things like :
Code:
label alyssMainStory:
    if alyssHistory == 0: # Premiere rencontre
        show bioclassdayblur
        show 01mcdefault
   
        mc "Miss A?"
[...]
        $ alyssHistory +=1 # alyss story == 1
   
        call screen bioClassScreen
       
    else:
        show bioclassdayblur
        show 01mcdefault
[...]
                        hide bioclassdayblur
                       
                        call screen bioClassScreen
By something like :
Code:
label alyssMainStory:
    if alyssHistory == 0: # Premiere rencontre
        jump alyssMainStory0
    else:
        jump alyssMainStory1

label alyssMainStory0:
        show bioclassdayblur
        show 01mcdefault
   
        mc "Miss A?"
[...]
        $ alyssHistory +=1 # alyss story == 1
   
        call screen bioClassScreen

label alyssMainStory1:
        show bioclassdayblur
        show 01mcdefault
[...]
                        hide bioclassdayblur
                       
                        call screen bioClassScreen
It would make your code better to understand, maintain and extend. The same applying for the menu.

Code:
                else:
                    if(alyss_childish == True and alyssHistory == 2):
                        mc "Denise told me everything."
[...]
                        stop music fadeout 0.1
                        jump hw
[...]
                    else:
                        mc "So… anything exciting going on?"
Would be clearer wrote like this:
Code:
                elif(alyss_childish == True and alyssHistory == 2):
                    mc "Denise told me everything."
[...]
                    stop music fadeout 0.1
                    jump hw
[...]
                else:
                    mc "So… anything exciting going on?"

Your use of clicked in the screens show that you used way too outdated (it was replaced by action more than 5 years ago) guides/How-to. You should probably benefit a lot from some times used to read the documentation that come with the SDK ; there were a ton of additions during those more than 5 years.
Holy smokes dude. You're a lifesaver. Thanks a lot!! I'll let my team know and implement the changes accordingly. :D
 
  • Like
Reactions: Aton

DeviousDev

Titans Trainer & Beaverdale Falls Developer
Game Developer
Aug 2, 2019
69
82
OK, I've tried this game off and on since the beginning and ... I can't find a way to get Isabella's contact info. I assume I need to track down Drake ... but the dude has gone off the grid, I think. Could someone tell me where (and perhaps when) I can find him? I appreciate any help that can be offered.
As of now, we have yet to expand on the story for Isabella. However, it will be up in the near future! Hope you've enjoyed the game! ;)
 

moszter

Member
Jan 31, 2019
145
181
Deliah's School v0.1.93

ANDROID: or or or
 
  • Wow
Reactions: DeviousDev

e-disfunction

Active Member
Jun 1, 2019
731
713
Bug in v 0.2.1

Some places the game is called "Beaverdale" and others (like the thread banner!) the game is "Beaver Dale"--for everyone's sanity please choose just one name. ;)

P.S.: Please, don't call it "BeaverDale". :sick:
 
  • Like
Reactions: DeviousDev

Mario4don

Your Mother's Lover
Donor
Dec 16, 2018
5,000
5,748
I have this error when i call to Charize
Code:
I'm sorry, but an uncaught exception occurred.

While running game code:
ScriptError: could not find label 'contactp1'.

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "script.rpyc", line 38, in script call
  File "Game/intro.rpyc", line 1608, in script call
  File "Game/mainStory.rpyc", line 278, in script call
  File "Game/screen.rpyc", line 734, in script call
  File "Game/contact.rpyc", line 75, in script
  File "D:\PRYWATNE\!!!moje\Beaverdale Falls\BeaverdaleFalls-0.2.1-bugfix-windows\BeaverdaleFalls-0.2-pc\renpy\ast.py", line 1695, in execute
    rv = renpy.game.script.lookup(target)
  File "D:\PRYWATNE\!!!moje\Beaverdale Falls\BeaverdaleFalls-0.2.1-bugfix-windows\BeaverdaleFalls-0.2-pc\renpy\script.py", line 894, in lookup
    raise ScriptError("could not find label '%s'." % str(original))
ScriptError: could not find label 'contactp1'.

Windows-8-6.2.9200
Ren'Py 7.3.2.320
Beaverdale Falls 0.2
Sun Oct 27 02:27:48 2019
 
  • Wow
Reactions: DeviousDev

Madbadbutajoytoknow

Member
Game Developer
Jan 4, 2018
490
649
I have this error when i call to Charize
Code:
I'm sorry, but an uncaught exception occurred.

While running game code:
ScriptError: could not find label 'contactp1'.

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "script.rpyc", line 38, in script call
  File "Game/intro.rpyc", line 1608, in script call
  File "Game/mainStory.rpyc", line 278, in script call
  File "Game/screen.rpyc", line 734, in script call
  File "Game/contact.rpyc", line 75, in script
  File "D:\PRYWATNE\!!!moje\Beaverdale Falls\BeaverdaleFalls-0.2.1-bugfix-windows\BeaverdaleFalls-0.2-pc\renpy\ast.py", line 1695, in execute
    rv = renpy.game.script.lookup(target)
  File "D:\PRYWATNE\!!!moje\Beaverdale Falls\BeaverdaleFalls-0.2.1-bugfix-windows\BeaverdaleFalls-0.2-pc\renpy\script.py", line 894, in lookup
    raise ScriptError("could not find label '%s'." % str(original))
ScriptError: could not find label 'contactp1'.

Windows-8-6.2.9200
Ren'Py 7.3.2.320
Beaverdale Falls 0.2
Sun Oct 27 02:27:48 2019
I've got the same error
 
  • Like
Reactions: DeviousDev

DeviousDev

Titans Trainer & Beaverdale Falls Developer
Game Developer
Aug 2, 2019
69
82
Bug in v 0.2.1

Some places the game is called "Beaverdale" and others (like the thread banner!) the game is "Beaver Dale"--for everyone's sanity please choose just one name. ;)

P.S.: Please, don't call it "BeaverDale". :sick:
I see... The official name is Beaverdale Falls, but for the thread banner, due to design, I've made it "Beaver Dale" instead. But I'll make sure the rest of the game is all updated to "Beaverdale Falls". Thanks for raising the issue!