- Jul 6, 2019
- 1,102
- 14,269
Haven't tried it yet but animated drawn art is always a plus for me. Hope the game/dev does well.
For now that segment ends there. It will be updated with more contents in future updates.i got the cardkey but can't go to deliahs'home??
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.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
btw jus wondering but is there a need to do afternoon detentions?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.
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 Lindabtw jus wondering but is there a need to do afternoon detentions?
like over grinding relationship points
thank ya thank ya and,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
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
[...]
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")
imagemap
/hotspot
; and it's the recommanded way to do, which imply that the said couple will not evolve, while imagebutton
do.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
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
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?"
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?"
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.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 :
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) 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 [...]
You can also avoid some of the use ofCode: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 must be registered to see the linksif you giveYou must be registered to see the linksto your screens.
It would probably be better to useYou must be registered to see the linksin place of the coupleimagemap
/hotspot
; and it's the recommanded way to do, which imply that the said couple will not evolve, whileimagebutton
do.
I assume that you'll not limit the different step to two, so it would probably be better to replace things like :
By something 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
It would make your code better to understand, maintain and extend. The same applying for the menu.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
Would be clearer wrote like this: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?"
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 ofclicked
in the screens show that you used way too outdated (it was replaced byaction
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.
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!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.
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 errorI 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 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!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".