Brothel King - Girl packs and Mods Collection

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Leortha

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Jun 25, 2019
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...So I got bored and decided to take a look at the code for myself.
I'll note that the core dev on BK, who goes by Goldo, tends to welcome little fixes like this. But he does not follow F95. So fixes like this have to be relayed over to the BK home board if they are ever going to be acted upon. And that can be hit or miss. So if you find yourself doing more of these, I would strongly suggest that you come over to the BK home forum and create your own account so that you can communicate these requested code changes directly to Goldo without having to play an internet game of "telephone".

 

Zakata

Newbie
Jun 3, 2019
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Hey guys wanted to check back in and tell ya that i will come up with a few new girlpacks soon, so stay tuned!
Also i'm pretty pleased to see some new faces that found their way into the community and try to contribute to the project,
thats pretty freakin' awesome.

On a quick sidenote:

One of the biggest reasons for my inactivity lately was, that i'm currently in the mids of trying to build up my own game.
I'm learning to code from scratch (mainly python right now because of renpy), selflearning that stuff really isn't easy at all, so i also wanted to ask for help. I know that this community has quite talented modders and experienced ren'py coders, so i would really appreciate if you maybe got some tips, tricks, sauces - that are helpful in developing coding skills.
The game i want to create is quite inspired by BK's GirlPack System - but also by many many other broth-sims.
I would love to combine the best features of all of these games into one game.
Storywise i already came up with a pretty nice setting and writings. I also got pretty much almost every assets together for the game (music, backgrounds, characters, etc) even the theoretical workings of certain mechanics.

The only thing i'm obviously struggling with is the coding part - how to put the system i mostly have fleshed out in my head into actual code etc. So yea, i would be really appreciative for any direction.
 
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Athilora

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Apr 13, 2018
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Hey guys wanted to check back in and tell ya that i will come up with a few new girlpacks soon, so stay tuned!
I'm gonna sample some of your previous packs in anticipation of the upcoming stuff then. ^^

One of the biggest reasons for my inactivity lately was, that i'm currently in the mids of trying to build up my own game.
I'm learning to code from scratch (mainly python right now because of renpy), selflearning that stuff really isn't easy at all, so i also wanted to ask for help. I know that this community has quite talented modders and experienced ren'py coders, so i would really appreciate if you maybe got some tips, tricks, sauces - that are helpful in developing coding skills.
The game i want to create is quite inspired by BK's GirlPack System - but also by many many other broth-sims.
I would love to combine the best features of all of these games into one game.
Storywise i already came up with a pretty nice setting and writings. I also got pretty much almost every assets together for the game (music, backgrounds, characters, etc) even the theoretical workings of certain mechanics.

The only thing i'm obviously struggling with is the coding part - how to put the system i mostly have fleshed out in my head into actual code etc. So yea, i would be really appreciative for any direction.
I have no workings of the actual mechanics and code behind the games so unfortunately I would be no help in that department. However, if you wanna consult an ideaperson, give me a holler. I'd be more than glad to help you. Obviously you have planned a lot already so my help is probably not required. Either way, I could contribute some ideas, maybe writing too, if you'd like that.
 
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Leortha

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Jun 25, 2019
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And unfortunately I would not be of much help either. I'm a coder by profession, and am very strong at learning new languages, but I have very deliberately avoided learning Ren'py. I could do so easily enough, but if I started down that road I could easily see working on BK quickly coming to feel far too close to what I do at my 9-5. So I have very deliberately positioned myself on this project as doing something that feels nothing like my daily work, and have avoided the temptation to peak under the hood of the game itself.
 

Jman9

Engaged Member
Jul 17, 2019
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selflearning that stuff really isn't easy at all
Wait until you try C++, Haskell, or one of the hellish languages like Malbolge or Brainfuck. :p Python is child's play in comparison.

i would really appreciate if you maybe got some tips, tricks, sauces - that are helpful in developing coding skills.
The most fundamental piece of advice is to start small. Also, test and make backups often (as a matter of fact, professional coding is heavily reliant on these things, although for them it's more complicated because of team sizes). Using some kind of version control software would not be a bad idea.

If you do things with Ren'Py, it has very nice internal debug tracing, but that is sometimes not enough. To catch the more elusive bugs, you might actually try writing your own tracing/performance-measuring functions. Or at least become familiar with the console, printing to both the console and files, using timers to measure performance and exception handling in general.

Ren'Py forums and documentation are your friends, too.

I would love to combine the best features of all of these games into one game.
Honestly, that's a warning sign in and of itself. Brothel King is at least as complex as any other similar game, and it does not even try to do everything. Chris12 is a professional, and he's been writing his own simbro game for... months, at least, and I haven't heard anything about even a beta yet.

Storywise i already came up with a pretty nice setting and writings. I also got pretty much almost every assets together for the game (music, backgrounds, characters, etc) even the theoretical workings of certain mechanics.
Maybe you're less ambitious than I thought, though. I've spent days just gathering art for my mods, which are a far cry from a full game.

...the coding part - how to put the system i mostly have fleshed out in my head into actual code etc. So yea, i would be really appreciative for any direction.
Looking at examples is usually the most productive way. Brothel King itself is a giant example you can take inspiration from, and F95 is full of Ren'Py games, some of which are also quite management-heavy and can be used to steal borrow sample code from.
 

Leortha

Active Member
Jun 25, 2019
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And another thing I've heard said (and remember that I've not looked at the BK source code at all myself) is that BK is pretty much running at the limits of what Ren'py can do. That BK is itself just about as complicated as it is possible to be in the Ren'py environment.
 

OmegaZXA

Member
May 10, 2019
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Wait until you try C++, Haskell, or one of the hellish languages like Malbolge or Brainfuck. :p Python is child's play in comparison.
I actually studied C++ before Python and found the latter harder (maybe because it was TOO simple that I kept adding in the things proper coding languages are supposed to have).
 

Zakata

Newbie
Jun 3, 2019
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Wait until you try C++, Haskell, or one of the hellish languages like Malbolge or Brainfuck. :p Python is child's play in comparison.
No thanks bud! I actually never wanted to get mixed up with coding in my life to begin with, because i'm helluva boomer. So even learning Python/Renpy is for me a huge step out of the comfort zone. But i got some cool ideas that i atleast would like try to put together.

The most fundamental piece of advice is to start small.
Yes i watched a shitton of tutorials n' other stuff on youtube and understand the fundamentals. Especially the orginizing and commenting part. Your advice to get more familiar with the console itself i will take gladly and look into it. Thanks.

Honestly, that's a warning sign in and of itself. Brothel King is at least as complex as any other similar game
I understand if that came out a bit too ambitious! I'm absolutely aware that it will not be the magnum opus of
all fuckgames out there. "Combining the best features of all these games" is more like a principle that i try to follow up as a fan from many other projects.

Maybe you're less ambitious than I thought, though. I've spent days just gathering art for my mods, which are a far cry from a full game.
I spent straight up weeks for that. I'm extremly picky too and the base world of the game is quite huge with many scenerys and like i said i have pretty much almost everything asset-wise. I dont want to make any money with the game or promote a shitty patreon. This will be purely a passion project - in which i can be creative and maybe get to develop better skills as a coder.

Brothel King itself is a giant example you can take inspiration from, and F95 is full of Ren'Py games, some of which are also quite management-heavy and can be used to steal borrow sample code from.
I really don't want to "borrow" anything, because i'd imagine finding the solution for a problem by myself should be quite
gratifying. I also would probably completely lose my head in the process of patching up different code i didn't create and try to get working everything together. But if the games allow it, i alway try to peek into the code to get some sort of understanding what was done. I struggle very much how to go on about certain methods like classes, inherating, arrays etc when it comes down to implement them systemwise.

And another thing I've heard said (and remember that I've not looked at the BK source code at all myself) is that BK is pretty much running at the limits of what Ren'py can do.
That much is clear. One of my first realisations, even with my basic understanding of things, were that the mechanics that BK utilizes are pretty complex. Hence thats why i also learn to how to python, because for a lot of this stuff the native Ren'py language is not enough. To be honest there are still mechanics in BK from which i have not the slightest idea how to go on about. I guess try and error is the only way.
 
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Jman9

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Jul 17, 2019
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I actually studied C++ before Python and found the latter harder (maybe because it was TOO simple...
That's the main point, I think, with C being big on performance and Python focusing on coding efficiency. Most Python stuff, Ren'Py included, have C code or similar running in the performance-critical parts.

Your advice to get more familiar with the console itself i will take gladly and look into it.
Console is handy for minor troubleshooting, but a pain for anything more involved. You'd be advised to write your own helper functions for that, maybe even keep them in a separate script file.

Oh yeah, and use Ren'Py in dev mode so you can reload all scripts with the push of a button. That's a major time saver.

I really don't want to "borrow" anything, because i'd imagine finding the solution for a problem by myself should be quite
gratifying. I also would probably completely lose my head in the process of patching up different code
I didn't mean you should just lift the code. But reinventing the wheel (and probably a pretty square one at first :sneaky:) won't be good for neither your morale not the project's progress. Look at Goldo's screens, tooltips, scrollable viewports, toggles, hotkeys, etc, so you know what's possible, what's proven to work and how it's all accomplished.

the mechanics that BK utilizes are pretty complex. Hence thats why i also learn to how to python, because for a lot of this stuff the native Ren'py language is not enough.
I think Leortha's point was that Ren'Py is a Visual Novel engine, and the UI + performance aren't very scalable to other kinds of games. BK already stretches it to the utmost, and Bonanza pretty much broke that limit. So be careful about feature creep. The only thing that's keeping BK afloat is that Goldo did have a solid design to base it all on, and has rewritten the code several times to make it sleeker again.
 

Zakata

Newbie
Jun 3, 2019
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Oh yeah, and use Ren'Py in dev mode so you can reload all scripts with the push of a button. That's a major time saver.
Will do!

Look at Goldo's screens, tooltips, scrollable viewports, toggles, hotkeys, etc, so you know what's possible, what's proven to work and how it's all accomplished.
I'm onto that. There are similar games coded in Ren'py that have in my opinion an even better UI and more clear layout that i want to take on. Scrollabe viewports and nested menus will probably be the biggest hurdle to overcome. I'm all over the documentations right now because of that - also looking for code that enables a toggle menu that one can check or uncheck for different outcomes.

I think Leortha's point was that Ren'Py is a Visual Novel engine, and the UI + performance aren't very scalable to other kinds of games. BK already stretches it to the utmost, and Bonanza pretty much broke that limit. So be careful about feature creep. The only thing that's keeping BK afloat is that Goldo did have a solid design to base it all on, and has rewritten the code several times to make it sleeker again.
I see - yea optimizing the game will not be easy. I try my best to get the base also as clean as possible. Trying not to use too much assets that inflate the memory/loading time of the game. I've also read that splitting the code into many different scripts will help quite a bit when the game gets compiled and run faster that way.
 

Jman9

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Jul 17, 2019
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looking for code that enables a toggle menu that one can check or uncheck for different outcomes.
Something like the last picture here? You'll probably have to write your own screen or menu for that, the native Ren'Py menu won't be able to handle that.

Trying not to use too much assets that inflate the memory/loading time of the game.
Having lots of assets is not the biggest problem. Offloading processing time to startup instead of runtime is actually a good idea, usually. The three big issues are:
  • Having too large images, which will then crash the renderer.
  • Too much or too little image prediction going on (Goldo has been wrestling with this forever).
  • And the worst, having too many things going on on-screen at one time, especially nontrivial functions tied to buttons or displayables. That's the worst by far. Ren'Py refreshes the screen very frequently, and thus constantly recalculates all the functions, tooltips and other stuff. This is what makes it so difficult to do anything more involved than a souped-up VN.
If you've ever tried Bonanza without a mega-powerful machine, you've probably noticed the lagginess of certain screens and transitioning between screens. That's the cause.

A tip somewhat related to the above is to make use of renpy.free_memory(). But overdoing it isn't good either, because one invocation can take a noticeable amount of time (maybe a second, even), so doing it only every x transitions is a better idea. And it's not a magic button, the 'too much stuff on-screen' will be unaffected, but memory overload due to frequent changing of pictures will be alleviated. BK and similar projects show various images at a far greater rate than the average VN, so optimising image handling via prediction and memory cleanup is important.

I've also read that splitting the code into many different scripts will help quite a bit when the game gets compiled and run faster that way.
I don't see why that'd be the case. The converse, actually, since the compiler has to open up all these files first. Having lots of scripts is good for organising a larger project, because otherwise you'll go insane trying to find where 'this' or 'that' actually is.

Maybe I'm wrong, though.
 
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DougTheC

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Oct 15, 2018
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I see - yea optimizing the game will not be easy. I try my best to get the base also as clean as possible. Trying not to use too much assets that inflate the memory/loading time of the game.
Too much or too little image prediction going on (Goldo has been wrestling with this forever).
Beyond image prediction and image caching, what Ren'Py technically tries to do is "screen prediction."

The idea was muddy for me at first, but was brought into better focus for me when there was a BK menu that asked if the user wanted girlpacks with calculated ratings, and giving the screen command for that as one of the results of menu.

That slowed the original "do you want ratings?" menu, because Ren'Py automatically did ALL the calculations in the potential screens before accepting user input for the menu. (We avoided that later thru nopredict keyword.) The extra 40-300 girl images in the sub-screen turned out not to be a problem.

From my training in MS .NET tech, there can often be a better way of separating the creation of data sources to fill screen elements, from the presentation of the screens themselves.

But I agree, start small, maybe even replicate the Ren'Py tutorial even if it seems very simple.
----
Also, here is a link to part of a lesser-known resource, their Wiki:
 
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Leortha

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Jun 25, 2019
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Does anyone have the Raphtalia pack, the link is dead ?
The pack contained material that is not allowed on this board. The link is dead because members of the F95 forum got the maker's Mega taken down. There was a good bit of drama over the situation when it happened.

The existing Raphtalia pack is not likely to return at this point. I have in my todo-list list doing a non-loli version of a pack for her. There is enough R34 of her to easily do separate loli and non-loli packs of her. The existing pack was something of a mix, I beleive. But she's not really a priority for me, because she has such a massive volume of available R34 that it makes it a lot more work to do using my normal pack building methods.
 
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hotmike

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Jan 28, 2018
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(Original post at main forum)
I started to upload my girl packs (all Real Life porn girls) to Mega.

Note that the girl packs might be updated at any time, but I will keep the directory link stable. Version date included in zip name.

ext = tagged with Extended tag set
0.15 = version of BK tested against
Credits go to all original artists and photographers.

Folder with Real Life girls for BK0.15

Girls as per June 25, 2021 (links to Wiki pages):


aka Busty Buffy





I will try to get them added to the sheet as well, but that one does not allow links to a folder. Assuming dead links will get removed...
 

Leortha

Active Member
Jun 25, 2019
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sorry guys. i have a one question. what is a bonanza mod? is that a standalone?
BK is, at the core, one person's vision of what the game should be. Goldo, the core dev, definitely takes in suggestions from the game's community, but it's still his project. His vision rules.

Then there was a second dev, JMan, who had a very different vision of how the game could play. JMan built Bonanza to express his vision. He changed up quite a few things, but at the core he upped the challenge level. A lot. Bonanza is a lot more difficult than vanilla BK.

Bonanza is a mod for the older versions of the game. So you need the right older version, and then you apply Bonanza over that.

Bonanza is not compatible with the current beta version 0.2, and almost certainly will never be. JMan is still a very active part of the BK community, and will likely speak up to correct or expand on anything that I say here, but he has also said that he's pretty much burned out on working on Bonanza. So Bonanza will most likely never be updated to work with BK v 0.2.
 
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Jman9

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Jul 17, 2019
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what is a bonanza mod? is that a standalone?
Bonanza was a fork of 0.15 and later 0.15b. As far as I know, it should include all the features 0.15b ever had. It sort of is standalone, but I trimmed it down a bit so it could be installed over 0.15b (and thus you do need 0.15b). Not much of the latter survives fully intact, though.

While Bonanza ultimately acquired notoriety as the 'Dark Souls of pimping-sims', upping the difficulty was not my original goal. I just did what I do with most games I like, added a lot of moving parts and new features to it and tweaked things to my liking. I also incorporated the other three major mods into my work.

I am very attached to various gating mechanics, so ultimately early game became a rather unforgiving experience. But I'm also a fan of heavy scaling, so endgame is (still) hilariously broken. And the whole thing was written without performance in mind, so it is noticeably worse than the original game when it comes to that.

There were people even a few months ago who were still playing it - but they were veterans of the mod. There is a giant changelog included in the mod archive, if you're interested in what exactly was changed. But the short answer is everything. :sneaky:

If you don't want to download the whole 1.5GB+ thing, register at the forums and the OP has the changelog and a bunch of promo pictures attached. Unfortunately, you can't see them as a guest.

And Leortha is right that the mod is pretty much dead these days. I've tinkered with it a bit further, but the balance and performance issues are humongous, and I decided to cut my losses and move on to other projects. It is not 100% certain that there will never be a new version, but odds are heavily against it.

If you play it and something crashes, I might take a look. But don't expect too much support if you do.



TLDR: Bonanza is what is usually called an overhaul mod, or '...and the kitchen sink' mod, for 0.15b and not 0.2. But there are alligators living under the sink. :p
 
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mattya

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Sep 26, 2019
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thanks guys. let me ask you one final question. is king's way the only mod that supports version 0.2?
 
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