- May 17, 2019
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The fifth is actually rather important given Ethernet usually provides much better internet speed and way less lag than wifi... Unless you live somewhere with interference or actually need the "portable" even while at home. See, wifi has its advantages, but if these advantages are better than the slower internet speed and increased lag or not, is not up to me to judgeWould agree with two of them, disagree with another two, and am neutral in the fifth![]()
While I absolutely agree with you...Your way isn't the only right one, in particular if it makes some other people daily usage more annoying and/or less efficient. And the "good solution" is to allow BOTH to be possible.
Equally! Merry Christmas, and a happy new year.Happy holidays to you all.![]()
My case weights 35 kilograms - not joking here a single second, and it's the case ALONE. So "portable", yeah, it can be lifted, but putting it on my knees won't be a pleasure!Unless you live somewhere with interference or actually need the "portable" even while at home.
Usually, Ren'Py allows multiple inputs for the same action - for example, using numbers to make a choice, shortcuts for various menus, etc. so it SHOULD not be so difficult to implement.While I absolutely agree with you...
...Please don't give Komisari ideas for "customizable GUI themes for the sake of it", that would likely take a significant amount of time
I want to play v0.1.3, not to tweak the interface to my liking, after all![]()
I meant "the fifth" as in "2 yeas, 2 nays, and there is a fifth one I don't care about". For the record: don't care about your task bar preferences (mine are considered "crazy" at my job, but yeah, that's how I roll), disagree on screens, agree on WiFi (so this one) and keyboards.The fifth is actually rather important given Ethernet usually provides much better internet speed and way less lag than wifi... Unless you live somewhere with interference or actually need the "portable" even while at home. See, wifi has its advantages, but if these advantages are better than the slower internet speed and increased lag or not, is not up to me to judge![]()
So now I can tell people why I don't own a microwave. Just in caseBTW, a simple way to mess up the wifi (dropping bandwidth, up to disconnections) is... to power on your microwave oven. In most cases, you'll see a huge performance impact while the oven is running, if your kitchen isn't "shielded" with a lot of metal in walls or if your wifi router is too close of the oven.
No accessible customizable themes, I'm a perfectionist, not that much, tho!...Please don't give Komisari ideas for "customizable GUI themes for the sake of it", that would likely take a significant amount of time
I want to play v0.1.3, not to tweak the interface to my liking, after all
Equally! Merry Christmas, and a happy new year.
It is extremely easy to add keyboard input to the actual fishing minigame. But I didn't want to add it because it breaks the way fishing is meant to be played. That's why there are other activities like Foraging, Mining and The Guild Board.Usually, Ren'Py allows multiple inputs for the same action - for example, using numbers to make a choice, shortcuts for various menus, etc. so it SHOULD not be so difficult to implement.
That's a "wish list", nothing more... If fishing is redone, AND if Komisari is aware of this (little) problem, THEN he could take this into consideration when redesigning the activity. If his code - didn't read it, I must admit - is compatible, adding keyboard support should be possible quickly - and if it isn't... Well I have to wait for fishing redesign with mechanism which is insensible to mouse's acceleration!
Frankly, this problem simply forbid me to get the special fish: all others weren't a problem to be catched. If I really want it, I could grind it more carefully. I'm more pissed off by the fact that I missed the ghost cutscene near lake - forgot to hover/click on her...
You're a perfectionist... Me too, I get everything possible each time I go for a grinding day...It is extremely easy to add keyboard input to the actual fishing minigame. But I didn't want to add it because it breaks the way fishing is meant to be played. That's why there are other activities like Foraging, Mining and The Guild Board.
I doubt that Python is able to do it, not without an imported C/C++ DLL to do the real job - and then, it won't be portable anymore. It's a system setting, unfortunately... DirectX probably have the ability to do it, but again, it's not portable.To be honest, I didn't think about mouse acceleration before. I will research a little bit to see if I can unable it temporaly with python. At least until you are playing the fishing minigame, uwu.
Oh, it's repeatable? Nice! Should I do the whole thing again (bike park + lake), or is it only required to go to lake?About the ghost in the lake... You probably made her go away, wait a couple of in-game days and visit the ghost again! Maybe you'll reach it this time.
Likely done with pygame (Ren'Py does expose part of the pygame backend API for more complex stuff like this, iirc).BUT... Just thought about something... Maybe boxing the mouse in a square just a bit bigger than the reel could do the trick? Limiting the cursor to a portion of the screen IS something that Ren'Py can do more easily, I think - won't bet my life on it, but I think that I already seen a Ren'Py game limiting the mouse movements...
And if it's done programmatically, this boxing can even be a real disc instead of a square... If anyday you want to solve this, this may be an easier solution than everything else - remember, some people MUST set a high acceleration due to carpal tunnel problems and it's part of their accessibility settings.
So it's possible - repositionning the mouse is not a hack if it's done properly, for example by boxing the cursor inside a disc. Probably the best and easiest solution, and even portable...Likely done with pygame (Ren'Py does expose part of the pygame backend API for more complex stuff like this, iirc).
If I recall correctly...You must be registered to see the linkswould be the most intuitive/simpler/saner approach. Failing that, well,You must be registered to see the linksshould also work, but would be an ugly hack.
Won't be fun!Which reminds me, what is preventing you from making an auto-reeler? It is not even considered THAT crazy by my standards![]()
I'm just a pleb lurking, but I was looking for your answer about the status of the update and saw this.d please, don't try to hide the content of the updates behind the numbers, I know people are used to seeing "v3.67.435 #2" in almost all games bc how frequent they update. But v0.1.3 has even more content than v0.1.2, and it's not only that but a general upgrade of the game in everything.
I'm just a pleb lurking, but I was looking for your answer about the status of the update and saw this.
I work in tech; versioning is actually supposed to signify something. The most common method is SemVer (I can't link, look it up lol). I know you mentioned you're self-taught (which is awesome, I am too!) but I'd suggest you change your version naming if I'm understanding you correctly here.
The standard is basically "major.minor.revision". The method I mentioned doesn't entirely translate to game development, but in general:
This may seem pedantic, but the issue is when people come and see you're only changing the revision build by 1, it gives off the impression it'll be some bugfixes/minor scenes (mostly because of how the devs here already use it).
- Major is for significant and/or final releases. Since you're working on essentially 4 to 5 chapters with one major update each, you could make the argument that your final version should be "5" and not "1". I commonly see people on F95 increment their "minor" as the "major" and just signify "1" as the final build.
- Minor is for smaller content drops. For example, this could be for a re-worked/new scene or for small holiday events being added.
- Revision is for minor fixes. If you have an issue you fix or a minor adjustment, this is usually what gets flagged here.
So TL: DR;
I'd just humbly suggest you call your next update 0.2.0 (following what F95 devs already do) or signify the "major drop" style you're trying to use by implementing SemVer and calling it 1.0.0/2.0.0.
Side note, game was great. I just throw all of the games I've played in a spreadsheet and check every ~6 months for updates. It takes me probably ~6 months to go through one game anyway with how little I play, so I'm not concerned about how long you take. ¯\_(ツ)_/¯ As a fellow dev, I get things can take awhile and shit needs to change behind the scenes more than people expect.
Sadly even that doesn't work with some devs. There are number of games that just seem to list some big numbers for "new renders", "words of dialogue added" etc. instead of any actually useful information.Honestly, I have long since learned that the only thing I can use version numbers for is to determine if I have the latest release or not. If I want to have an idea of how much content is in a game, or in an update, I check the changelog.
Honestly, I have long since learned that the only thing I can use version numbers for is to determine if I have the latest release or not. If I want to have an idea of how much content is in a game, or in an update, I check the changelog.
Yeah, that's all you really can do.Sadly even that doesn't work with some devs. There are number of games that just seem to list some big numbers for "new renders", "words of dialogue added" etc. instead of any actually useful information.
No problem! That's fair enough, sounds like a pretty similar system to what's already done on hereHello! First of all, thank you so much!
I plan to follow my own template that, I believe, will be better to understand what's going on.
isthegamefinished?.lastchapter.minor.revisions
I want Chapter 1 to be v0.1.3, so, in Chapter 2, I can use v0.2.0. And continue like that with chapters. That's why the next update is v0.1.3 and not v0.2.0! And something like v0.2.1 would be a minor quest expansion or extra scenes, u know.
Also, the .revisions (v0.2.1.1, for example) are like this so it is easier to compare and organize it in the future updater. uwu
Programmers will understand. The public never will. And yeah, some programmers have pretty, let's say, unique numbering systems. Some just do "release divided by 10", so start off with 0.1, go to 0.9, then comes 1.0 regardless of whether the game is finished, no we're at 2.3 or so. They are probably partly responsible for other people thinking versions are metric numbers. ("This is 0.23, so still 77% to go" or worse "This is 0.9, so 90% - almost finished"). Then trying to join their expectation with the version number ("For a 0.3 there is not enough content") and so on.Yeah, that's all you really can do.
I'm not trying to be elitist or anything, but I think it's just because there's probably a disproportionate amount of people who are just learning to code to make lewd games. Versions are supposed to universally signify something to other developers (in the case of external API's) and to users (for major patches). A lot of companies now just adopt an external version (Windows 10 for example) which is independent of the actual build number.
No problem! That's fair enough, sounds like a pretty similar system to what's already done on here![]()
is the one to go with on here. But trying to explain that to people can become tiring.Honestly, I have long since learned that the only thing I can use version numbers for is to determine if I have the latest release or not. (...)
Yeah, some devs don't even keep the changelog up to date unfortunately >.>Programmers will understand. The public never will. And yeah, some programmers have pretty, let's say, unique numbering systems. Some just do "release divided by 10", so start off with 0.1, go to 0.9, then comes 1.0 regardless of whether the game is finished, no we're at 2.3 or so. They are probably partly responsible for other people thinking versions are metric numbers. ("This is 0.23, so still 77% to go" or worse "This is 0.9, so 90% - almost finished"). Then trying to join their expectation with the version number ("For a 0.3 there is not enough content") and so on.
I'd say, correct observation of some devs not even helping with the changelog, PrimeGuy's approach
is the one to go with on here. But trying to explain that to people can become tiring.
In the meantime this is the latest version while v0.1.3 is still being worked on.Have not tested the game out yet, gonna ask if this is the latest update version of the game. So that I can play it longer besides the new content and other things.