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2.80 star(s) 4 Votes

Bob69

Uploading the World
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Donor
Compressor
Mar 2, 2019
13,683
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[Game Name] [Version Number] [Dev] - Compressed

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uhboy

Member
Jul 25, 2021
143
82
Trying a new ‘semi animation’, meaning scenes with no text now auto play through the renders without the need of player input, be warned if you do press anything during these scenes it will skip to the end. Let me know if you like this or prefer the previous ‘manual’ system.
haven't played last patch yet but from other game that have the same thing, it makes it super easy to miss a lot of images
some dev even do it in h-scenes so its super annoying, like they keep showing the same angle of a scene for 30s we click thinking we get more stuff but the scene ends then we realize it was a autoplay and have to go back and watch it super slow or just skip it

ofc it comes down to what you like but if the player don't like to have the same time per frame as you want, you/devs maybe have a nice scene/montage you really like but the player get bored and click past stuff as most renpy games is 1 frame/click so they miss alot, instead of just sticking with the 1click=1frame

great game btw
 

PDragon131

New Member
May 24, 2018
3
4
Trying a new ‘semi animation’, meaning scenes with no text now auto play through the renders without the need of player input, be warned if you do press anything during these scenes it will skip to the end. Let me know if you like this or prefer the previous ‘manual’ system.
Someone did basically state what I am going to say, but just so it's stated I will still write my opinion on this.
Personally, I dislike this type of animated scenes as usually the time I wish to spend seeing the same movement repeating is less than the duration of the animation. Also if I ever accidentaly press anything during it and skip it, It makes me frustrated as I need to restart it. Now, they can still be good to use for more cinematic shots/cutscenes, like action scenes or those panoramics shots of a view
 
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dpasta11

Newbie
Oct 27, 2020
21
11
Version 0.9

Apologies for the delay again, had a lot of crap and illness during the development of this update and didn't realise just how much time had elapsed.

Updates will be back on schedual after this one, (v.10 will have it's patreon release next week).

speaking of future updates..


UI Feedback needed.

The ui will be getting an overhaul hopfully it'll be done for v.12 so give me any feedback you have for that.

I need as much feedback as possible for the new ui.

What do you like or dislike about the current one, what do you want to see changed?


Does anyone still use the old arrow system? If not it's probably gone in the ui update.

any and all feedback on the ui is appreciated, I can't change things if I don't know what needs changing so give me the specifics.


V0.9 Patchnotes.

Fixed some typos.

20 new quests 12 main, 8 secondary.

Trying a new ‘semi animation’, meaning scenes with no text now auto play through the renders without the need of player input, be warned if you do press anything during these scenes it will skip to the end. Let me know if you like this or prefer the previous ‘manual’ system.

Fixed an error that could occur in the replay gallery if you tried to look at a page containing a locked replay.
The main problem I have with the UI is that the labels on the different rooms are tooo small and dark to read. If you could put the labels below the pictures in white it would be a great help for me.

I seldom use the arrows unless I am going to a location which is right next to where I am.
 
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Aegis_Games

Newbie
Game Developer
Dec 18, 2023
43
83
haven't played last patch yet but from other game that have the same thing, it makes it super easy to miss a lot of images
some dev even do it in h-scenes so its super annoying, like they keep showing the same angle of a scene for 30s we click thinking we get more stuff but the scene ends then we realize it was a autoplay and have to go back and watch it super slow or just skip it

ofc it comes down to what you like but if the player don't like to have the same time per frame as you want, you/devs maybe have a nice scene/montage you really like but the player get bored and click past stuff as most renpy games is 1 frame/click so they miss alot, instead of just sticking with the 1click=1frame

great game btw
Someone did basically state what I am going to say, but just so it's stated I will still write my opinion on this.
Personally, I dislike this type of animated scenes as usually the time I wish to spend seeing the same movement repeating is less than the duration of the animation. Also if I ever accidentaly press anything during it and skip it, It makes me frustrated as I need to restart it. Now, they can still be good to use for more cinematic shots/cutscenes, like action scenes or those panoramics shots of a view
Yeah I know how annoying it can be for some people hence this test run, I'm happy to remove it again if that's the general consensus.

Just to clarify if continued, it will only be used infrequently and for small, short, things like walking down a hall or a minor action sequence. Nothing that would be looped or should be repeatable. Things that would otherwise be a series of 3-5 still renders with no text. It will never replace actual animations such as during H-scenes.




The main problem I have with the UI is that the labels on the different rooms are tooo small and dark to read. If you could put the labels below the pictures in white it would be a great help for me.

I seldom use the arrows unless I am going to a location which is right next to where I am.
Thanks for the feedback, I'll be sure to make the labels much clearer.
 

5mithers

Member
Aug 3, 2019
190
177
Aegis_Games Extremely small bug/typo report:
While playing through I noticed that Amy's reference to Violet when getting caught in the corridor of mystery is lowercase.

1734228227487.png

I then went back and poked around and saw several more references to violet not being capitalized. Not sure if this is intentional, or just moving fast. I wasn't sure if it was even worth mentioning, but in the end I figured it was.

As always, keep up the good work!

*Edit: Second small typo: Here, not Hear:
1734228771075.png

*Edit 2: Actually I was wondering something: Your's is I think the first game that is manually setting all the character names on the text script. Have you thought about setting character variables instead, so you only have to configure it once, and then just reference it in the script? I realize that could make for a mountain of work short term, but should make development in the future better? Just a thought.

Something like this: (pseudo-code, don't assume this will work)

Python:
# MAIN GIRL DEFINITIONS:
define sar = Character("Sara", color="#0000FF")
define win = Character("Winona", color="#660000")
define cec = Character("Cecelia", color="#783F04")
define yum = Character("Yumi", color="#434343")
define tal = Character("Talia", color="#FFE599")
define emm = Character("Emma", color="#FF9900")
define amy = Character("Amy", color="#F9CB9C")

# SIDE GIRL DEFINITIONS:
define chl = Character("Charlotte", color="#D487E9")  # Don't use cha, it's a reserved variable name I believe.
define ros = Character("Rose", color="#DF1030")
define lil = Character("Lillie", color="#E4C9CD")
define vio = Character("Violet", color="#6C1BAF")
define abb = Character("Abby", color="#440066")
This would simplify your scripting to drop from something like this:
"{color=#440066}Abby{/color}" "My pleasure, bye [mc]."

To this:
abb "My pleasure, bye [mc]."

Mostly it just saves rewriting the color definitions for each character name, but it has other benefits. The previous typos with Violet's name being lowercase? If you reference her name using the variable (same way you reference the mc's name using the variable call), it will always be correctly cased, spelled correctly, etc.

For example: mc "Damn this really sucks I don’t know what [abb] is going to do, not to mention [cel] is going to kill me for not convincing you."

That's my rambling done for the night.
 
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Aegis_Games

Newbie
Game Developer
Dec 18, 2023
43
83
Aegis_Games Extremely small bug/typo report:
While playing through I noticed that Amy's reference to Violet when getting caught in the corridor of mystery is lowercase.

View attachment 4334512

I then went back and poked around and saw several more references to violet not being capitalized. Not sure if this is intentional, or just moving fast. I wasn't sure if it was even worth mentioning, but in the end I figured it was.

As always, keep up the good work!

*Edit: Second small typo: Here, not Hear:
View attachment 4334535

*Edit 2: Actually I was wondering something: Your's is I think the first game that is manually setting all the character names on the text script. Have you thought about setting character variables instead, so you only have to configure it once, and then just reference it in the script? I realize that could make for a mountain of work short term, but should make development in the future better? Just a thought.

Something like this: (pseudo-code, don't assume this will work)

Python:
# MAIN GIRL DEFINITIONS:
define sar = Character("Sara", color="#0000FF")
define win = Character("Winona", color="#660000")
define cec = Character("Cecelia", color="#783F04")
define yum = Character("Yumi", color="#434343")
define tal = Character("Talia", color="#FFE599")
define emm = Character("Emma", color="#FF9900")
define amy = Character("Amy", color="#F9CB9C")

# SIDE GIRL DEFINITIONS:
define chl = Character("Charlotte", color="#D487E9")  # Don't use cha, it's a reserved variable name I believe.
define ros = Character("Rose", color="#DF1030")
define lil = Character("Lillie", color="#E4C9CD")
define vio = Character("Violet", color="#6C1BAF")
define abb = Character("Abby", color="#440066")
This would simplify your scripting to drop from something like this:
"{color=#440066}Abby{/color}" "My pleasure, bye [mc]."

To this:
abb "My pleasure, bye [mc]."

Mostly it just saves rewriting the color definitions for each character name, but it has other benefits. The previous typos with Violet's name being lowercase? If you reference her name using the variable (same way you reference the mc's name using the variable call), it will always be correctly cased, spelled correctly, etc.

For example: mc "Damn this really sucks I don’t know what [abb] is going to do, not to mention [cel] is going to kill me for not convincing you."

That's my rambling done for the night.

My thanks as usual, I think I found all the lowercase Violets, her name just slips through more as an uppercase V looks almost identical to a lowercase one.

As for the definitions it was something I originally intended to do, but it was probably the very first thing I ever tried to code. So when I couldn’t get it to work I kinda got annoyed and gave up. I Probably won't change it at this stage as I think the game is atleast at the halfway point, and I have the ui updates keeping me busy at the moment. Since I copy and paste the name color from the previous quest it doesn't take up much time. And it wouldn't fix typos in the text as I wouldn't use definitions there, due to my irational hatred of colored names in text, weird pet peeve I know.

But certainly something I'll do from the beginning with the next game.
 

5mithers

Member
Aug 3, 2019
190
177
... And it wouldn't fix typos in the text as I wouldn't use definitions there, due to my irrational hatred of colored names in text, weird pet peeve I know.
Fair!

Just know for your next game that referencing the character variable in the dialogue in renpy doesn't include the color by default that I'm aware of.

I did a quick validation test here using my above examples (which surprisingly work OK!):

amy "Urgh, I need to go deal with this. If they tell [vio] I'll never hear the end of it."
1734289828501.png

And adding my own custom line just to triple check:
mc "What about my friends: [sar], [amy], [vio], [emm], and [chl]?"
1734290158912.png
(I was 99% sure of it already, as I had done a grammar/cleanup run on another game here on f95, and never saw any of the color codes being displayed in the dialogue boxes.)
 
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Beltian

Newbie
May 27, 2022
46
395
View attachment 3189436

Overview:
Take on the role of house warden of the home for wayward travellers, a home for all those lost in time. It's your job to watch over them, keep them happy, and stop them from accidentally tearing apart the space time continuum. Building long lasting friendships and perhaps something more. But all may not be as simple as it seems, temporal anomalies are becoming more frequent and there may be something more sinister at work​

Thread Updated: 2024-12-13
Release Date: 2024-11-15
Developer: Aegis -
Censored: No
Version: 0.9
OS: Windows, Linux, Mac,
Language: English
Genre:
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Win/Linux: - MEGA - - PIXELDRAIN -
Mac: - MEGA - - PIXELDRAIN -


View attachment 3189439 View attachment 3703854 View attachment 3703855 View attachment 3703856 View attachment 3703857 View attachment 3703861 View attachment 3189441 View attachment 3189443 View attachment 3189442 View attachment 3189438




Overview:
Replay Gallery Unlocker Mod for the game Home For Wayward Travellers by Aegis.​

Updated: 12/16/2024
Game/Creator: Aegis -
Modder: Beltian - F95
Mod Version: 12/16/2024
Game Version: 0.9+
Language: English

Features:
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Installation:
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Change-Log:
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Note: This should work for future versions as well, unless the gallery code is changed.

Download: F95Zone



If you like the Game/Mod Please Support the Developer: Aegis -
 
2.80 star(s) 4 Votes