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VN Ren'Py HugSeeker [v0.2] [UsedChip]

4.30 star(s) 9 Votes

Used pauses in dialogue to control pacing and mood. What's your take on it?

  • I like it - Keep the pauses

    Votes: 75 26.8%
  • I hate it - Remove the pauses

    Votes: 85 30.4%
  • Add a toggle option (Could take some time; I suck at coding.)

    Votes: 120 42.9%

  • Total voters
    280
  • Poll closed .

GrogGuy

Member
Apr 3, 2022
157
229
Just a related thought but you might be able to make the length of the pauses dependent on the text speed if it isn't already?
Like maxPauseSeconds = 3, textSpeed (from options) = .5 (50%), pauseSeconds = maxPauseSeconds * textSpeed (1.5)?
Granted, I've never messed with renpy, so not sure if that's possible.
Damn, I take it back. I was moderately curious, so gave it a try myself using the renpy test project. Granted it was my first time trying anything with renpy but doesn't seem easy.
Using "{w=pauseLength"} only seems to accept hard coded values, not any variables, so that blows up.

pause pauseLength works with a variable but that's obviously not what you were going for since it would insert the pause between textboxes instead of between text rendering of a single textbox... Tried it with an extend but for some stupid reason that displays the initial text and then both the initial text and the extend... yuck.

Just using a boolean toggle for yes or no does seem significantly easier, but you'd still get stuck with doing a bunch of if else statements as far as I can tell. Not really ideal. Maybe someone else more knowledgeable could say if it's possible to somehow extract that text building functionality itself into a reusable method. Shrug...

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Reactions: UsedChip

LarsJogger

Newbie
Oct 2, 2021
33
87
Really promising, as others have pointed out the AI art in this one doesn't get in the way. Regarding the pausing though... it is nearly a deal breaker. I'm a fast reader and it doesn't feel like pacing, it feels like stuttering or walking in to a narrative wall even with text speed at highest.

The way most people read is not word by word but rather sections at a time. Even worse is that it skips some text by itself even when you don't click to move forward. If you'll let me exaggerate by quite a bit here's an example:

It's like when

I write

like

this and

it's very disruptive

to

the pacing you want to

read at.

Again, exaggeration for demonstrational purposes. The pacing is weird and it means sometimes I click away before all the text has appeared, so I have to go back to read it. Hopefully that changes. My personal preference in games is when characters deliver their ENTIRE speech in one bubble to read through and then you can click through to the next character.

Other than that this seems really promising and definitely on the watchlist.
 

MrDraxs

Newbie
Nov 19, 2021
64
69
i realy liked this game so want to help a little in developing:
the easiest and best way to do the option off turn on or of pauses in my opinion is for each text box you create a if statement and put the option to turn on or off the pauses either on the menu or on the beginning of the story, you may think that this is bad code and whatnot and sure if you where developing something that needed to be good code i would agree with you but lets be honest this code isn't going anywhere close from a production line and stuff.

the way to do it would be simple you just copy and paste and do a if statement for each box like
binary variable pauses yes or no

"this word is rotten,{w=1.0} and no one acknowledges" if pauses = yes else "this word is rotten, and no one acknowledges"

i recommend to do it in one-liners this way you dont accidentally end with 1 billion lines of code.

also open a discord or something like it maybe revolt and open source the code for easier modding and development
 
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GrogGuy

Member
Apr 3, 2022
157
229
Not that I have a better solution, but I think the one demerit to this approach is that every time the dev decides to change some dialogue, they need to remember to do it in two places. Granted, that isn't hard per se, but it is inevitable extra work and it opens up the possibility of typos or mismatched dialogues.

The dev also needs to consider other if else statements that will potentially have to go in as well, e.g. based off prior decisions the player might make.

Eventually they could end up with rather ugly looking nested statements. Even just adding in one extra check for a choice ends up like this:

if usePause:
if choiceA:
"aa{w=1.0}aa"
else:
"bb"{w=1.0}bb"
else:
if choiceA:
"aaaa"
else:
"bbbb"

I guess my point is, the dev should probably consider if adding in the future code / script maintenance is worth the hassle of pleasing everyone with an option. Maybe I'm missing something though. All of my coding experience is in a different language.
 

MrDraxs

Newbie
Nov 19, 2021
64
69
Not that I have a better solution, but I think the one demerit to this approach is that every time the dev decides to change some dialogue, they need to remember to do it in two places. Granted, that isn't hard per se, but it is inevitable extra work and it opens up the possibility of typos or mismatched dialogues.

The dev also needs to consider other if else statements that will potentially have to go in as well, e.g. based off prior decisions the player might make.

Eventually they could end up with rather ugly looking nested statements. Even just adding in one extra check for a choice ends up like this:

if usePause:
if choiceA:
"aa{w=1.0}aa"
else:
"bb"{w=1.0}bb"
else:
if choiceA:
"aaaa"
else:
"bbbb"

I guess my point is, the dev should probably consider if adding in the future code / script maintenance is worth the hassle of pleasing everyone with an option. Maybe I'm missing something though. All of my coding experience is in a different language.
this is called a oneliner
"this word is rotten,{w=1.0} and no one acknowledges" if pauses = yes else "this word is rotten, and no one acknowledges"
and according to my research it should work
by using this aproach "oneliner" the dev dont have to take care of multiple lines of code but just one, also there is no need for more than 1 if/else statement if the dev want to add more ifs on top he can and the code would not become a gigantic mess
EXAMPLE:
if a = 1:
oneliner1
oneliner1
oneliner1
if a = 2:
oneliner1/2
oneliner1/2
oneliner1/2

indead of:

if a = 1:
if c = true:
awser1
else
awser1/2
if c = true:
awser1
else
awser1/2
if c = true:
awser1
else
awser1/2
if a = 2:
if c = true:
awser2
else
awser2/2
if c = true:
awser2
else
awser2/2
if c = true:
awser2
else
awser2/2
 

TheAce19

New Member
Mar 6, 2018
6
13
Interesting game so far. I like the designs of the cast and the personalities. I especially like the bitchy girl and girl failure schizo traits of the siblings. Curious what the lewd scenes will be like when we get there especially since the game doesn't have a lewd premise to begin with. Also fuck this whole family for not giving a man a most basic amount of affection.
 

thegeo

Newbie
Aug 10, 2017
69
106
There is an absolutely shockingly low amount of games with the tags Ai Cg + Incest ...

Like fuck man I figured this would have been a slam dunk combo, but there's barely any even any phone games with those 2 tags, and even fewer that involve b/s.

Anyways, this game seems decent, dialogue is kind of funny and I like the designs, but basically nothing here yet besides a quick introduction.
 
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69ztare

Member
Nov 7, 2018
373
405
I hate incest but I love people who are dead inside, just like this girl looks.
1751602001613.png
Gotta download. Even if, as expected, there's nothing really that pleases me (or the part that displeases is too strong), ignoring the text while getting to see pics of such lovely and beautiful things may be worthy my time.
 

GrogGuy

Member
Apr 3, 2022
157
229
Checked out the dev's page, which I kept forgetting to do until now...
Anyway I don't think it was mentioned here yet, but seems like they do put public status updates there.
I'll share the latest since I imagine it's good publicity for the dev anyway.

Also good luck again dev. Donated a tiny bit since I like your writing a lot so far.

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Edit:
Thanks for the update!
 
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Rain_Man

New Member
Sep 17, 2024
1
0
Really interesting game so far. The story has a lot of potential, and the art style ain’t bad either. I especially like the main character’s so-called “phase” where he’s looking for support from his difficult family. Overall, it feels like a super promising game I’m quite excited to see where it goes.
 
4.30 star(s) 9 Votes