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MartinDAOC

Newbie
Jun 17, 2018
90
52
225
An endless story of a few extra pictures a year, a good money-making machine. Correct me, is this three years old? Hmm . I wish everyone a wonderful day.
 

Cryptist

Member
Aug 20, 2020
497
751
258
Unfortunately, yes.
This will be a fatal flaw. If it is your intent to constantly change what you have done, requiring a replay from the start for every update, you will lose players. Me, for one. I constantly save gameplay. You will make that practice useless.

Instead of constantly redoing trivial details, work on new content so every update adds to the game, and to players' enjoyment.
 

only MILF

Forum Fanatic
Dec 30, 2020
5,788
6,874
697
This will be a fatal flaw. If it is your intent to constantly change what you have done, requiring a replay from the start for every update, you will lose players. Me, for one. I constantly save gameplay. You will make that practice useless.

Instead of constantly redoing trivial details, work on new content so every update adds to the game, and to players' enjoyment.
I think the author has already thought about this. "If you want to succeed, go all the way." (y) ;)
 

srfsmrf_

Active Member
May 24, 2024
775
710
179
Any slightest improvement, deletion, or even adding a single line of code shifts all the line numbers, and that breaks the save files. - That's how it works.
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Anyway, I think you (people) should consider this to be in a WIP pre/alpha state. Dunno what the ambitions are, how lengthy this VN will be(come), but if it's average or considerable I think it'd be wise to land on some stable ground at some point, and start doing non-save-breaking episodes(?)


-edit/update: eh, I may have done some assumptions & been wrong here. Did some more reading/digging, found - an old reference doc, not used anymore, but has in-depth info about the saving/loading process (shame that hasn't been brought over to the current docs) (I reckon this still is how it works):

Details. As the game is played, Ren'Py logs all changes to user and interpreter state. When the game is saved, it writes this log out to disk, alongside the current state. When the game is loaded back in, the variables are reset to what the were when the init code in the current version of the script finished running. The saved user state is then merged with this, with saved user state overriding any variable that was also assigned in the init code. Finally, a rollback is triggered.

The rollback that is triggered on load ends when it can find a statement that has the same name as it had when it was encountered in the log. When the script hasn't changed, all statements have the same name, so the effect of the rollback is to bring control back to the start of the statement that was executing when the user saved. When the script has changed, however, the only statements that retain their names are statements that have an explicit name specified. (These statements are labels, menu statements with an explicit name, and call ... from ... statements.) The game will rollback to the start of the most recent statement that exists in both the old and new games.

When a rollback occurs, both user and interpreter state are restored to what they were when the statement that is being rolled back to began executing. The statement is then executed again, and play continues normally.

[...]
So I guess/understand each non-explicitly named statement gets an implicit name (perhaps line number does play a role here after all?)

Update some more essential reading:
 
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