pil1

Newbie
Nov 26, 2017
45
1
I did not understand what the essence of the game, I do not criticize, just want to understand if it involves the interaction of life simulator, where is it this simulator in what it is expressed?
 

Joshua Tree

Conversation Conqueror
Jul 10, 2017
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6,559
To my remark ( lol )
First off it's not about the animation it self that makes a good game! sadly maybe to you!!!!! Even if the creator used MakeaHuman software he/she or who ever, did a very poor job!!!! Then again Judging from your remarks i guess you wouldn't know the difference between one's ass from a hole in the ground!!!
To my remark ( waste of time )
The most important part of the game is the storyline. and sadly this game do not have!!!
uh, its like a "Sims" game for adults, you make your own story.
 

Joshua Tree

Conversation Conqueror
Jul 10, 2017
6,158
6,559
I did not understand what the essence of the game, I do not criticize, just want to understand if it involves the interaction of life simulator, where is it this simulator in what it is expressed?
Yes, its a life simulator sort of.
 

Fliptoynk

Member
Nov 9, 2018
384
324
@Vinfamy

How does 'CountPregnancyDays()' works? I'm using the code below but the resulting text always display 0 months:
Code:
    Dating = getSpecific(Dating)
    Dating.show(2)
    "<Dating.name> <Dating.name_last>"
    If Dating.isPregnant()
        DaysP = Dating.CountPregnancyDays()
        Months = DaysP / 30
        If Months > 9
            mstr = "9"
        Elseif Months > 8
            mstr = "8"
        Elseif Months > 7
            mstr = "7"
        Elseif Months > 6
            mstr = "6"
        Elseif Months > 5
            mstr = "5"
        Elseif Months > 4
            mstr = "4"
        Elseif Months > 3
            mstr = "3"
        Elseif Months > 2
            mstr = "2"
        Elseif Months > 1
            mstr = "1"
        Else
            mstr = "0"
        Endif

        "Pregnant for <mstr> months."
    Endif
Dunno bout CountPregnancyDays() but...
Why do you have to use mstr variable when you can just go straight?
Months = Dating.CountPregnancyDays / 30
"Pregnant for <Months> months"
Better yet, try
"Pregnant for <Dating.CountPregnancyDays / 30> month(s)."
 

n1ck

Member
Feb 5, 2018
374
365
Dunno bout CountPregnancyDays() but...
Why do you have to use mstr variable when you can just go straight?
Months = Dating.CountPregnancyDays / 30
"Pregnant for <Months> months"
Better yet, try
"Pregnant for <Dating.CountPregnancyDays / 30> month(s)."
Cos it won't work for 2 things:
  1. There's only a limited type of variables that can be substituted into a string, expression isn't one of them
  2. Numbers cannot be substituted into a string directly, only a subset of Actor instance object properties and String variables
I've tried your code, and any variation there of, before posting.
 

Fliptoynk

Member
Nov 9, 2018
384
324
Not even this?
"Pregnant for %d months", months

I'm sure there are some easier way to convert numbers to strings. What if yer gonna display a score from 0 to 9999999?
You can't use if-then 9999999x, right?
 

Vinfamy

creating moddable 3D life simulator
Game Developer
Jul 5, 2017
1,250
4,847
@n1ck That's weird. Your code should work fine.
I'll check if I have screwed up something in that function, but in the meantime, maybe try to make sure it's not the
Months = DaysP / 30 that's the problem somehow
Try using DaysP directly in your if clauses
 

n1ck

Member
Feb 5, 2018
374
365
@n1ck That's weird. Your code should work fine.
I'll check if I have screwed up something in that function, but in the meantime, maybe try to make sure it's not the
Months = DaysP / 30 that's the problem somehow
Try using DaysP directly in your if clauses
OK, tried with this code
Code:
    Actor = getSpecific(Dating)
    Actor.show(2)
    "<Actor.name> <Actor.name_last>"
    If Actor.isPregnant()
        DaysP = Actor.CountPregnancyDays()
        //Months = DaysP / 30

        mstr= "foo"
        If DaysP > 270
            mstr = "9"
        Elseif DaysP > 240
            mstr = "8"
        Elseif DaysP > 210
            mstr = "7"
        Elseif DaysP > 180
            mstr = "6"
        Elseif DaysP > 150
            mstr = "5"
        Elseif DaysP > 120
            mstr = "4"
        Elseif DaysP > 90
            mstr = "3"
        Elseif DaysP > 60
            mstr = "2"
        Elseif DaysP > 30
            mstr = "1"
        Else
            mstr = "0"
        Endif
        "CHECK 1: Pregnant for <mstr> months."

        If DaysP > 1
            mstr = "999"
        Else
            mstr = "0"
        Endif
        "CHECK 2: Pregnant for <mstr> months."

        If DaysP == 0
            mstr = "999"
        Else
            mstr = "111"
        Endif
        "CHECK 3: Pregnant for <mstr> months."

    Endif
That code output:
Code:
"CHECK 1: Pregnant for 0 months."
"CHECK 2: Pregnant for 0 months."
"CHECK 3: Pregnant for 111 months."
This led me to believe that "CountPregnancyDays()" returns an invalid numeric type.

@Vinfamy
Is there a function that can convert integer to string?
I'd 2nd this functionality. It'll make debugging much easier.
 

R0y

Member
Nov 25, 2017
371
223
The most important part of the game is the storyline. and sadly this game do not have!!!
The story of Big Brother as follows. Get rid of moms new boyfriend for you can fuck her & put cameras in the house for the "WHOLE" world can see you fucking your mom and not only her your sisters & your aunt as well. Now, tell me whats so great about that story? I'd really like to know...
 

randomguy

Member
Aug 5, 2016
274
605
The story of Big Brother as follows. Get rid of moms new boyfriend for you can fuck her & put cameras in the house for the "WHOLE" world can see you fucking your mom and not only her your sisters & your aunt as well. Now, tell me whats so great about that story? I'd really like to know...
Just because big brother's plotline is dogshit, that doesn't mean any other game shouldn't have a story.

This is a sandboxy type game so it's probably for the best that there's no real storyline but a bit more consistency with the text would be great. It's still one of my favorite games either way.
 

Asstrreader74

Member
Donor
Nov 8, 2017
145
118
The story of Big Brother as follows. Get rid of moms new boyfriend for you can fuck her & put cameras in the house for the "WHOLE" world can see you fucking your mom and not only her your sisters & your aunt as well. Now, tell me whats so great about that story? I'd really like to know...
I would love to keep this convo going! But i am not going to post just to keep a thread alive..most of the time i don't even look at them! i hope to see the day that the F95zone admin and staff bring back the thumbs down option and remove the auto view counter..because F95zone sends a wrong impression to creators that so many people care
 
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n1ck

Member
Feb 5, 2018
374
365
This is a sandboxy type game so it's probably for the best that there's no real storyline but a bit more consistency with the text would be great. It's still one of my favorite games either way.
Exactly my thoughts. The consistency however needed another feature that I don't know whether its feasible, that is a flexible per npc flag structure.

WARNING: Rant ----
I was thinking an arc which the player can encourage NPC to start their own porn channels. While the game already have a global flag pool, like the one used in sugardaddy/baby & the player's soc-med channels, using that pool for npc specific flags will quickly convolute the flag pool, not to mention addressing problems caused by how scripting work. Using the extensible stats feature already existing will in turn convolute the stats very quickly.

Adding a flag pool on the event script itself, like how "Hentai Highschool" event systems work, IMO is not desirable. Apart from the tedious book keeping, it'll only retire the events very quickly and adapting it for multiple NPC will be a nightmare.

For example, introducing your SO to your family. Currently, you can introduce your SO to a family member multiple times, and at times seemed illogical, like when your SO already ask you to watch you "play" with that family member. So, a flag is required to mark whether your SO has been introduced to that family member. But where to put the flag? Using a flag in the global pool is problematic. Multiple family members means multiple flags in the global pool. How to address them in the script, cos currently the script doesn't support a list type whatsoever. And how about you breaking up with your current SO and have another SO?

One way to solve it is having a flag in the family member which track who has been introduced as your SO, i.e. a "introducedSO" variable in the family member per NPC flag structure which contains the NPC ID of your SO. Now, the introduction event can check that variable whether the your SO's NPC ID is the same with that family member's "introducedSO". Other events can also check it, like NTR scene with that family member. One problem though, how about polyamory? Multiple SO means that the "introducedSO" flag can be overwritten by another SO, so already introduced SO can seem to be forgotten and re-introduced again.

To solve that, "introducedSO" can be made as a list of NPC ID rather than an integer. However, this means making the scripting engine support a list data type. While I've been longing for this feature, IDK if it is feasible. List datatype can solve many problems the event scripting has, especially dealing with polyamory. If supported, the introduction problem can be solved with the following code (see the assumption before the code):
Code:
/*
Assumption, the list datatype supported the following operations:
- len(): returns the number of items currently in the list
- add(): adding an item to the list
- remove(): removing an item from the list
- clear(): emptying the list
- is_in(object): check whether the object is in the list
- iter(): iterating the contents of the list
- []: indexing an item inside the list

The Actor class have these methods to support per NPC flags:
- isFlagExist(name): check whether the named flag exists in this Actor's database
- setFlag(name): add the named flag to this Actor's database, returns a pointer/reference to the named flag data
- getFlag(name): returns a pointer/reference to the named flag data
*/

Family = getRelative()
Dating = getSpecific(Dating, Spouse)

// in introduction event
If !Family.isFlagExists(introducedSO) || !Family.getFlag(introducedSO).is_in(Dating)
   Family.setFlag(introducedSO).add(Dating)
   // do introduction
Endif

// in NTR event
If Family.isFlagExists(introducedSO) && Family.getFlags(introducedSO).is_in(Dating)
   // SO suggest NTR with the family member
Endif

// in Player breakup with SO event
Family.getFlags(introducedSO).remove(Dating)
// NOTE: this could be skipped to support the family member recognizing the ex in case of events involving the
// family member and the ex. However, ways for keeping "introducedSO" from growing very large containing
// junk NPC IDs should be considered
 
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Fliptoynk

Member
Nov 9, 2018
384
324
Hmmm... No wonder why sims prefer emojis over texed conversations as it'll complicate things like, AI's, memory mgmt and overall size of the game. :geek:

I hope we won't be seeing dialogues like "until i took an arrow in the knee" over an over :ROFLMAO:
 

Joshua Tree

Conversation Conqueror
Jul 10, 2017
6,158
6,559
Hmmm... No wonder why sims prefer emojis over texed conversations as it'll complicate things like, AI's, memory mgmt and overall size of the game. :geek:

I hope we won't be seeing dialogues like "until i took an arrow in the knee" over an over :ROFLMAO:
You prefer the "sims like" baby talk over the text in LifePlay? :p Everyone can help (if they want), write events and such for LifePlay though. Doubt Vinfamy would mind some extra hands in that regard.
 
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n1ck

Member
Feb 5, 2018
374
365
Everyone can help (if they want), write events and such for LifePlay though. Doubt Vinfamy would mind some extra hands in that regard.
I was thinking along the line of @Vinfamy focus in core engine & scripting features, and delegating the event scripting to a team of modders. I for one is excited with the new "AssignResidents()" scripting API and looking for ways to use it in a non incest/family setting. Just wish he fully documented the new API though ("getSpecific(PassedOn)" ????)
 

Fliptoynk

Member
Nov 9, 2018
384
324
You prefer the "sims like" baby talk over the text in LifePlay? :p Everyone can help (if they want), write events and such for LifePlay though. Doubt Vinfamy would mind some extra hands in that regard.
La ba blah ba blah gu gu gaaah

In engrish
Dont get me wrong, either way works for me. It's just that I think it could've been easier for the dev to make the interactions the sims way minus the gibberish audio :D. Assigning a set of script + AI per npc could take longer... And judging by the size of the city, they could be over a hundred or thousands
 

Vinfamy

creating moddable 3D life simulator
Game Developer
Jul 5, 2017
1,250
4,847
I for one is excited with the new "AssignResidents()" scripting API and looking for ways to use it in a non incest/family setting. Just wish he fully documented the new API though ("getSpecific(PassedOn)" ????)
Imagine you have an actor in a scene, that scene is followed up by other scenes

PassOn(Actor)
followUp(nextscene)
SceneEnd()

In nextscene.lpscene:
WHO = getSpecific(PassedOn)

This way you can use follow up and carry over a NPC to the next scene
AssignResidents()

I was thinking along the line of @Vinfamy focus in core engine & scripting features, and delegating the event scripting to a team of modders.
That would be the ideal situation, but the game isn't popular enough, at least not yet, to support that many modders yet. Change logs full of API functions won't win me any new players unfortunately.
About flags, yeah, I'll definitely need to implement them at some point - probably will have a basic system when I add virginity content to the game. Also, A lot of the conditions for incest scenes really should have used flags rather than comparing the incest tension stat really.

You prefer the "sims like" baby talk over the text in LifePlay? :p Everyone can help (if they want), write events and such for LifePlay though. Doubt Vinfamy would mind some extra hands in that regard.
That's actual one of my motivations for starting the LifePlay project - I like The Sims with sex mods - know some of the Sim modders a bit from LoversLab - but for heavier fetishes like corruption, non-consensual etc, the gibberish language makes me laugh too much to take the sexual content seriously.
Obviously, dialogues and stories for a sandbox lifesim game like this will always lead to inconsistencies (even more inconsistencies when mods roll around) and a few 'hard texts' in each scene that probably should have been variable depending on characters' attributes (which I do try to resolve if they are reported). It's kind of a trade-off.

@Akkarin69: Next version I will add female-on-male aggressive animations. Then another update soon I will (finally, long overdue really) add strapon to the game, which will open up strapon femdom etc
 
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