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InvaderZim

Member
Jun 18, 2019
316
1,069
*disclaimer* I know almost nothing about how renpy works.
Since you can't make a separate gallery mode, would it be possible to make some sort of in-game label jumps, in such a way that you can relive a past scene while staying inside your current game state, and once the scene reaches its ending it would automatically resume to where it jumped from? If this is feasible, it would make it possible to have a 100% functional and fully customized replay system.
Seems like it's something like that he's going to try out.
 
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pouet

Member
Jul 31, 2017
131
77
Have you considerate that this game isn't for you. I mean, no direspect to you, but this is a long AVN with even longer times between updates. It it a long jurney of a guy with two daughters, life and work. If you are just for sex, this game has nothing much to give you. For most of us playing this game was a wild ride. It's all about a long story, we want see sex, of course, but we're willing to wait for it. There is always the right place and the right time for that. This is more a love story than a common corruption story. There are out there many, many other games there are more suitable for you.


I started this game with the passion that it takes, and I like what I read there, but for the moment, I no longer have the time to devote to it, but I see only very beautiful scenes exist, and precisely, I'm not satisfied just with the sex, I would like to be able to enjoy the impressions of the characters during the sex scene, even if unfortunately I don't have time to enjoy the rest at the moment.
 

Heml0ck

Member
Mar 7, 2018
302
773
This week in one sentence: got stuff done, more stuff left to do. I'll do a number crunchy post somewhere over the weekend, see if we can jump to some conclusions based on half-assed numbers.
I am intrigued, have conclusions been jumped?
 

whooop

Newbie
Mar 7, 2018
30
31
Seems like it's something like that he's going to try out.
While unfamiliar with Renpy, I can assume there's significant issues with that as well because certain values will still yield different outcomes. E.g. you're at the end of the game and have "lovepoints = 50;" you then jump back to scene 20 and there is a discrepancy of potentially 50 points. So he'd need to save every choice and then systematically emulate the steps back to scene 20 or alternatively store the variables at certain checkpoints for later usage. The first solution is ass while the second is striaght up twice the ass because what do when you create new save games? Yea, suddenly you need 5000 tables for 10 gallery scenes.

Changing any of the prior story's order would require updating the stored routes/selections so that means writing an updating script that would also break every couple updates (because that's just how it is).
Not to mention any kind of debug editing of variables would yield a bunch of errors meaning more people crying about things not working (sure, no need to address them, but they'd still be there).

If I was developing a renpy game I'd just say "haha lol, no, suck it" to any kind of save->gallery permanence. I'd wager less than 10% of people even use the gallery and even then only a fraction use the feature more than 5 times. It would be a massive waste of time unless it would be for the fun of making it and then abandoning the feature in the next release.

Edit: After thinking a bit more, a good and easy to implement solution would be to just create a separate save game at certain checkpoints when the gallery event occurs. When loading a gallery scene (save), you'd also set a "gallery = true" variable which would tell the game to exit once reaching another checkpoint.
Then whenever you hit the checkpoint again in a different playthrough, it'll overwrite the gallery scene (save).
The gallery scene selection view would just be a gallery scene (save) loading view.
Super simple solution if it's possible to create multiple save views. Obviously more work than it's worth, but would actually work, be very compatible and wouldn't be excessively difficult to implement.
 
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PHIL101-YYouPPHard

Active Member
Jan 11, 2022
943
1,807
While unfamiliar with Renpy, I can assume there's significant issues with that as well because certain values will still yield different outcomes. E.g. you're at the end of the game and have "lovepoints = 50;" you then jump back to scene 20 and there is a discrepancy of potentially 50 points. So he'd need to save every choice and then systematically emulate the steps back to scene 20 or alternatively store the variables at certain checkpoints for later usage. The first solution is ass while the second is striaght up twice the ass because what do when you create new save games? Yea, suddenly you need 5000 tables for 10 gallery scenes.

Changing any of the prior story's order would require updating the stored routes/selections so that means writing an updating script that would also break every couple updates (because that's just how it is).
Not to mention any kind of debug editing of variables would yield a bunch of errors meaning more people crying about things not working (sure, no need to address them, but they'd still be there).

If I was developing a renpy game I'd just say "haha lol, no, suck it" to any kind of save->gallery permanence. I'd wager less than 10% of people even use the gallery and even then only a fraction use the feature more than 5 times. It would be a massive waste of time unless it would be for the fun of making it and then abandoning the feature in the next release.

Edit: After thinking a bit more, a good and easy to implement solution would be to just create a separate save game at certain checkpoints when the gallery event occurs. When loading a gallery scene (save), you'd also set a "gallery = true" variable which would tell the game to exit once reaching another checkpoint.
Then whenever you hit the checkpoint again in a different playthrough, it'll overwrite the gallery scene (save).
The gallery scene selection view would just be a gallery scene (save) loading view.
Super simple solution if it's possible to create multiple save views. Obviously more work than it's worth, but would actually work, be very compatible and wouldn't be excessively difficult to implement.
Lovepoints can't go beyond 10, I believe. But, I guess your criticism sort of holds if you had lovepoints at 5 when you came upon that scene, and then by the end of the game you have lovepoints at 10 instead, you'd get a different scene... based on how you're saying it'll work, anyways. I honestly don't technically understand what the plan is.
 

herlam

Member
Apr 3, 2021
297
1,102
Summer? Summer! Where you at? Arizona deserts? It's 2½ months until midsummer! By that time your nuts'll need a vacation 'cause LoML's been out 10 wanks from then!
This was a reply to a comment i made in April 6th that the update will probably be ready for summer vacations... so guess i was right...
 

Francis8rock

Member
Sep 8, 2017
226
197
Tbh, there's a lot that theoretically possible, but the work is... significant, and it's somewhat fragile, and the defaults will not be very satisfactory either because what you really want is your playthrough, not some default (otherwise, why bother having that level of choices and reactivity at all).
So, for something that's not a core feature, I decided to go with something that yields a, well let's be generous and call it a workable result, with a reasonable workload to implement.

Mind, come next release all that should be moot, as I'm planning to switch it around and see if I can't get something working by getting creative with automatically made custom named saves, so it'll be loading up your actual playthrough instead, choices, dialog, and all.
Random questions but what do the black square picture icons represent on the progress report? Like scene 8, 11 etc.
 
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Knight_of_the_lance

Active Member
Feb 23, 2020
996
1,836
About replays, I don't personaly use the function. A game I played that had a unique way of implementation (or in adition to replays) is seven realms. in this game there is the plsibility for the player to mark a sceen as favorite while playing and the the sceen gets ''recorded'' in a special extra section. I don't know the specifics, might be worth a bit of time to investigate how he does it. If only to save a bit of time down the line. I havent visited that thread thow so I don't know how active is that dev.
 

Hyperserver

often the biggest step forward is to "step back"
Donor
Game Developer
Jun 30, 2018
3,092
8,334
Can someone explain to me what all those graphic icons, arrows, boxes, banners mean on that supposed Progress bar?

what the hell is all this?????
every column represents a scene. The more images on a scene, the more complex. Girls on images do NOT represent the girls featuring that scene. So once all grey parts are done, the game will be ready for testing (symbols at the left lower). Once all is colored, tha game will be released.
It's pretty easy to understand.
Aside that, it's all explained on the top left corner of that picture - you just need to read.
 
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