- Jan 11, 2022
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oooo, if that's what he meant, that sounds really cool then, and REALLY flexible.Seems like it's something like that he's going to try out.
oooo, if that's what he meant, that sounds really cool then, and REALLY flexible.Seems like it's something like that he's going to try out.
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.
Ok, thank you.It's not technically feasible in LoML. The dialogue in the game is heavily dependent on countless choices made earlier in the story, and none of the variables used to determine that dialogue are available in a scene gallery.
I am intrigued, have conclusions been jumped?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.
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.Seems like it's something like that he's going to try out.
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.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.
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...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!
It's cute how everybody guesses; Summer, Spring, April, June... I'm curious why nobody try to guess the year...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...
Random questions but what do the black square picture icons represent on the progress report? Like scene 8, 11 etc.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.
Patron wallpapersRandom questions but what do the black square picture icons represent on the progress report? Like scene 8, 11 etc.
Can someone explain to me what all those graphic icons, arrows, boxes, banners mean on that supposed Progress bar?View attachment 2646843
This week in one sentence: with most of the writing and visual design for this next scene done, it's now time to produce the images for it.
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.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?????
Are you 100% sure?17-05 to 24-05 progress none
From what i see ..