- Nov 25, 2021
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And then follow that up by begging for a completed save.You know how people are, before even installing the game they ask for a mod/walkthrough.
And then follow that up by begging for a completed save.You know how people are, before even installing the game they ask for a mod/walkthrough.
if not renpy.get_screen('lustagram_screen'):
key "p" action Function(setMusic, music = 'snd_phone_open'), Show('lustagram_screen', transition = Dissolve(.3)), Function(setMusic, music = 'iphone')
key "P" action Function(setMusic, music = 'snd_phone_open'), Show('lustagram_screen', transition = Dissolve(.3)), Function(setMusic, music = 'iphone')
else:
key "p" action Function(setMusic, music = 'snd_phone_open'), Hide('lustagram_screen', transition = Dissolve(.3)), Function(setMusic, music = 'iphone')
key "P" action Function(setMusic, music = 'snd_phone_open'), Hide('lustagram_screen', transition = Dissolve(.3)), Function(setMusic, music = 'iphone')
Dev team actually follows this thread, so they should see it. Also, you are doing hero's work, my dude.Bug Report
Whoever has correspondence with the dev team, bug in the interface when using hotkeys, specifically "p" or "P" for the phone.
Good deal and thank you for the info bud, sincerely. If they see this then I have more than a few items to point out that they really need to stop doing and get orthodox.Dev team actually follows this thread, so they should see it. Also, you are doing hero's work, my dude.
""
pause
Yup, we are hereGood deal and thank you for the info bud, sincerely. If they see this then I have more than a few items to point out that they really need to stop doing and get orthodox.
An example (I've already changed about a hundred of these) is using:
""
instead of the proper:
pause
A blank dialogue box is not the way to pause the game properly. It's a very poor and sloppy habit if I'm being honest. Whoever on the team is coding the Python should whisper in the ear of whoever is writing the dialogues. Little things like this will make a much more professional, efficient, and proper build. Obviously they don't expect someone like me to write code to modify their baby so they don't notice some of the the old habits that remain in the code, so hopefully me pointing some of these things out will help a few on the team improve their skills or be more noticeable of those things they already should know by now (considering this is the second season of the game).
Trust I'm not wagging my finger, I'm genuinely lending some sound advice to enhance the product, not deprecate it or belittle anyone. Regards, it's going to be a long and busy weekend in the studio.
Good morning. See a bug report here in case you missed it bud. I'll do my best to go back and log the others I found as well. Regards.Yup, we are here
So if you found anything else interesting - feel free to leave it here
So, guess I can look forward to replaying this one to then with a new mod additionThere's other bugs I've found but I haven't been logging them down since I'm not updating a mod, I'm writing it.
I'd say it's usually down to the game for me, though I'm not entirely play-style agnostic. I do lean towards the same personal preference as yourself having grown up on classic adventure games myself. If I had unlimited time and brainpower, then generally the more engaged/involved the game gets me in interacting with it the better (as long as it doesn't get to be to tedious survival/management game levels)... BUT, with more limited time as I've gotten older and sometimes just wanting to just relax and experience something that requires much less thought/participation I find that I really like having a good mix of different types of game styles to go back and forth between depending on what I feel like and my schedule.That's where great minds differ The more the player has to do, the better. My favourite play style would be something like an point & click adventure game, meaning: A LOT more dialogue than sandbox usually have with NPCs giving hints about what to do next (not directly, but for example talking about the upcoming xy event or missing something). Collect items, combine them, use them with something specific.
I don't consider VNs to be games really. They are just novels, just as their description implies. I have both a huge movie and game collection, so when I just want to experience something, I have plenty of options. When I want to play something, I actually want to play something. But it must have a structure and a story. Those bullet hell shooters or repetitive games with generated levels are not for me. I grew up with the 80s jump & runs, but at some point I prefered graphical adventures.I'd say it's usually down to the game for me, though I'm not entirely play-style agnostic. I do lean towards the same personal preference as yourself having grown up on classic adventure games myself. If I had unlimited time and brainpower, then generally the more engaged/involved the game gets me in interacting with it the better (as long as it doesn't get to be to tedious survival/management game levels)... BUT, with more limited time as I've gotten older and sometimes just wanting to just relax and experience something that requires much less thought/participation I find that I really like having a good mix of different types of game styles to go back and forth between depending on what I feel like and my schedule.
I'm also kinda split on games that let you experience everything in a one giant playthrough vs. games that require multiple playthroughs to see different aspects that interest you (there's also "New Game +" types that are somewhere in between I guess). While I generally prefer the former, which is usually the minority of AVNs, some of my favorite games are the latter and again I feel like it's down to implementation and what fits the game/story.
Which one's Dakota, again?You must be registered to see the links
Dear witches and wizards! Welcome to our weekly DevUpdate.
But first, let's set the mood with a dirty little joke:
Why do witches wear no underwear while flying a broom?
...
It gives them a better grip on the handle!
But don't focus on the jokes too much. Let's get back to important info, more precisely, to the news about the development process. Here is the list of things we've finished this week:
That concludes this week's update. Thank you for your time and comments. With each update, we strive to enhance Lust Academy!
- Finished 23 new renders with Leona, Dakota, Haley and Amelie.
- Retouched 45 renders to add a special magical atmosphere!
- Finished 12 more full HD 60fps animations for hot scenes.
- Finished proofreading dialogues for Lily's storyline.
- Finished proofreading dialogues for Amelie's storyline.
- Finished proofreading dialogues for Dakota's storyline.
- Finished quest logs and character info for season 2.
Sincerely,
Bear in the Night
A girl with thin white hair in a black dress.Which one's Dakota, again?
There ain't nuttin better than double negation there ain't, no sir!"People Haven't not yet come up with anything better than classes."
That or more male love interests in general.We need a fuck scene with Elijah