SoiCowboy

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I expect an announcement when 0.6 drops that will state something like: "This is the biggest update ever, twice as big as all other ones. Sorry, for the delays but I think you guys will see how much work we put into it. From now on we'll be back to regular updates every 2-3 months."
One can only hope you're correct. :)
 
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boxedjack

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Can you, or anybody else, explain why some games' updates tell us old saves will not work? Is it because the DEV has added variables to the game? If that's the case, does a DEV have to set up all the variables at the beginning of a game's conception?
Probably. It is definitely one reason. But a dev does not have to set up every variable at the beginning of development. He just can't introduce variables to scenes from previous updates.
For example, if it's going to matter in the future if players got caught in the act by Bob, Icstor had to set a variable for that in the last update not in the update where it is eventually going to matter because by that point players will already have played that scene and the variable would not have been set.

Good news is I think saves were always compatible in Milfy City except one time were the inventory was broken and that got fixed as well.
 

goobdoob

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Can you, or anybody else, explain why some games' updates tell us old saves will not work? Is it because the DEV has added variables to the game? If that's the case, does a DEV have to set up all the variables at the beginning of a game's conception?
Sometimes it's new variables. Sometimes it's changing older scenes. Of course, a big revamp will blow things up.

For example:
You have a save at the end of release x. For release y, the author adds a flag to a choice about halfway through release x that didn't have a flag before. Then in release y he uses that flag. If he coded it correctly (using the default keyword), saves from past the event won't crash, but might not have the correct choice. If he didn't code it correctly, saves past the event would cause a crash when the (nonexistant) variable is accessed.

We ended on such a cliff hanger and its killing me to know what happens.
Well, you're going to have to keep dying. I don't think we're going to find out anything about that until the next Linda update, 0.8.
He's potentially got six new builds of Ren'py since his last update, if he decides to update Ren'py, and those updates can cause issues with saves.
Updating the engine mid-game is probably not a good idea. 0.5c was using 6.99.14.3, which is even farther behind than you thought. I don't see him updating.
 

N7's Slut

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If the last release was a year ago, old saves won't work anyway, so no need to test them. Unless the update will be tiny.
last update was in december during christmas and it too so long because the dev took his time and i dont think he changed the code so drasticly that old saves wont work
 

septacycell

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I wonder if once you proof-read the script to test a Renpy game like this if you can just CTRL/Skip your way through, or if there is a guide a series of written steps to follow and then do it again by mixing them up or what.
 

N7's Slut

panty sniffer
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I wonder if once you proof-read the script to test a Renpy game like this if you can just CTRL/Skip your way through, or if there is a guide a series of written steps to follow and then do it again by mixing them up or what.
i think you only have to proof read the new content no need to proof read whats already fine
 

Zephrah

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i think you only have to proof read the new content no need to proof read whats already fine
I wish someone would proof read the word "glans" from any game script.It sounds awful and nobody uses that IRL.
 

SoiCowboy

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Probably. It is definitely one reason. But a dev does not have to set up every variable at the beginning of development. He just can't introduce variables to scenes from previous updates.
For example, if it's going to matter in the future if players got caught in the act by Bob, Icstor had to set a variable for that in the last update not in the update where it is eventually going to matter because by that point players will already have played that scene and the variable would not have been set.

Good news is I think saves were always compatible in Milfy City except one time were the inventory was broken and that got fixed as well.
Thanks for your informative answer. It's people like you that makes reading these threads enjoyable for me. You'll never, ever, catch me saying:

When's the next update. Can I have a save? :ROFLMAO:
 
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SoiCowboy

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Especially since it's glands. But I know, joke over head and such.
Definition of glans

1. glans penis : the rounded, highly innervated body forming the extremity of the penis
2. glans clitoris : the conical, highly innervated body forming the external extremity of the clitoris

Because, you know, there's the internet.
 

Myself101

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Feb 4, 2018
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Good news is I think saves were always compatible in Milfy City except one time were the inventory was broken and that got fixed as well.
At least in my experience it's quite rare that saves are made incompatible by choice although it did happen recently with Timestamps. But it definitely is something that needs testing and it gets more complicated because not everyone will continue on from a save at the end of the last version (e.g. somebody might not have explored a certain path yet and that one might get screwed up if you purchase a certain item that got introduced in the latest update too soon/too late).

Basically the less linear a game gets the more complex testing might need to become - both to avoid continuity errors (one branch referencing stuff that happens in another branch when the player might not have explored that branch yet) and technical issues (were the game expects certain variables to be set when they are not).

And then (especially with Ren'py Games in my experience) there is the issue of people hacking the save files to e.g. increase money or set certain variables to skip something and that might lead to instances of variable combinations that can't occur in regular gameplay and therefore causing issues that don't come up in testing (I believe the latest release of Midnight City had a patch to take care of such an issue).

Overall - testing can be a bitch and it's not really something where it's easy to predict how much effort will be required.
 

D-Two

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Apr 12, 2018
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I wonder if once you proof-read the script to test a Renpy game like this if you can just CTRL/Skip your way through, or if there is a guide a series of written steps to follow and then do it again by mixing them up or what.
If you know what you are doing and have had testability in mind since the beginning, then a piece of software like this won't take much more than a day to test properly. Proof reading less than half an hour. The tricky part is handling branches in the story and make sure things stay coherent, which hardly any of these devs pay much attention to.

Testing, bug fixing and then re-testing will of course take longer, but then it's the coding, not the testing that is the bottle neck.
 
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