- Jul 18, 2018
- 95
- 42
Amazing ))))Yeah, going to be adding some quality of life regarding this soon.
One teeny problem is that the % complete function won't be retroactive, but I'm planning on every quest you've done being marked as so.
Amazing ))))Yeah, going to be adding some quality of life regarding this soon.
One teeny problem is that the % complete function won't be retroactive, but I'm planning on every quest you've done being marked as so.
There will be 1000 to end of year? I doubt it, but good luck. I prefer to take your time and have quality work. This is one of few game with I was playing not only for H content, but plot was goodI hope to speed things up and finish the game before the end of this year!
No more guesswork on whether I did or didn't do a quest, yay.
- Completed Contracts will now have a [Done] tag.
Looking forward to the update, especially the pregnancy counter. No longer will I have to visit Alice to figure out how many girls have been impregnated. Only thing that'd be better is a list that crosses off each girl after they're pregnant so you know which ones to focus on.I'm back home after a long break, and we have some exciting changes coming.
Not only will the content of Episode 9 Part 2 drop, featuring three new characters, contracts and sex scenes, but finally some much needed quality of life:
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- New Percentage Completion system. Shows you how much of the game you've complete on your save file and on the world map.
- Girls impregnated now appears as a statistic on your save file
- Major Weapon/Armor/Item overhaul. All items now have an additional line of description which includes the name of the character that can use the weapon, lore, flavour text and even some more mechanical information for certain weapons.
I can't understate just how amazing the support and suggestions have been here. Everything I listed above were suggestions from fans, and almost every single best idea in the game has been. The game truly does feel like a combined effort from the community at times as they help make it the best game it can be.
- Completed Contracts will now have a [Done] tag.
I hope to speed things up and finish the game before the end of this year!
Does this also include a number counter for when we've replayed battles in contracts? Just like with the repeatable contracts.New Percentage Completion system. Shows you how much of the game you've complete on your save file and on the world map.
RPGM technically doesn't support mac, it's the patch a fan made that makes it possible. I'm afraid I won't be able to make any internal changes to the engine to fix Mac bugs, I've never used a Mac before and there's no way I'd be able to make my own game engine.I just finished my playthrough and enjoyed every second of it. The plot, art, and characters are well-done, and you can tell someone put their passion into it. Still, there's one bit of constructive critique I want to get off my chest. I'm primarily a Mac user (Monterey 12.4), and the game works if you apply the provided patch, but at start-up, it still crashes occasionally. The cause seems to be RPGM itself. Will there be a more permanent solution down the line? I enjoyed your previous games and recently bought both of them on Steam.
Working in it was that terrible? For me you did pretty good job thereI will, however, never use RPGMaker ever again to do anything; shit's trash. Ren'Py all the way in the future.
RPG maker is good for RPGs, not for Visual novels like this game.I will, however, never use RPGMaker ever again to do anything; shit's trash. Ren'Py all the way in the future.
I'm assuming once the game is done, it'll hit Steam? Technically, the game's working on Mac, albeit with some hiccups here and there. I don't know how Steam'll handle it, but is it possible to advertise it as playable on IOs, even though it would need a fan-made patch for it to work?RPGM technically doesn't support mac, it's the patch a fan made that makes it possible. I'm afraid I won't be able to make any internal changes to the engine to fix Mac bugs, I've never used a Mac before and there's no way I'd be able to make my own game engine.
As a Mac-user, that's a relief. Lol.I will, however, never use RPGMaker ever again to do anything; shit's trash. Ren'Py all the way in the future.
I won't post it on Steam as being mac compatible.I'm assuming once the game is done, it'll hit Steam? Technically, the game's working on Mac, albeit with some hiccups here and there. I don't know how Steam'll handle it, but is it possible to advertise it as playable on IOs, even though it would need a fan-made patch for it to work?
As a Mac-user, that's a relief. Lol.
That's probably for the best, as I expect Steam to throw a hissy-fit if it doesn't work on Mac.I won't post it on Steam as being mac compatible.
As a game player, I find that Ren'Py gives a far better experience; the whole thing seems a lot more professional. The big snag appears to be that - based on the Ren'Py games I've played - detailed modelling of combat doesn't seem to be possible.RPGM technically doesn't support mac, it's the patch a fan made that makes it possible. I'm afraid I won't be able to make any internal changes to the engine to fix Mac bugs, I've never used a Mac before and there's no way I'd be able to make my own game engine.
I will, however, never use RPGMaker ever again to do anything; shit's trash. Ren'Py all the way in the future.
Programming a combat system in Ren'Py is doable, but requires some Python knowledge.…modelling of combat doesn't seem to be possible.