txe320
Engaged Member
- Dec 4, 2023
- 2,792
- 6,826
so you need 2 hands when going to the toilet ??Not gonna lie, sometimes.... it get hard.![]()
Sometimes... even a third can help.so you need 2 hands when going to the toilet ??![]()
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Now you're just boasting...Sometimes... even a third can help.![]()
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Usually, when you check the box, then the options below get enabled, and it stops (if you clicked "after choices" )at the decision menu, if not and only skip is checked it fast fowards to where you left (to unseen text) not tested "skip button" though I use tab to toggleCan't figure out an effective search term, so I'll ask.
I'm finally getting back to this after more than a year - all of my saves were St. Patrick's Day 2024.
This was the version of "Season 2" I was on when I last played: MyDorm-v0.15.1-S2C3.1-pc
Anyway, my "first choices" save was on a slide in the room with Martha and Emma before their first real tryst (the night before Emma's birthday) kicked off, while the other saves were on the "all the girls" end screen. When I opened, it gave me an error, but I rolled back a couple of times and things worked out. Started playing the next iteration, where the save was on the real endscreen, and I get thrown back to the confrontation as MC was pulling Eileen and Kiara out of their house to take home with him.
This brings up my question: when I try to use "skip", it asks me to skip to the next choice and just does, rather than doing the "normal" thing for RenPy and advancing quickly through the slides. I don't have the "skip unseen text" box checked, so if I want to see what intervenes, I need to use the control button on the keyboard instead. No - this isn't a huge burden, but I'm just wondering if I have the configuration wrong, or if this is what's intended. I wanted to see how far back I was thrown, given it's been more than a year since I played, but the "normal" way of things isn't what I got when I tried to check in the way I usually would.
Here's the screenshot of the settings. So, do I need to play with something, or is it a "hold button to skip slide by slide, or press 'skip' to advance to the next choice" with no alternative? Just something to adjust to if that's the way the button/function was set up.
View attachment 4783007
I'll experiment.Usually, when you check the box, then the options below get enabled, and it stops (if you clicked "after choices" )at the decision menu, if not and only skip is checked it fast fowards to where you left (to unseen text) not tested "skip button" though I use tab to toggle
Can't figure out an effective search term, so I'll ask.
I'm finally getting back to this after more than a year - all of my saves were St. Patrick's Day 2024.
This was the version of "Season 2" I was on when I last played: MyDorm-v0.15.1-S2C3.1-pc
Anyway, my "first choices" save was on a slide in the room with Martha and Emma before their first real tryst (the night before Emma's birthday) kicked off, while the other saves were on the "all the girls" end screen. When I opened, it gave me an error, but I rolled back a couple of times and things worked out. Started playing the next iteration, where the save was on the real endscreen, and I get thrown back to the confrontation as MC was pulling Eileen and Kiara out of their house to take home with him.
This brings up my question: when I try to use "skip", it asks me to skip to the next choice and just does, rather than doing the "normal" thing for RenPy and advancing quickly through the slides. I don't have the "skip unseen text" box checked, so if I want to see what intervenes, I need to use the control button on the keyboard instead. No - this isn't a huge burden, but I'm just wondering if I have the configuration wrong, or if this is what's intended. I wanted to see how far back I was thrown, given it's been more than a year since I played, but the "normal" way of things isn't what I got when I tried to check in the way I usually would.
Here's the screenshot of the settings. So, do I need to play with something, or is it a "hold button to skip slide by slide, or press 'skip' to advance to the next choice" with no alternative? Just something to adjust to if that's the way the button/function was set up.
View attachment 4783007
Try these settings in the Menu tab for the skip thingI'll experiment.
Do you know anything about save names? Can't find a toggle for it. All my saves were named, but then when I advanced and saved the advance, only the top left save on each page kept its name - all the others went blank. Fortunately I made a notation of the primary variable for each save prior to moving from Season 1 to Season 2, so I know what each is - but it isn't seeming to want to let me put the names back in. That's gonna get real old real fast...
Some VNs do a great job of letting you keep the save name in the spot you opened to play; others either forget entirely or suggest a name associated with another save. Name saves was probably the first function involved in personal computing - whey it's so fucking difficult with RenPy is beyond me.
NEVERMIND ON SAVES: Re-found the stupid damn little toggle again on the individual saves. Still beyond me wey each slot's name isn't persistent. Seems the most natural thing in the world to do.
I'm not worried about it. Just forgot how things were being done in this one - as you're probably aware, it's a pretty complex set of boards versus most and doesn't really do things the same way most others do. That may be RiamMar's signature style, the way others Modders have their way and their look. I get it - pride of product. But, as a user, I'd rather be able to open any VN done with RenPy and find the same kinds of toggles the same places, same screens, etc. That way if something is there, it's easy to find and I don't have to look for a small button on the corner of a save file slot rather than clicking the save itself and having a dialogue box open at the upper right of the page, like in most of the VNs I play with naming, though few of them seem to have perfected the concept of the "persistent name". Sancho did, but he's gone; I think Lightman has persistent names as well (will have to recheck Et***** to confirm), but few others have that, which is something I have trouble understanding. It would seem to be relatively simple "object naming" code: the save box is the object, you write the name, and the name stays the same until you edit it directly or delete the save file, effectively inactivating the box/object. With the modular concept of RenPy, you'd think that would be an easy, pluggable module that doesn't take a whole lot of customization.DaFinker ; knowing Trope95 he'll answer you personally, all your questions, my french hit its end with your question about the save names, moreso since I don't use it in this AVN.
just don't expect an answer soonish guess it is still night on the old world.![]()
My experience is that the "persistent" save names is only on about 3/4 of the games that have save naming. And this one's unique in my experience, since the naming of saves is attached to each save and done after it's made, rather than something you do either before making the save or while making the save. It's still safer to only name it right after you make it, though.NEVERMIND ON SAVES: Re-found the stupid damn little toggle again on the individual saves. Still beyond me wey each slot's name isn't persistent. Seems the most natural thing in the world to do.
Try these settings in the Menu tab for the skip thing
View attachment 4783191
Not making the savename persistent for each slot makes sense. The save won't be the same as it was the last time you saved there. Since the interface isn't my doing, I trust Riam with that kind of design choice.
I'll check out the settings. However, I'm not sure how others do it, but I have names like this:My experience is that the "persistent" save names is only on about 3/4 of the games that have save naming. And this one's unique in my experience, since the naming of saves is attached to each save and done after it's made, rather than something you do either before making the save or while making the save. It's still safer to only name it right after you make it, though.
I have the impression that you would like every car of each brand to have the same clocks in the same places. That all the levers and the cockpit layout would be identical. This would make it much easier to change from one car to another. The same in Rolls-Royce and little Fiat.But, as a user, I'd rather be able to open any VN done with RenPy and find the same kinds of toggles the same places, same screens, etc.
One of the things I asked Riam when we were discussing the interface was for it to look less Ren'py-ish. My reasons for it? All the criticism in Season 1 about the game being "low effort" because I kept the standard Ren'py interface.I'm not worried about it. Just forgot how things were being done in this one - as you're probably aware, it's a pretty complex set of boards versus most and doesn't really do things the same way most others do. That may be RiamMar's signature style, the way others Modders have their way and their look. I get it - pride of product. But, as a user, I'd rather be able to open any VN done with RenPy and find the same kinds of toggles the same places, same screens, etc. That way if something is there, it's easy to find and I don't have to look for a small button on the corner of a save file slot rather than clicking the save itself and having a dialogue box open at the upper right of the page, like in most of the VNs I play with naming, though few of them seem to have perfected the concept of the "persistent name". Sancho did, but he's gone; I think Lightman has persistent names as well (will have to recheck Et***** to confirm), but few others have that, which is something I have trouble understanding. It would seem to be relatively simple "object naming" code: the save box is the object, you write the name, and the name stays the same until you edit it directly or delete the save file, effectively inactivating the box/object. With the modular concept of RenPy, you'd think that would be an easy, pluggable module that doesn't take a whole lot of customization.
Anyway, I'm getting close to a rant, so I'll stop. I'm a pirate, after all - no standing to make demands and bitching should be kept to a minimum.![]()
The major elements of most vehicles are in the same places - I've driven many rental cars and worked at a car wash in high school - even got to do a US market Rolls, though there weren't many Fiats in the US in the 80s, at least not where I lived, and it had it's major controls in the same places as the Chevy's, Fords, Dodges, Toyotas, Hondas and even the Yugo that occasionally came through. You can get in pretty much any passenger vehicle in the US and know that all the pedals are all in the same place, know where to look for the shift, know that the turn signal (for those of use that have the decency to use it) and most of the other light controls are on the left of the steering column and the wipers and certain other controls are on the right side of the column, radio in the center of the console, A/C also in the center of the console, gauges in the same right to left order, etc.I have the impression that you would like every car of each brand to have the same clocks in the same places. That all the levers and the cockpit layout would be identical. This would make it much easier to change from one car to another. The same in Rolls-Royce and little Fiat.![]()
Good UX is rare. And the best UIs are the ones you notice the least - because they only exist between the time you decide what you want to do and it happening.I was happy about the standard Ren'py interface, it did what it should do, but if keeping it would chalk My Dorm as low effort, keeping it wasn't an option. The game can be good or bad, funny or boring, but what it isn't is "low effort".
That's why I didn't do it. Doing what Riam did myself would have meant months of work that wouldn't be advancing the story. Finishing the story always was (and is) my priority. If I had spent months doing a new interface, I would have lost the momentum of writing and perhaps abandoned the game due to frustration.Good UX is rare. And the best UIs are the ones you notice the least - because they only exist between the time you decide what you want to do and it happening.
I say this as a general philosophy and not as any sort of criticism of either version of the UI.
That said, I'd rather you spend time on the story rather than redoing basic functionality that comes for free with renpy...
:shrug: