VN Ren'Py My Girlfriends [v0.7b Prologue] [Mcdxcom]

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trauts

Active Member
Aug 12, 2018
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hi Mcdxcom
looks like there are some new variables added in 0.7 that were not in 0.6 AND they are at the beginning of script.rpy
in 0.6:
1752040504534.png
in 0.7:
1752040542354.png
and it's causing some problems:
1752040675200.png
Since you've defined all the "new" variables at the beginning of 'label start'
any saves prior to 0.7 won't pick-up your new variables. do you even test your code before releasing it?? restarting from the beginning for each release is not very popular.
 
Last edited:

Mcdxcom

Newbie
Game Developer
Jul 25, 2017
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hi Mcdxcom
looks like there are some new variables added in 0.7 that were not in 0.6 AND they are at the beginning of script.rpy
in 0.6:
View attachment 5024911
in 0.7:
View attachment 5024914
and it's causing some problems:
View attachment 5024918
Since you've defined all the "new" variables at the beginning of 'label start'
any saves prior to 0.7 won't pick-up your new variables. do you even test your code before releasing it?? restarting from the beginning for each release is not very popular.
Yes like most of the games on here often a new start is needed - this is the prologue and once the main game starts this will prob be the case. Also everytime I add a new girl this will also prob be the case. Whats your point?
 

youraccount69

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GetOutOfMyLab

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Yes like most of the games on here often a new start is needed - this is the prologue and once the main game starts this will prob be the case. Also everytime I add a new girl this will also prob be the case. Whats your point?
You shouldn't do variables like that.

It should be like this:
Code:
default celine_gf = False
default florine_sex = False
default gm = False
# and so on...

label start:

    # Start your game here
How to Ren'Py:
 

ben akeba

Active Member
May 9, 2018
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-_- this is never a good omen when a dev anwser to someone pointing out coding mistake (among other mistakes) by "many people do wrong so it's ok" Oo
kinda give some high lvl sloppy work in the barely making vibe -_- reading the review is just the last straw, no hope for this game if dev keep this attitude as it's just going to turn into a fuggly mess of bugs, of buged bugg and inceptioned bugg into the bugg-verse -_- unless dev throw what he did till now to restart with a clean base (after learning many thing about devlopping a game that he previously skipped on) and with the justification of many game are made like that so it's ok and the mandatory patreon begging add ... probability of a working game without bugg and/or paywall isn't realy up there (something along the line of "if it look like it, smell like it it probably is ...")
 
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Skeltom

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Oct 9, 2017
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You shouldn't do variables like that.

It should be like this:
Code:
default celine_gf = False
default florine_sex = False
default gm = False
# and so on...

label start:

    # Start your game here
How to Ren'Py:
That's just the basics, no? If the current actions keep up then the player will have to start a new game every. single. update. I don't know anyone who would stick around to deal with that. They don't do anything anyway aside from being used as if statements for choices for whatever reason?

Python:
menu:
    "Continue" if day2 == True:
        jump hnight2end1

    "Continue" if day3 == True:
        jump day3end

    "Continue" if day5 == True:
        jump day5end
        
menu:
    "Wait for Celine" if florinesex == True:
        jump hday3c

    "Wait for Celine" if florinesex == False:
        jump hday3d
The coding is a mess, really. Sometimes they use renpy.movie_cutscene with arguments and other times they will define images on the fly inside a label just to show it immediately after. I think they should have spent some more time learning renpy before starting this.
 

GetOutOfMyLab

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That's just the basics, no? If the current actions keep up then the player will have to start a new game every. single. update. I don't know anyone who would stick around to deal with that. They don't do anything anyway aside from being used as if statements for choices for whatever reason?

Python:
menu:
    "Continue" if day2 == True:
        jump hnight2end1

    "Continue" if day3 == True:
        jump day3end

    "Continue" if day5 == True:
        jump day5end
       
menu:
    "Wait for Celine" if florinesex == True:
        jump hday3c

    "Wait for Celine" if florinesex == False:
        jump hday3d
The coding is a mess, really. Sometimes they use renpy.movie_cutscene with arguments and other times they will define images on the fly inside a label just to show it immediately after. I think they should have spent some more time learning renpy before starting this.
It's definitely the basics, though, a long time ago, the default keyword didn't exist and so there are a lot of bad examples out there that use this outdated method.

As for the conditionals on the choices, it seems there is some sort of loop, so it's being used to determine which scene you jump to depending on which day you've seen... though, there is certainly better ways of handling that.
 
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Skeltom

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Oct 9, 2017
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It's definitely the basics, though, a long time ago, the default keyword didn't exist and so there are a lot of bad examples out there that use this outdated method.

As for the conditionals on the choices, it seems there is some sort of loop, so it's being used to determine which scene you jump to depending on which day you've seen... though, there is certainly better ways of handling that.
I assumed it was a loop but this is a liner prolauge right now. day2 is also the only one that is ever used so I'm not sure what the though prosses is behind it. They use it to show choices that are the same text, but jump to different labels. It seems very odd to me.

As for the bad examples, yeah I get it, but some of the variables are definitions outside a label as they should be and others are not. If they are going to do that couldn't they at least add them to the after_load so they exist? It should at least stop the name error, but would that even make them function if the player is already past the point they are set? I don't think it would.
 

GetOutOfMyLab

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I assumed it was a loop but this is a liner prolauge right now. day2 is also the only one that is ever used so I'm not sure what the though prosses is behind it. They use it to show choices that are the same text, but jump to different labels. It seems very odd to me.

As for the bad examples, yeah I get it, but some of the variables are definitions outside a label as they should be and others are not. If they are going to do that couldn't they at least add them to the after_load so they exist? It should at least stop the name error, but would that even make them function if the player is already past the point they are set? I don't think it would.
No idea why only some are defaulted properly and others are not. Doesn't make much sense. By defaulting them, they would use their default values even in existing save files. You could open the script file now and remove:
Code:
    $ celine_gf = False
    $ florinesex = False
    $ sht = False
    $ gm = False
    $ ds = False
    $ got = False
    $ ntr = False
    $ day2 = False
    $ day3 = False
    $ day4 = False
    $ day5 = False
    $ day6 = False
and then add to the existing section outside of the label:
Code:
    define m = Character ("Me")
    define h = Character ("Hannah")
    define c = Character ("Celine")
    define s = Character ("Sylvie")

    default celine_cor = 1
    default celine_love = 0
    default celine_cream = 0
    default beth_cor = 4
    default beth_love = 0

    default study = 1
    default game = 1
    default celine_gf = False
    default florinesex = False
    default sht = False
    default gm = False
    default ds = False
    default got = False
    default ntr = False
    default day2 = False
    default day3 = False
    default day4 = False
    default day5 = False
    default day6 = False
Old saves would work. after_load is great for correcting old values and could be used for the same purpose, but I'm not sure if he has any way of determining how to set them if you're already passed the scenes, so might as well just use default
 
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Mcdxcom

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Game Developer
Jul 25, 2017
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Cheers for your input however most of these issues have already been addressed as I am 2 or 3 updates ahead as it mentions for patreons. Currently wrapping up the final day of the holiday - day5 and also for latest build (Not yet ready for patreon release - i have gone back to redo older animations from the begining to sort out size issues and edit better to loose curser images etc. I have learnt alot doing both these games but yes my code is still basic. Also I think using the multiple camera angles but editing the vid animations with sound so i can control the volume easier is the way forward. Next step is to learn piston animations so I can move away from the set hs2 ones. I know it is annoying to have to start a save fingers crossed 0.7c is going to be the last update needing a new save.
As I said I appreciate help and input, but you must also appreciate that I am litterally doing this in a couple of hours a week and with no prior knowledge of any coding at all!

My aim for this game is constant sex scenes as it is a bloody porn game after all!
 

Mcdxcom

Newbie
Game Developer
Jul 25, 2017
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No idea why only some are defaulted properly and others are not. Doesn't make much sense. By defaulting them, they would use their default values even in existing save files. You could open the script file now and remove:
Code:
    $ celine_gf = False
    $ florinesex = False
    $ sht = False
    $ gm = False
    $ ds = False
    $ got = False
    $ ntr = False
    $ day2 = False
    $ day3 = False
    $ day4 = False
    $ day5 = False
    $ day6 = False
and then add to the existing section outside of the label:
Code:
    define m = Character ("Me")
    define h = Character ("Hannah")
    define c = Character ("Celine")
    define s = Character ("Sylvie")

    default celine_cor = 1
    default celine_love = 0
    default celine_cream = 0
    default beth_cor = 4
    default beth_love = 0

    default study = 1
    default game = 1
    default celine_gf = False
    default florinesex = False
    default sht = False
    default gm = False
    default ds = False
    default got = False
    default ntr = False
    default day2 = False
    default day3 = False
    default day4 = False
    default day5 = False
    default day6 = False
Old saves would work. after_load is great for correcting old values and could be used for the same purpose, but I'm not sure if he has any way of determining how to set them if you're already passed the scenes, so might as well just use default

Hi this has confused me a bit. Which bits are wrong here? The default celine_cor = 1 are stats that need to change as the story develops so if you load a new save are you saying this will go back to default? I don't think this has happened when i tested.
 

GetOutOfMyLab

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Hi this has confused me a bit. Which bits are wrong here? The default celine_cor = 1 are stats that need to change as the story develops so if you load a new save are you saying this will go back to default? I don't think this has happened when i tested.
Everything that you had already using default is correct.

The issue was this part:

Code:
label start:

    $ celine_gf = False
    $ florinesex = False
    $ sht = False
    $ gm = False
    $ ds = False
    $ got = False
    $ ntr = False
    $ day2 = False
    $ day3 = False
    $ day4 = False
    $ day5 = False
    $ day6 = False
Do these not change throughout the save? If they do, they should be defaulted. If they don't (they are constants), use define like your character definitions.
 
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DressedToThrill

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Jun 30, 2024
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Any chance of getting some changelogs here, even for previous versions? I feel this is like the third push in a row to the Latest Updates page without anything new, except I got the same events two days in a row this time around.
 

Peri3481

Member
Aug 23, 2023
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Code:
    $ ntr = False
Feels like a metaphor for something, can't quite put my finger on what... but definitely a good rule for life.
 

loldoggy

Newbie
Sep 2, 2019
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Why is it when I try to click an option it says the Beth isnt corrupt enough? How do you raise her corruption exactly?
 

Mcdxcom

Newbie
Game Developer
Jul 25, 2017
67
376
176
You shouldn't do variables like that.

It should be like this:
Code:
default celine_gf = False
default florine_sex = False
default gm = False
# and so on...

label start:

    # Start your game here
How to Ren'Py:
Thanks for this! It is a much better guide than I had been using.

Also 0.7c is on patreon 0.7d is the build I’m currently working on which will sort out any remaining issues and not need a new save going forward. It is quite a hefty update which because I am redoing old animations is taking a lot longer than planned so it is prob going to drop in 3 weeks and I will drop 0.7b for free at the same time
 
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