trihopatofilicar

Active Member
Apr 4, 2017
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How am I supposed to make it better if no one gives me a save from where they get stuck, or tells me what they missed? It's not designed with the intent of getting people stuck for long, but some do get stuck.
I played it like 3 time coz i thought there is a branchout since you tricked me with that Jolee scene. Never had a bug, they are just doing something wrong, or should i say not doing something.. The game is fine as far as i can tell.
 

Alcahest

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Jul 28, 2017
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I played it like 3 time coz i thought there is a branchout since you tricked me with that Jolee scene. Never had a bug, they are just doing something wrong, or should i say not doing something.. The game is fine as far as i can tell.
What scene?
A couple of complaints so far about nothing happening have been due to one or more unknown bugs (in one case the memory wasn't activated), but most people getting stuck seem to miss something, probably different things. I never find out what though which is frustrating.
 
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anedwcan

Active Member
Sep 25, 2017
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I've tried to get people to show me save files when they get stuck to get a better idea of how it happens and when, maybe some events are too hard to trigger, or whatever, but they always solve it before. Or they don't send any.
I think pirates are especially leery of personal contact, and this is a pirate site even if you seem to be a cool cat. Hopefully conversing here on the forums is sufficient.

Automatically making the game say "click this event" after a certain time doesn't sound like something I want to do, but your suggestion could be made into a HELP ME button or similar. Pressing the button will light up the event(s) you need to play. I'm not 100% sure yet that it will be possible in all situations but it sounds like a cool thing to implement.
Cool, cool, cool... (just to clarify: I never meant for you to implement this as a default always-on thing. Waiting for the player to switch on the "help mode" before lighting up events that are "overdue" is entirely reasonable) (y)
 

trihopatofilicar

Active Member
Apr 4, 2017
522
1,090
What scene?
A couple of complaints so far about nothing happening have been due to one or more unknown bugs (in one case the memory wasn't activated), but most people getting stuck seem to miss something, probably different things. I never find out what though which is frustrating.
Jolee birthday blowjob scene. We can pick only one (ask, dont ask, and cum in mouth), the remaining 2 gets locked out. Right?
 

MotorcycleU

Member
Jun 14, 2017
210
53
What scene?
A couple of complaints so far about nothing happening have been due to one or more unknown bugs (in one case the memory wasn't activated), but most people getting stuck seem to miss something, probably different things. I never find out what though which is frustrating.
I've just found I'm not able to describe or pinpoint in a way that is useful/understandable to others. I've gotten to where Kyra is 99 & the shrink is at 83. Only green I got for Kyra is the one you can earn 20 points off of her. I got the Teasing weakness unlocked & I've given her 3 pills. On shrink I got no pills & no weaknesses unlocked.
 

anedwcan

Active Member
Sep 25, 2017
588
845
I've tried to get people to show me save files when they get stuck to get a better idea of how it happens and when, maybe some events are too hard to trigger, or whatever, but they always solve it before. Or they don't send any.
What scene?
A couple of complaints so far about nothing happening have been due to one or more unknown bugs (in one case the memory wasn't activated), but most people getting stuck seem to miss something, probably different things. I never find out what though which is frustrating.
Again, please don't expect this.

I believe we have made real progress already - convincing the dev (you) the program can stall out for some (but far from all) players is (more than) half the battle!

Based on my guesses as to how your game works I don't believe it's worth your while to chase down individual stalling scenarios anyway; better to acknowledge that stalling is an (unintended and maybe even uncommon) consequence of your design, and focus on implementing some kind of "rescue function" (like the one we're discussing presently) :)
 

anedwcan

Active Member
Sep 25, 2017
588
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You did something wrong then. I did the whole game in about an hour. 4 hours is maybe the whole game reading all the texts, so its not for just one scene. You still have the settings tho.
I can confirm the game takes multiple hours to play (on regular settings). And I didn't even come to the end of content.
 

Alcahest

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Jul 28, 2017
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I've just found I'm not able to describe or pinpoint in a way that is useful/understandable to others. I've gotten to where Kyra is 99 & the shrink is at 83. Only green I got for Kyra is the one you can earn 20 points off of her. I got the Teasing weakness unlocked & I've given her 3 pills. On shrink I got no pills & no weaknesses unlocked.
Actually from your description I'm pretty sure what you're missing (99/83, or even just 99, was enough of a clue in this case). This one I actually expected some players to get stuck on.
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Alcahest

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I believe we have made real progress already - convincing the dev (you) the program can stall out for some (but far from all) players is (more than) half the battle!
LOL, like I ever thought otherwise. Some resistance makes the reward sweeter. But in the end you're supposed to be able to figure it out without too much hassle, cause it's a porn game.

Based on my guesses as to how your game works I don't believe it's worth your while to chase down individual stalling scenarios anyway; better to acknowledge that stalling is an (unintended and maybe even uncommon) consequence of your design, and focus on implementing some kind of "rescue function" (like the one we're discussing presently) :)
I don't want to keep guessing. It is worth it at this point because I have little to no data of what makes people get stuck for so long, except obvious ones.

Not sure yet that rescue thing is possible to do in a reasonable way because of dependencies, but I'll look into it at some point.
 

Mememe621

Newbie
May 12, 2017
91
70
Enjoying the game a lot, it’s much higher quality than most on this site. Bug report for you: I had Kylie at 3/3 and wasn’t seeing any green events for her for a long time. So I tried a yellow event (talking to her when she’s doing homework on the couch) and was able to improve the relationship score. That’s not meant to be possible on yellow events, right?
 

Alcahest

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Jul 28, 2017
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Enjoying the game a lot, it’s much higher quality than most on this site. Bug report for you: I had Kylie at 3/3 and wasn’t seeing any green events for her for a long time. So I tried a yellow event (talking to her when she’s doing homework on the couch) and was able to improve the relationship score. That’s not meant to be possible on yellow events, right?
No, that sounds like a bug. Thanks for reporting it. If possible, please send me a save from that point, when it was yellow. That might be a reason many people get stuck.
 

anedwcan

Active Member
Sep 25, 2017
588
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Not sure yet that rescue thing is possible to do in a reasonable way because of dependencies, but I'll look into it at some point.
Are we still talking about the idea to track the "age" of events?

That is, to store the week number when an event is first introduced to the player? Each time the event is clicked, that number is updated to the current week.

The idea is for your game to be able to highlight "old" events to the player (only when asked of course), telling the player "this or these events have existed for N weeks without you clicking them". I believe that would be precisely the info a player needs to unstall his game (except of course when it's the mall or the doctor that's the hang-up).

Which event is the cause for the stall likely differs each time, so again, I don't think it's worth tweaking specific text clues unless you get a lot of reports on one specific thing.

My hope would be that this would be straight-forward to implement. It's a "dumb" solution and therefore easier on the programmer. ;) It is supposed to be a generic solution that helps in all cases, solving (or at least ameliorating) the stalling issue once and for all. I especially hope it lets you avoid messing with dependencies completely :)
 
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Alcahest

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Are we still talking about the idea to track the "age" of events?

That is, to store the week number when an event is first introduced to the player? Each time the event is clicked, that number is updated to the current week.

The idea is for your game to be able to highlight "old" events to the player (only when asked of course), telling the player "this or these events have existed for N weeks without you clicking them". I believe that would be precisely the info a player needs to unstall his game (except of course when it's the mall or the doctor that's the hang-up).

Which event is the cause for the stall likely differs each time, so again, I don't think it's worth tweaking specific text clues unless you get a lot of reports on one specific thing.

My hope would be that this would be straight-forward to implement. It's a "dumb" solution and therefore easier on the programmer. ;) It is supposed to be a generic solution that helps in all cases, solving (or at least ameliorating) the stalling issue once and for all. I especially hope it lets you avoid messing with dependencies completely :)
Well, I was thinking of pointing to the event that is locking further progress, if such an event exists, but your idea would be easy to implement, yes. That alone won't necessarily always point to the solution, since there's no guarantee the "oldest" events are causing the stall. But as a mere reminder like "You haven't played these in a while." it could work as a hint. Though I am already hearing people complaining about the game reminding them about events that tell them "Something must happen first". :D Before v0.3 those messages didn't exist so people didn't get frustrated from seeing them. Question is if they are even doing more harm than good. That's why a definite solution is preferable.
 
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anedwcan

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Well, I was thinking of pointing to the event that is locking further progress, if such an event exists, but your idea would be easy to implement, yes. That alone won't necessarily always point to the solution, since there's no guarantee the "oldest" events are causing the stall. But as a mere reminder like "You haven't played these in a while." it could work as a hint. Though I am already hearing people complaining about the game reminding them about events that tell them "Something must happen first". :D Before v0.3 those messages didn't exist so peope didn't get frustrated from seeing them. Question is if they are even doing more harm than good. That's why a definite solution is preferable.
My point is that - if I'm right about how your game works - finding the "definite" solution is lots of work and might result in bugs.

Simply letting the player know which events are "stale" and therefore candidates for stalling progress (without the program itself having to understand which these events are) was my idea for a workable solution.

That there might be more than one event that gets highlighted (when/if player asks for help) isn't an issue as I see it. You simply click both if you have to. (Perhaps you'll have to cycle through to next week to catch them both, but still)

The frustration you speak of is that as a player you're told "something needs to happen" with exactly zero clues as to how you make that happen.

What I needed to be told when the game stalled on me is "there's an event that is holding up progress". This might sound obvious to you, but really, the first time you play the game I considered "the game is buggy" or "I need to visit the office" or "A number of weeks must pass by" or something else.

Once you tell the player this (ideally right in the "something needs to happen" dialog), the next step is a given: which events could be holding up the game? Again, to you the answer comes immediately: events that are green. But the player doesn't necessarily know that. It could be that the events must be played a number of times (though without the visible progress meter of girl relations) or that you played them in the wrong order...

But don't tell the player it's the green events. Instead tell the player which events haven't been played in a long time, since that is likely exactly the "forgotten" event. And this is exactly what my suggestion is intended to answer! :)

So in short, if the "Something needs to happen" message becomes "There's an event you haven't experienced. Click Help for a clue" or somesuch, I believe the issue is fixed to the players' satisfaction.
 

Alcahest

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Jul 28, 2017
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My point is that - if I'm right about how your game works - finding the "definite" solution is lots of work and might result in bugs.

Simply letting the player know which events are "stale" and therefore candidates for stalling progress (without the program itself having to understand which these events are) was my idea for a workable solution.

That there might be more than one event that gets highlighted (when/if player asks for help) isn't an issue as I see it. You simply click both if you have to. (Perhaps you'll have to cycle through to next week to catch them both, but still)

The frustration you speak of is that as a player you're told "something needs to happen" with exactly zero clues as to how you make that happen.

What I needed to be told when the game stalled on me is "there's an event that is holding up progress". This might sound obvious to you, but really, the first time you play the game I considered "the game is buggy" or "I need to visit the office" or "A number of weeks must pass by" or something else.

Once you tell the player this (ideally right in the "something needs to happen" dialog), the next step is a given: which events could be holding up the game? Again, to you the answer comes immediately: events that are green. But the player doesn't necessarily know that. It could be that the events must be played a number of times (though without the visible progress meter of girl relations) or that you played them in the wrong order...

But don't tell the player it's the green events. Instead tell the player which events haven't been played in a long time, since that is likely exactly the "forgotten" event. And this is exactly what my suggestion is intended to answer! :)

So in short, if the "Something needs to happen" message becomes "There's an event you haven't experienced. Click Help for a clue" or somesuch, I believe the issue is fixed to the players' satisfaction.
I will try to think of something better than "Something must happen first", but it's more complicated than you realize. It doesn't necessarily have to be an event you haven't played for a while. It could be number of times, wrong choice etc. It could even be that you need to replay the very same event that gave the message. It doesn't even have to be an event, in theory. If a flag isn't correct that message will show.
 

TabooGood

Newbie
Mar 28, 2018
38
11
Loving the game so far, the teasing aspect of it is fun and the choice of models is good. Any words on when there might be a new update?
 
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netflixandchill101

New Member
May 30, 2017
6
7
So I'm running it on mac. I downloaded Liberica as instructed above but when I reach scenes with video, all i get is a black screen along with the interface. The terminal shows this

****** Play vid *************


Loading video- what: Angela/TherapistCO/100-0.mp4


Loading video from url: jar:file:/Users/name/Desktop/ParadiseFound_v0.3.01_64-bit/pf.jar!/Angela/TherapistCO/100-0.mp4


PPP play vid gif:null


VIDEO STARTED: jar:file:/Users/name/Desktop/ParadiseFound_v0.3.01_64-bit/pf.jar!/Angela/TherapistCO/100-0.mp4

any idea what I could do to get the videos working?
 

RhinoHeadbutt

Newbie
Sep 9, 2017
78
55
Liberica comes in three variants: Regular, Lite and Full. Make sure you have installed the Full version, which comes with its version of JavaFX.
 
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