Thanks for the fix. I noticed the game script seems to no longer regard/reflect the player's customized name; and is written statically to "Adam". Is this intended? I assume the same goes for Lisa too.
I remember version 0.8 had correct reflection of custom names. Although come to think of it, there are many instances of short-form references (e.g. "Lis" for Lisa). What is the intended outcome for those instances?
EDIT:
A quick bug report while I'm here. Not sure how much of it has already been addressed in v0.10+, but here they are anyway.
I noticed, on the TL route,
EDIT 2:
Another bug: Choice 321 - 323 have overlapping double sentences on the labels.
Choice 324 as well
EDIT 3:
Videos V 11-13 are missing their accompanying gallery unlock triggers.
EDIT 4:
I can't seem to get into the condition to unlock Gallery image F297. Looking at the logic, it seems impossible to miss following a single condition check. Is it bugged in some other way?
EDIT 5:
Seems like F75 and F163 aren't possible to unlock too. Is this indeed the case?
I love the fact there are so many story lines to follow. The college boyfriend one seems well established along with Karl and Sam. To an extent I feel that the neighbour one is a bit irrelevant. It might be because I'm just playing the ntr path and he might have a bigger role in the nts one. Also, I understand that the game needs to be engaging when it comes to the story and we are slowly getting into the phase of having action in every sequence.
But, at the end of the day it is a porn game and I would love to see full on action without it just being foreplay in the next few updates.
Don't mind my rant/thoughts too much Taptus, you keep doing you.
Thanks! This seems to work OK (only very briefly tested).
Out of curiosity, I went back to see how instances of non-standard name calling/references, e.g. "Adaaaaam" instead of "Adam"; "Lis" instead of "Lisa" were being handled. Turns out they still remain as is, so it might be a bit odd to come across these inconsistencies during the story.
Curious what you have in mind for these cases, Taptus. :O
I'm thinking that approaching it might be a little complex, because the short-form "Lis" and dragged-out "Adaaaaam" add flavour/mood to the dialogue and it would be a loss to replace them plainly with the player custom names wholly
Thanks! This seems to work OK (only very briefly tested).
Out of curiosity, I went back to see how instances of non-standard name calling/references, e.g. "Adaaaaam" instead of "Adam" were being handled. Turns out they still remain as is, so it might be a bit odd to come across during the story.
Curious what you have in mind for these cases, Taptus. :O
Damn, I do not know how to solve such a problem, either do not use any name changes, but clumsily use the same form everywhere, or come up with some kind of programming trick, but I do not understand the code that well.
Damn, I do not know how to solve such a problem, either do not use any name changes, but clumsily use the same form everywhere, or come up with some kind of programming trick, but I do not understand the code that well.
For me personally, I think sacrificing mood-conveying dialogue ("Lis", "Adaaaaam") for the sake of immersion+consistency, so that Lisa doesn't call me by someone else's name (or vice versa), would be a sacrifice I'd choose to go with. Meaning a simple swap to "clumsily use the same form everywhere" as you said.
I'm picturing a very simple condition check IF $player_name_isnt_adam THEN print($custom_name) ELSE print("Adaaaaaaaam") for such instances
And in this case the story & dialogue script might have to be written specifically to avoid too many instances of non-standard name calling. This might be a shame to miss out on, considering how natural it is for people to have affectionate/pet names for each other. I really like the additions you've included so far.
If it's worthwhile, might even add a footnote on the player custom name input so the player is aware they might miss out on flavour dialogue for the sake of name consistency.
I can't imagine any way to programmatically approach this situation; besides getting the user to input every single desired customisation. Maybe through a set of fields on the game's options menu. Can't imagine how to approach this elegantly either though.
Thanks! This seems to work OK (only very briefly tested).
Out of curiosity, I went back to see how instances of non-standard name calling/references, e.g. "Adaaaaam" instead of "Adam"; "Lis" instead of "Lisa" were being handled. Turns out they still remain as is, so it might be a bit odd to come across these inconsistencies during the story.
Curious what you have in mind for these cases, Taptus. :O
I'm thinking that approaching it might be a little complex, because the short-form "Lis" and dragged-out "Adaaaaam" add flavour/mood to the dialogue and it would be a loss to replace them plainly with the player custom names wholly
Duuude, frieeeend, hubbyyyyyy, buddyyyyyy, broooo, amigoooooo, daaaaarling, princeeeeees, wifeeeeey! That's what I would do, avoid the given name.
Other games let you input both proper name and nickname (Lisa or Liz, Markemptorix the Conqueror or Mark), but for the elongated vowels to suggest various emotions, I suggest the above.