Shanks_Aka

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Dec 3, 2017
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If you're playing with the modpack Rogue's buttcheeks should turn red if you slap them a few times. There should be a sound effect too
At first I didnt understand it either, but hes refering to the dialog option for her to show you that shes wearing the buttplug (she just turns around, show it to you, then turns back)
 
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Tinymanhood

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Jun 6, 2017
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I like those ideas, I'll see what I can do.
It would be cool to have Kitty's doggy position too so she could have the same options, hope Oni draws the pose for her someday.
That seems to be the main issue with modding the game right now - the lack of art.
I've been going through the game files, and it seems a bunch of features has already been written, but lacks the art for it.
Some features can already be unlocked. Right now I'm testing a couple for Emma - gifts and relationship - and it seems to be working just fine. Gonna try a few more today or tomorrow.
I really hope we start seeing some more art soon.
 

NSoull

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Mar 2, 2017
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1,226
I am never going to understand why Oni is so stubborn about the way he codes the game. It is like he got that geometric toy and insists in trying to put the square toy through the triangular role. He is KNOWINGLY performing his task in the most inefficient way he could. The only way for this to be more inefficient would be if it wasn't functional.

I get wanting to do his entire project single handedly, but at least improve your method. Rogue-Like has been a patreon project for about 3 years now. How does this even make sense at this point? I just can't see any other reason than him being inefficient deliberately.
 

Miosys

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Oct 25, 2017
45
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I am never going to understand why Oni is so stubborn about the way he codes the game. It is like he got that geometric toy and insists in trying to put the square toy through the triangular role. He is KNOWINGLY performing his task in the most inefficient way he could. The only way for this to be more inefficient would be if it wasn't functional.

I get wanting to do his entire project single handedly, but at least improve your method. Rogue-Like has been a patreon project for about 3 years now. How does this even make sense at this point? I just can't see any other reason than him being inefficient deliberately.
Curious if you'd have an example of a game that is efficiently coded. As someone who sort of used to opening up games and looking into them as a process of touching upon new things, I'd very much appreciate taking a look at something that might prove to be useful.
 

NSoull

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Mar 2, 2017
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Curious if you'd have an example of a game that is efficiently coded. As someone who sort of used to opening up games and looking into them as a process of touching upon new things, I'd very much appreciate taking a look at something that might prove to be useful.
Out of my head? I don't think so. These kind of porn games projects usually get stalled by art, not code. I can't remember how many games in this forum died or slowed to a crawl because of art, but I can barely remember any that had it happen due to code, mostly because it is usually simple stuff like Renpy, RPG maker or point and click unity/java.

I imagine that Akabur has some organized and "efficient" code. I heard he makes a lot of redundant stuff and mistakes, but at least he must have mastered the "If you do <Action>, +1 <stat>" thing to a science since he has made what, 3 or 4 COMPLETE games that use this system? But like I said, I'd have to look at it to give you a certain opinion, which is effort I am not willing to make frankly.

The game "Four Elements Trainer" uses the exact same system training system, ie "do action, gain stat, rinse and repeat", (plus some other stuff) as Rogue-Like and Akabur's games, so you might want to take a look at their code to compare with too. Again, can't attest for its quality.
 

Tinymanhood

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Out of my head? I don't think so. These kind of porn games projects usually get stalled by art, not code. I can't remember how many games in this forum died or slowed to a crawl because of art, but I can barely remember any that had it happen due to code, mostly because it is usually simple stuff like Renpy, RPG maker or point and click unity/java.

I imagine that Akabur has some organized and "efficient" code. I heard he makes a lot of redundant stuff and mistakes, but at least he must have mastered the "If you do <Action>, +1 <stat>" thing to a science since he has made what, 3 or 4 COMPLETE games that use this system? But like I said, I'd have to look at it to give you a certain opinion, which is effort I am not willing to make frankly.

The game "Four Elements Trainer" uses the exact same system training system, ie "do action, gain stat, rinse and repeat", (plus some other stuff) as Rogue-Like and Akabur's games, so you might want to take a look at their code to compare with too. Again, can't attest for its quality.
That's not really a fair comparison in my opinion. The stat system in Akabur's games is very simple compared to the system in Rogue-Like.
You're right about it being more organized though, but that could have something to do with how simple it is in comparison. I mean, Akabur's games has like 2-3 different stats? While Rogue-Like has 15+.
 

NSoull

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Mar 2, 2017
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That's not really a fair comparison in my opinion. The stat system in Akabur's games is very simple compared to the system in Rogue-Like.
You're right about it being more organized though, but that could have something to do with how simple it is in comparison. I mean, Akabur's games has like 2-3 different stats? While Rogue-Like has 15+.
There is no difference between 5 stats or 100 in Renpy. It doesn't increase complexity. All it does is increase the amount you have to write.
Is counting from 1 to 50 any harder than counting from 1 to 10?

You will be writing the same type of expressions, with the same amount of complexity, the only thing that changes is the names. The mechanic is still the same simple one.

Each action has a stat reward and a stat requirement. You do an action until you increase your stat enough to do the next action. It might look different and complex in the user-side, but there is basically no difference in the code.
 

Tinymanhood

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There is no difference between 5 stats or 100 in Renpy. It doesn't increase complexity. All it does is increase the amount you have to write.
Is counting from 1 to 50 any harder than counting from 1 to 10?

You will be writing the same type of expressions, with the same amount of complexity, the only thing that changes is the names. The mechanic is still the same simple one.

Each action has a stat reward and a stat requirement. You do an action until you increase your stat enough to do the next action. It might look different and complex in the user-side, but there is basically no difference in the code.
There is a difference when those stats affect each other. Which they do in Rogue-Like.
 

NSoull

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Mar 2, 2017
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Again, that is a matter of relation, not complexity. It just means there is more things to write, but it doesn't increase the complexity of the code. More work =/= Harder work.

Not to mention that regardless of how many stats there are, you only write the expressions ONCE if you use them as methods and with extend. I am not trying to diminish Oni's work here, but this isn't a complex game just because it has several stats as in opposed to 3 or 5. Adding in a stat to a character in a game like this doesn't increase the workload by even 15 minutes.
 

Tinymanhood

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Jun 6, 2017
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Again, that is a matter of relation, not complexity. It just means there is more things to write, but it doesn't increase the complexity of the code. More work =/= Harder work.

Not to mention that regardless of how many stats there are, you only write the expressions ONCE if you use them as methods and with extend. I am not trying to diminish Oni's work here, but this isn't a complex game just because it has several stats as in opposed to 3 or 5. Adding in a stat to a character in a game like this doesn't increase the workload by even 15 minutes.
I think you misunderstood me. In Rogue-Like it's not just about doing one action enough times that you'll unlock the next action. Or well, it is to some extend, but there's way more to it. The stats all affect each other, and the different characters will act differently depending on those stats. Not just around you, but around each other too.
There's stats that you probably don't even know about unless you've looked at the coding. It is definitely more complex than the system Akabur is using.
I'm not trying to defend Oni, I'm just saying that I don't think it's a fair comparison, because of how different the two systems are.
 
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Miosys

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Oct 25, 2017
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I suppose better question would be, what would be an improvement in Rogue-Like Ren'py code? Be it making things easier to refer to while adding more content, cutting down on manual input. Asking cause some here seem to know a thing or two about Oni sticking to some old fashion way that seems to be slowing down the process or making it tedious to work with?
 

osmcuser132

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Aug 8, 2017
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5min napkin analysis:
- Player object managing player stats, money and inventory
- writing a girl object, create student and teacher derivatives which groups all the common stuff
- location object for each location, which defines a list of action available at said location and private/public location for inhibition stat of actions
- Framework managing Player, time, girls and locations

Bumping into Kitty would be executing
Framework.addGirl(Kitty)
And Kitty.introduction() would auto-play

Adding clothing to the game could be as simple as making the art and one line of code
Rogue.addClothes("Black Lace Panties", "underwear", inhibition wearing stat, inhibition public stat)

Basically with such a frame-work, only minimal coding would need to be done. Most of the time could be spend on art and dialogue.
 
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NSoull

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I suppose better question would be, what would be an improvement in Rogue-Like Ren'py code? Be it making things easier to refer to while adding more content, cutting down on manual input. Asking cause some here seem to know a thing or two about Oni sticking to some old fashion way that seems to be slowing down the process or making it tedious to work with?
Organizing the code and cutting down on manual input would help lots, but from what I saw from his posts, the biggest problem is that Oni seems to take the "the more I do it, the better I'll be" approach with coding, as if it was a physical exercise that you improve as you perform.

Coding absolutely requires taking time to study and consulting with either more experienced people or more complex codes. Of course, both of those options would require taking away attention from the project, which would slow it down no doubt.

The only SHORT TERM solution would be to outsourcing the code to someone more experienced and focusing on what he is good, the art. I get it that it is not ideal, but the modders here have put more art into the game in a month than he did this year. He is obviously getting stalled by the code to an extensive degree, which is kind of hard to justify on a project that he gets paid for monthly.
To me, it touches in a very ethical and moral point, but I guess I already said my piece. Better drop it before a mod decides to step in. It is not like it is my money anyway, I guess.
 
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n1ck

Member
Feb 5, 2018
374
365
Guys, I'm throwing an idea here.

I'm working on fixing the poly relationship & jealousy / cheating events of the game. I've noticed that most of the bugs are caused by the game having 400+ global variables to track, most of them are duplicates for each characters. Coupled by Oni's inexperience in coding (from what I heard), it's no wonder he introduced many bugs. Heck, I introduced some myself while trying to fix things.

What I'm proposing is to rewrite the code in Object Oriented manner so that that 400+ variables can be more manageable. While I have experience in Python, an can work on the game logic, I'm not familiar with Renpy. So I need the help from someone who are familiar to it, mostly in handling the visual aspect of the game.

And if someone willing to work with the dialogs (no coding skills necessary), maybe we can create something for the missing dialogs for the game (mostly Emma, but Rogue and Kitty have some missing dialogs too)

Any thoughts?
 
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Apr 7, 2018
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I think you misunderstood me. In Rogue-Like it's not just about doing one action enough times that you'll unlock the next action. Or well, it is to some extend, but there's way more to it. The stats all affect each other, and the different characters will act differently depending on those stats. Not just around you, but around each other too.
There's stats that you probably don't even know about unless you've looked at the coding. It is definitely more complex than the system Akabur is using.
I'm not trying to defend Oni, I'm just saying that I don't think it's a fair comparison, because of how different the two systems are.
The way those stats affect each other in comparison to how long it takes for him to make them makes the stats mostly irrelevant. Minute dialogue changes or blushing in exchange for waiting 2-3 months for an update? Hello? This has been going for much longer than the majority of the games on this site and yet they manage to pump out more content efficiently and regularly. Akabur got the coding system right, those '3-4' stats work in essentially the same way as RL. X and Z stat exists, Y action is attempted, X is met but Z is not met therefore Y action occurs in a different way to how it would work with X and Z. His games are definitely flawed but his coding system works far more efficiently and effectively than Oni. He achieves far more in 3 months than Oni does in perhaps double that time. To say his 4 stats aren't comparable to Oni's 15 is totally irrelevant to complexity of the game. Oni's game isn't complex, its got a submission system and a love system, literally every renpy game on this site omegalol
 
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