Maybe some user wants to port it to Android, for the moment there will be no official Android release, we encountered some compatibility issues.Android port?
Maybe some user wants to port it to Android, for the moment there will be no official Android release, we encountered some compatibility issues.Android port?
Comparing Young Again with this game makes no sense, and the "believability of the story" doesn't existI like it so far (and liked Young again very much, that’s why I’m here)
Unfortunately, I get an error when trying to load:
As for the debate: yes there are definitely more male characters, but I think it’s strange to expect ALL the girls to be exclusive for the MC from the start. What I liked about Young again was the believability of the story (for the premise). I’m not really into the jargon but for me sharing the slut girl once is not NTR, the same as having a potential love interest girl that has a boyfriend at the start is not.
Zargon_games I get the same error it also happens when i right click any time anywhere during the game, but f1 opens the menu normally idk, something about loading and saving page is messed up for me. When I open the game I cant click on the load game thing same error.I like it so far (and liked Young again very much, that’s why I’m here)
Unfortunately, I get an error when trying to load:
As for the debate: yes there are definitely more male characters, but I think it’s strange to expect ALL the girls to be exclusive for the MC from the start. What I liked about Young again was the believability of the story (for the premise). I’m not really into the jargon but for me sharing the slut girl once is not NTR, the same as having a potential love interest girl that has a boyfriend at the start is not.
That's pretty impressive, nice work! With RFB we were discussing how long it would take for a mod to come out, as the code is a bit more complex than usual.SanchoMod - Cracking that nut:
View attachment 1902591 View attachment 1902593
RenPy 8 powned. Python 3.9 here I come...
As you might be aware, complex is sort of my calling. I'll do you and the fanbase proud as I work only to enhance the user experience only otherwise I simply don't publicly publish. No amateur "green is best choice" BS here.That's pretty impressive, nice work! With RFB we were discussing how long it would take for a mod to come out, as the code is a bit more complex than usual.
Can't forget the "Let's Fuckin Cheat" option. AhahahaAs you might be aware, complex is sort of my calling. I'll do you and the fanbase proud as I work only to enhance the user experience only otherwise I simply don't publicly publish. No amateur "green is best choice" BS here.
I can confirm this happened during my playthrough as wellZargon_games
Hey bud, I always have a clean copy installed on one or more bench units and thought at first this was on me but it's in the OEM VN... Default dialogue text size too large making it wrap beyond the dialogue box:
I resolved it on my end but you may want to check any longer dialogues to verify. Regards.
Thanks for the heads up!Zargon_games
Hey bud, I always have a clean copy installed on one or more bench units and thought at first this was on me but it's in the OEM VN... Default dialogue text size too large making it wrap beyond the dialogue box:
I resolved it on my end but you may want to check any longer dialogues to verify. Regards.
Edit: Here's the same screen within the mod adjusting the dia text to 35 from 45:
Zargon isn't the writer or coder on this one, bro. reflexbound is.Zargon_games
Hey bud, I always have a clean copy installed on one or more bench units and thought at first this was on me but it's in the OEM VN... Default dialogue text size too large making it wrap beyond the dialogue box:
I resolved it on my end but you may want to check any longer dialogues to verify. Regards.
Edit: Here's the same screen within the mod adjusting the dia text to 35 from 45:
I'm very happy to present you this new project called Rovering to Sussex ( or RTS ), in which we've been working from the shadows for more than 1 year.
This game is being developed by Reflexbound (in charge of the script and code) and me (doing the visual part) and I must tell you that it's a very ambitious project, that brought us many challenges that fortunately we've been able to overcome.
In this game you're going to find very exciting features that I've never seen before in Renpy, the truth is that Reflexbound has been able to squeeze the code to the maximum.
And in terms of graphics there are also several surprises, such as having scenes with 12 characters together, something quite atypical and very tricky to do in Daz.
I'm not going to tell you anything about the story now, there will be time for that, but I just want to tell you that although it has nothing to do with Young Again, they share the spirit of "feeling good" or "wholesome" to put a kind of label on it (and of course they share the fact that there are a lot of beautiful girls).
current_label
becomes after_load
until another label is progressed to. This causes the following error in your replay script code file:While running game code:
File "game/script/week2_sunday.rpy", line 973, in <module>
File "game/functionality/replay.rpy", line 22, in start_replay
AttributeError: 'StoreModule' object has no attribute 'current_label'
current_label
(which I do a LOT in freeroam guides in SanchoMod) I find it best to store the last label seen in a new variable and call that variable in a conditional similar to (for example):if current_label != "after_load" or current_label=="": < do whatever or call whatever function/process >
else: < call a function that calls the "last seen" variable to override "after_load" >
Thanks, that's an obvious fault of mine and I'll fix it as soon as possible.Unfortunately, I get an error when trying to load:
Thanks for the feedback. Where I see it possible, you should get enough of a hint of what you might be missing. Most of the choices that look rather obscure however aren't very important, they mostly give you a slight change in personality and some minor changes in dialog or in the quizzes and minigames, possibly making them slightly easier. If you have missing scenes in the gallery, there's essentially only two points in the game that decide that: encouraging Katie to drink and whether you go upstairs after the party or go to the bathroom instead. We'd certainly appreciate a walkthrough, either written or as a walkthrough mod (and it seems that Sancho will provide hints with their mod. Zargon and I will, however, not provide a walkthrough. It's a lot of additional work and we prefer to put that time into the game itself and let the community add these things if they would like to have them.there are a lot of very unclear/obscure choices to be made during the game (e.g. what book to borrow from the library, bringing chocolate or booze to the party). I don't like to play these types of games blindly, so if you're willing to take in some suggestions, it would be a good idea to implement an optional walkthrough/choices guide embedded in the game (or at least a PDF that lists all the possible outcomes).
I'm pretty sure I missed a lot of stuff judging from what I've unlocked in the gallery, and I have absolutely no idea what I did wrong.
That was so quick, I feel honored. I haven't looked into your mod yet, but I know that they are of high quality and can add a lot to the game.SanchoMod - Cracking that nut:
View attachment 1902591 View attachment 1902593
RenPy 8 powned. Python 3.9 here I come...
Thanks for the notice. I'll check this, but you seem to be right. We probably missed this during testing as it only ever comes up once unless you delete the persistent data.Hey bud, I always have a clean copy installed on one or more bench units and thought at first this was on me but it's in the OEM VN... Default dialogue text size too large making it wrap beyond the dialogue box:
I resolved it on my end but you may want to check any longer dialogues to verify. Regards.
Thanks again. I did not think it was possible to save in a location that could cause an issue here, as the python code is executed right after the label, so there should be no interaction, but it seems that it is possible and I'll look into preventing this error. I think I can just fully avoid accessing the current_label by just passing the data directly. A little more work but should avoid the error in any case.reflexbound Zargon_games
I'm good but don't have all the v8 files cracked so normally I could tell you exactly what the issue is but since I haven't cracked some of the v8 files in this case I can only tell you're using a call for returning the current label to probably unlock a scene. The problem you haven't accounted for is that if the scene is currently locked, and right before the scene the player saved the game, then loads the game the label stored incurrent_label
becomesafter_load
until another label is progressed to. This causes the following error in your replay script code file:
What I usually do when needing to rely on grabbingCode:While running game code: File "game/script/week2_sunday.rpy", line 973, in <module> File "game/functionality/replay.rpy", line 22, in start_replay AttributeError: 'StoreModule' object has no attribute 'current_label'
current_label
(which I do a LOT in freeroam guides in SanchoMod) I find it best to store the last label seen in a new variable and call that variable in a conditional similar to (for example):
Regards.Python:if current_label != "after_load" or current_label=="": < do whatever or call whatever function/process > else: < call a function that calls the "last seen" variable to override "after_load" >
All you really have to remember during the course of using "current_label" is that as soon as the player loads a previous save, if anything is implemented in "after_load" then "after_load" becomes the label that "current_label" is set to (regardless of what it was when the player saved) until the player (after the save load) progresses through the script far enough to reach a new label. It sounds wonky but it is what it is. Regards.Thanks again. I did not think it was possible to save in a location that could cause an issue here, as the python code is executed right after the label, so there should be no interaction, but it seems that it is possible and I'll look into preventing this error. I think I can just fully avoid accessing the current_label by just passing the data directly. A little more work but should avoid the error in any case.
If it helps as a testing point, where it hit me was during a clean playthrough start, clean persistent, saved at the "masterbate or not" choice screen, immediately load that save (as if the player saved there, quite the game, and later returned and loaded it), then the error triggers. That's the easiest point I found that you can rinse-repeat test if needed.Sancho1969 Thanks for the explanation. I do get the concept (though I didn't think much about it before), but I do not exactly understand yet where one could have saved and then reached the failing code without reaching a new (and thus, the correct) label. I assumed there to be no interaction point where one could save in between the label and this code being executed, so any save would be either before the label, thus current_label would be set correctly after the load, or after this code, so the code wouldn't be run again. This assumption seems to be false (probably if you save right after the code was run, it is run again upon loading and that causes the error). It doesn't matter much though, I'm confident that I can avoid the error in the future (current saves at such a point will probably be doomed however).