Maybe? It'd be good to help people out who can't do the conversion themselves, though I'm wary that supporting another platform means a new set of problems to deal with, like explaining how to apply any additonal patches to the mac versions etc.@selectivepaperclip would you like me to put up Mac versions of these?
I haven't been able to test any of the ICSTOR games against the 0.7.x versions, which I've been developing mostly targeting My Girlfriend's Amnesia / The Artifact / Living With Mia series.What version should I use - whatever is the latest at the time?
I've got all the ICSTOR games converted, updated to something that works (at most 0.6.9), and played to completion - except Milf's Control. I haven't gotten around to it playing it yet, and I'm not sure what version it's using, but I can update it to 0.6.9 easily.Maybe? It'd be good to help people out who can't do the conversion themselves, though I'm wary that supporting another platform means a new set of problems to deal with, like explaining how to apply any additonal patches to the mac versions etc.
I haven't been able to test any of the ICSTOR games against the 0.7.x versions, which I've been developing mostly targeting My Girlfriend's Amnesia / The Artifact / Living With Mia series.
There's some good performance improvements in the latest versions but also a lot of extra complexity around parallel events handling that I'm pretty sure breaks some of the ICSTOR games at least a little, so the last verified version I can recommend for those is 0.6.9.
It's on the startup screen in the lower-right, though it's in the default light blue lettering so it can be hard to see on certain backgrounds. Otherwise "config.version" in the console.Is there any way to tell what version a given install is? If not, please add one - a version.txt in the game folder with the version number would be good enough.
:FeelsGoodMan::tf::heartcoveredeyes::heartcoveredeyes::heartcoveredeyes::heartcoveredeyes::heartcoveredeyes:Upcoming Ports
ICCreations Games:
- Incest Adventure
- The Artifact Part 1
- The Artifact Part 2
- The Artifact Part 3
Thanks.It's on the startup screen in the lower-right, though it's in the default light blue lettering so it can be hard to see on certain backgrounds. Otherwise "config.version" in the console.
This value exists in the code as "config.version = [version number]" in options.rpy, if you don't want to open a game to find out.
That might only be true of the first visit. 0.5.0 is where I introduced disk caching where it writes out each map as an image to the /rpgmcache/ folder and uses the cached version instead of fully rerendering the tiles constantly. So it might be a little slower on the first hit, but afterwards it should be a ton faster.Edit: Found a reason to not upgrade. Going to town the first time takes 4 seconds with 0.4.7, and 13 seconds with 0.6.9.
Rollback wasn't something I ever used in RenPy games prior to writing rpgm2renpy, so I didn't know whether people expected it to work.are you planning to implement rollback? I tried it in IC 1 and got the following message "code 401 not implemented, plz fix."
Huh, for some reason I thought someone else was already doing a remake of Lily, but nothing comes up in search so I guess I got it confused with Anna Exciting Affection / Elena's Life.Ps: I have a request please, can you give a little time to see if it is possible for : lily of the valley ( P and P )
Porting RPG's is troublesome, it mainly works for VN's in RPGM but anything with RPG gameplay will lose a lot of content specifically combat related.This is fantastic; there are a lot of RPGMaker games I avoid just because the play experience is so much worse. If you're taking requests, can you look at Agent Alona and the other Combin Ation games? Not sure if they're doable since your GitHub notes mentions no combat and combat actually matters some in those games (letting yourself get hit leads to losing clothes, losing a fight leads to humiliation), but moving around is just painful in those games even though I love the content. Either way, thanks so much for this fantastic contribution!
Fair enough; I don't know enough about how RPGMaker games work but I was hoping there'd be some way to trigger scenes based on getting hit or losing manually (throw up a "lose fight?" yes/no option or the like). If it's not doable I'll just stare wistfully at those games and/or occasionally open them up and get frustrated by how long it takes to do anythingPorting RPG's is troublesome, it mainly works for VN's in RPGM but anything with RPG gameplay will lose a lot of content specifically combat related.