Everything is possible if you want. I am translating this project and in the version with my translation I have written a cheat mod for adding money. Unfortunately, I do not publish on this resource, so I can not leave any links.
Not a dig at your post, nothing you said was bad, I actually agree with you even though I do enjoy the gameplay.
Just that line got me.
Not the first time i've seen someone say something like that but i'll never understand why people think it's easy for a dev to implement anything.
They have to fiddle with the code and get that code working with all the other code and that alone is a pain in the arse. Nothing a dev adds is ever easy to implement. Any time code is touched it could break a million and one things.
Goes back to the old ditty ..... 99 little bugs in the code, 99 little bugs. Take one down, patch it around, 117 little bugs in the code.
Yes but no. Yes, modifying code that is used by different parts of the code can cause cascading issues, so can pretty much everything in a language with pointers and no checks (so you've overwritten the return address... oops!). And if you're unfamiliar what you might think is very easy is actually very complex. But no, giving you the option to start with more money would be 7 lines
, and the only thing it would affect is the amount of credits you have at the start*. If you fucked up somehow, either renpy would complain or it would be easy to spot when testing - this isn't debugging C code (or whatever Unity-based mess Owlcat created), renpy is pretty well engineered to be easy and safe to use and to allow changes to code without causing issues, and making menus like this is part of the bread&butter of writing renpy games.
I'm all for getting across to people that developing games is hard, but let's not overmistify everything
*And yes, if you make assumptions elsewhere about how much money the player has, 1. you probably shouldn't, 2. it's still very manageable.
Can someone please answer a question about the Covert Missions?
For example, I have a mission Poldar Assassination-Industrial.
Does that mean that I am doing the mission against the Poldar or on behalf of the Poldar against someone else?
I don't want to accidentally sabotage my friends.
Can someone please answer a question about the Covert Missions?
For example, I have a mission Poldar Assassination-Industrial.
Does that mean that I am doing the mission against the Poldar or on behalf of the Poldar against someone else?
I don't want to accidentally sabotage my friends.
text _("EXPORT") xalign 0.5
text ("{}".format(ref_export_mat)) xalign 0.5
text ("{:.0f}t".format(ref_export_ore)) xalign 0.5
if ref_import_ore in ["Gold","Diamond"]:
text ("{:.1f}ppm".format(ref_import_grade)) xalign 0.5
else:
text ("{:.1f}%".format(ref_import_grade)) xalign 0.5
text _("{i}[ref_export_level]t{/i}") xalign 0.5 size 16
There should be ref_export_grade instead of ref_import_grade in both occurrences.
Is this critical, or is it just a text display issue, critical being it messes with the refinement process, yielding less results or something like that?
Is this critical, or is it just a text display issue, critical being it messes with the refinement process, yielding less results or something like that?
Is there a bug with turning music volume to zero ALSO turning off all sounds from videos?
Example: I have 'sound volume' at max, and 'music volume' at zero, yet there is NO sound for the scenes that feature video clips of spaceships flying/landing/whatever.
^however, if I also turn 'music volume' to max, the spaceship videos audio tracks play.
I don't think anywhere in the coding has them split into music and non-music videos/sounds!
No problems here.
Do you have enough of each component (a fighter needs 2 of the intended weapon, for example)?
Else might be best to share a screenshot.
They have to fiddle with the code and get that code working with all the other code and that alone is a pain in the arse. Nothing a dev adds is ever easy to implement. Any time code is touched it could break a million and one things.
Goes back to the old ditty ..... 99 little bugs in the code, 99 little bugs. Take one down, patch it around, 117 little bugs in the code.