- Jan 22, 2024
- 778
- 171
i was refering to the art work, this is some really good work and many of the mechanics are also greatwhile i agree we need more yuri games but we need more of this type to so its not the thread
i was refering to the art work, this is some really good work and many of the mechanics are also greatwhile i agree we need more yuri games but we need more of this type to so its not the thread
Description | Command |
-Currencies | |
(gold) | gold = |
(crystals) | crystals = |
(enchanted crystals) | ecrystals = |
(ore) | ore = |
(iron) | ironingots = |
(platinum) | platinumingots = |
(thorium) | thorium = |
(emerald) | emerald = |
(adamantite/adamantium) | adamantite = |
-Daily income | |
(daily gold) | dailygold = |
(daily crystals) | dailycrystals = |
(daily enchanted crystals) | dailyecrystals = |
(daily ore) | dailyore = |
(daily iron) | dailyiron = |
(daily platinum) | dailyplatinum = |
(daily thorium) | dailythorium = |
(daily emerald) | dailyemerald = |
(daily adamantite) | dailyadamantite = |
-Battle values | |
(hp) | hp = |
(max hp - resets after run) | mhp = |
(attack damage) | atk = |
(mp) | mp = |
(max mp - resets after run) | mmp = |
(defense) | defe = |
(critical chance) | crit = |
(critical damage) | critdmg = |
(evade chance) | evade = |
(enemy hp) | ehp = |
(enemy attack damage) | eatk = |
(heat) | heat = |
(n-th spell cool-down, remove [] when typing command) | espell[n] = |
(bombs) | bombs = |
(swiftness potion) | alchemist10b = |
(mana potions) | alchemist11b = |
(Cosmic Pyramid Cube - the biome/event shuffle thing) | enchantress17b = |
(loots bags) | bags = |
(chests) | chests = |
(shop price) | gen[n] = |
That's really awesome, and something I tried to code myself but couldn't figure out how to make the price scaling consistent. Would it be alright if I added this to the game moving forward and added you to the credits?I enjoy this game so much,
I made a little mod that allows you to upgrade infinite weapon upgrade branches in bulk.
It's my first mod and my coding skills are pretty basic, but i think i managed to do a decent job. The calculations are being made outside of renpy "layers", which makes them very fast, definitely hundreds times faster than autoclicker.
Game version 1.0.2, probably not gonna be compatible with future versions if there will be any.
I didn't fix any bugs by the dev I found along the way, like some locked upgrades are available for buying anyways, scrambled ingot discounts, etc., but when you're at the point where you make billions of resources in one dungeon run it doesn't really make much of a difference, and that's pretty much where this mod is useful.
Installation is the usual, from the archive, just drop the "mod" folder inside the "game" folder and launch the game.
Inside the upgrade screen, choose newly appeared sub-branch with the upgrade material icon, then change the amount of material you wish to spend with the adjustable slider above the buy button and press Buy.
Please note, that even though the mod is relatively fast, when it comes to very large amount numbers like 11+ digits, weak systems still can experience freezes while calculating.
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Wow, really didn't expect that! Of course it's alright, I'll be honored.That's really awesome, and something I tried to code myself but couldn't figure out how to make the price scaling consistent. Would it be alright if I added this to the game moving forward and added you to the credits?
Anxious? It looks great and clean too. Especially the UI elements.Wow, really didn't expect that! Of course it's alright, I'll be honored.
And also a little bit anxious, knowing that this is something that I made mostly for myself at first, on my knee in a couple of days between work, hence the code is not as fleshed out as I'd like it to be for a release. There's definitely a room for optimization,
Well I couldn't tell if your coding is amateur because it pretty much looks like a clean RenPy, which is a really good thing for consistent and bug-free gameplay. That is, unless you make the bugs yourself, likeAnxious? It looks great and clean too. Especially the UI elements.
You've probably seen my coding, right? Mine is extremely amateur - I don't even know how to do what you've done using classes and variable bars like that
The reason there are a lot of mistakes in all of my work is that I'm often very sleepy and lethargic due to a sleeping condition where I don't get as much restorative sleep as I need. Just as an example, I had ten hours of sleep today and I'm totally zonked out today, I could fall asleep right now and it's only late afternoon.But based on that guess, if your code is not amateur, it does seem a little bit rushed, but forgive me if I'm wrong
Damn... and I thought it's bad for me as I mostly always sleep for 9-10 hours and still feel sleepy all the time, but when I locked in on some task it doesn't really affect my focusing abilities THAT much... I think.The reason there are a lot of mistakes in all of my work is that I'm often very sleepy and lethargic due to a sleeping condition where I don't get as much restorative sleep as I need. Just as an example, I had ten hours of sleep today and I'm totally zonked out today, I could fall asleep right now and it's only late afternoon.
So it can be hard for me to focus, particularly later in the day, causing me to make a lot of small mistakes. It doesn't really matter how much time I spend on it if my brain isn't in the right place.
It is what it is
So I guess the best solution here would be making the bar change the amount purchased, up to a limit of 100, instead of the amount of materials used, up to 100%.Damn... and I thought it's bad for me as I mostly always sleep for 9-10 hours and still feel sleepy all the time, but when I locked in on some task it doesn't really affect my focusing abilities THAT much... I think.
That sounds really rough, and to be able to finish a whole bunch of games with this condition sounds like quite an achievement to me. I even feel ashamed for my lazy ass finding excuses for not being able to finish anything when I look at people like you .
Hopefully there's ways to combat your sleeping condition and I hope it can be better for you. And much love and appreciation for all the entertainment you provide for us ❤
On the other note. there is a problem with my mod, kinda. I played the game a bit, and finished uhh... you know, just casual 1000 floors in one run Before that run I had about 11-12 digits of everything, and after that numbers skyrocketed to 22+ digits. This is a problem, because my while loops can't handle this much calculations even with my modern CPU. I literally waited half an hour for calcs to be completed, and they would be eventually, but I just gave up in the end. And that will be the case for every upgrade for MC, Seraphina, Hazel and Mirabelle that doesn't have percentage based cost multiplier like Ophelia's and Emi's upgrades have.
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I believe there's no real way to solve it as the amounts can really go to infinity, but there a few ways we can go about this:
If we don't talk about the last one, then I can give it a shot with #4, but it's a long one so I wouldn't count on it. The first three are pretty simple and I can do it pretty fast. And even then, I can still leave a mod here with a different mechanic for those who need it.
- Simple one, forget the percentage slider and just add some buttons based on just the amount of times you want to buy the upgrade. I assume that's what you tried to do at some point, seeing there's unused "Buy 5x" button in the game files. This will still be quite tedious for the player to buy larger amounts without an autoclicker.
- Leave it as it is right now, but limit the maximum amount of digits it will calculate to around 10-11, and notify the player about it when they reach those numbers.
- Same as the second one, but give the player a choice, something like a screen with a warning, input field for custom limit and an OK button which when pressed will create an autosave before making a change to the variable. Quite immersion breaking, this one.
Become a fucking senior developer engineer andfigure out an algorithm to calculate numbers much more efficiently. Probably not happening?..
- Just forget about this feature altogether. I guess it is kinda satisfying to see large numbers go up?.. but seriously, just how much stats do you really need? And I guess it's an H-game first of all, not a fully featured and fleshed out dungeon crawler, although it is very fun.
Either way, I'm leaving this decision for you to make
I'd be surprised if you even noticed any bugs while playing to be honest.Seeing the [Completed], was about to download and play from start to finish but seeing the dialogue just now, should I just be patient for some potential bug fix patches first?
This is almost perfect solution, I don't know why I didn't think of that and I feel so fucking stupidSo I guess the best solution here would be making the bar change the amount purchased, up to a limit of 100, instead of the amount of materials used, up to 100%.
Unless you have some kind of severe perfectionism or something, you won't care or notice anything. The game plays great and is a complete product, the imperfections are unnoticeable unless you really dig them up, and even then they make little to none difference for the gameplay.Seeing the [Completed], was about to download and play from start to finish but seeing the dialogue just now, should I just be patient for some potential bug fix patches first?
There's plans to add more to the post game, as well as quality of life and, yes, probably bug fixes.is this the final version or will there be another release for bug fixed, etc?