Xupuzulla
Engaged Member
- Aug 1, 2022
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How indeed...really makes one think and wonderhow can a renpy vn have so many bugs?
How indeed...really makes one think and wonderhow can a renpy vn have so many bugs?
Spaghetti code due to incompetence. Y'all are acting like Ren'Py is some magical super program that does all the work for the developers... it doesn't. No engine is that effective and if you're an unskilled programmer you can easily cause a lot of problems.how can a renpy vn have so many bugs?
how can a renpy vn have so many bugs?
Change a line of text, and you'll need to change those little commands that show the characters' expressions so that they match what's being said - miss-spell one of them or use an existing but wrong one because the right one just slipped your mind, and you'll have a bug you'll only detect when you replay the scene, and only if you're really focused on what you're doing (note that these bugs won't make Ren'py crash when you launch the game, telling you where the bug is; you must actively look for them while playing, reading the text and focusing on the sprites' eyes, hands, and mouth expressions to see if they are doing what you wanted them to do).This is 3 lines of text in a complex scene in WaL:
And that's basically the same for every piece of dialog. That's what they call 'posing'. This coding structure you see above needs to be done for every single dialog line in the game (maybe on a different scale, but still), and then you need to replay the scene taking extra care to detect if every single one of those short orders works as intended and make actual sense. Of course, if you edit the dialog lines, all those orders need to be adjusted too, and then checked once again.Python:show abusmall ewide sangry show pov enarrow hfneu2 hbneu2 msmile bangry scrazyhair show rose basemessy xwings xhornsnude enarrow bangryn msmile at s_left: xalign -0.5 alpha 1 $ renpy.music.set_volume(0.8, channel='sfx4') play sfx4 "audio/magicdemon2.ogg" fadein 0.5 abu "WHHHHHAAAAAAATTTTTTT?!" with vpunch show rose eneu bupn show pov hfreach eclosed bup at m_left with moveinleft: xalign 0.3 xzoom -1.0 show pov hfneu2 eneudown show abusmall at t_right with moveoutleft: xalign 1.5 xzoom -1.0 show pov hfneu1 hbneu1 bsad mneu show abusmall at t_right with quickdissolve: xzoom 1.0 xalign 1.5 show rose bsadn show abusmall eangry sangry with quickdissolve pov "Ah, Rose, I was worried you wouldn't come." show rose ewide bupn mneu show pov ewideb bup mcry show abusmall eangry abu "WHAT HAVE YOU DONE?!" with vpunch
Creating a minigame or a turn-based combat system surely takes longer than 'posing' this scene, but it's usually a one-time thing and then all you'd need to do is add a 'call screen' line and maybe adjust the variables involved before that 'call' statement. There, a bug can only exist within the minigame's core, and it would be easily detected as it would crash the game altogether or make the minigame not produce the expected result (it may take several days to fix, sure, but again it would be a one-time thing and you'll then have your minigame's code all fine and dandy for every time you'd want to use it in-game again). Taking care of different variables and paths is complex too, but that's just a matter of carefully noting down every possible combination and not messing with the variables' names; again, bugs would be easily detected and way easier to fix than those in minigames. Having a myriad of those variables and paths is probably similar to what posing means for WaL in terms of complexity, except you only check those variables every once in a while, after a significant interaction, while posing is needed for every single dialog line.
No, I'm waiting for the end of September (even if i'm not going to play it again until it's officially complete/abandoned).You guys are still waiting for Christmas?
Can't possibly make much sense from variables like these. abusmall looks like 'abysmal', lol. I wouldn't be surprised if these are even in hispanic though. It's only their problem that the code is so bulky. The dialogs in the code itself and no functions to, let's say, return a set of poses. They just call that show function constantly. You're right, this is painful to maintain and to fix.show rose ewide bupn mneu
show pov ewideb bup mcry
show abusmall eangry
If what you mean is that those words are related to hispanic I almost for sure can say that they are not, some of them only require you to remove the first letter to figure out the "word" others definitive need some steps more.Can't possibly make much sense from variables like these. abusmall looks like 'abysmal', lol. I wouldn't be surprised if these are even in hispanic though.
Those are actually layered images that compose the full pic we see, which I wouldn't call 'the most basic functionality that RenPy could provide' (it's not rocket science either and many games use it, but still). And that's just the way you code that in RenPy, using the show statement: what you called 'variables' are actually the preset poses devs defined somewhere else in the scripts (after creating the art for them), and they are calling them here the way they are suppossed to. I guess the names are (or were, five years ago) distinctive enough for devs, but I agree they could be more clear.Can't possibly make much sense from variables like these. abusmall looks like 'abysmal', lol. I wouldn't be surprised if these are even in hispanic though. It's only their problem that the code is so bulky. The dialogs in the code itself and no functions to, let's say, return a set of poses. They just call that show function constantly. You're right, this is painful to maintain and to fix.
Judging by the structure I guess that's how they teach to use RenPy in those YT tutorials. If you actually going to learn programming first, then giving a distinctive name to a variable is like the first thing you'll learn. I guess they just skipped it altogether and started with the most basic functionality that RenPy could provide.
Well, it's their funeral.
Yeah the whole development is a joke, pretty much made up numbers to fake progression... i know debugging takes time, but not 6 months to a year, especially when its not even the first release but their 7th... This was a great and promising game one time, but something went wrong during these past years and the devs got too comfortable and lost passion. Bummer.Nice! In the last 4 days 6 bugs were fixed and 5 new bugs popped up. I see that hip surgery is still hindering his progress.
A proof that this is just a scam. Their progress bars always go up in a steady way, while if their excuses were true, we should see periods of inactivity and periods of huge activity.Nice! In the last 4 days 6 bugs were fixed and 5 new bugs popped up. I see that hip surgery is still hindering his progress.
Yeah, supposedly the dev had a hip surgery, iirc it was around january or february 2023. And yes, it is often brought up as one of the reasons the update is taking so long.Is it one of their excuses for delay?
When the updates are crazy long and F95 loses trust in devthe tag says abandoned but Dev updating patreon, what's going on?![]()
Thread Updated: 2022-07-31the tag says abandoned but Dev updating patreon, what's going on?![]()
tag appears after 6 months of no updates I believethe tag says abandoned but Dev updating patreon, what's going on?![]()