Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

grywec

402
Posts
4
Topics
1
Followers
A member registered May 18, 2020

Recent community posts

welcome back and stay with us a while :)

great you're back! looking forward to see the plot unfold

(1 edit)

you're welcome. I like bugs&boobs and your game delivers :D

> hide screens are just a precaution

this was the least important part and mainly fluff, sorry when I mislead you here.

the actual bugfix is setting

dormtalk_choice = False

before the sex scene starts, otherwise all menus are b0rken

(1 edit)

the sex scene with Seika in the training hall is broken, after it ends the menus are not displayed anymore and her stats overview is stuck on the screen. (this may be related with decompiling the scripts)

edited to add: think I found it, a not cleared menu style variable.

the whole thing looks now like

menu seikacenterrangetalk_slutiness:
    "Behind {color=#df12e0}Slutiness{/color}+"(badge2="train", sensitive=seika.level>=13):
        if seika.slutiness <= 5:
            hide screen dorms_girl_stats
            seika "What? But we're not in my room?"
            "I should increase her slutiness to {color=#df12e0}5{/color}"
            show screen dorms_girl_stats(seika.level, seika.affinity, seika.slutiness, seika.obedience, seika.skill, seika.relationship)
            jump seikacenterrangetalk_slutiness
        hide screen dorms_girl_stats
        $ dormtalk_choice = False
        jump repeat_seika_hscene_Backcarry

I also removed a handful of superfluous "hide screen" lines in the actual sex scene, probably still fine with them active in the script

beach dates at midnight don't have images

the stat check (e.g. rpy - screens/FortAnewl Screens/FortAnewl Navigation.rpy:774:    "if abigail.skill == 25") does not work as expected when MC drugs the poor girls with staminax - the level can already be higher than 25 when you perform the check. should be ">= 25" instead

(1 edit)

rpy - screens/FortAnewl Screens/FortAnewl Dorm - Talk.rpy:277 (label eula_prvroom_bodyworkout)

this one has no "jump" at the end and ayanebeachdate is started. I think it should be a "jump anewlprvroom"

additionally Eula does not even get training points, looks like the scene is not completely written as of now

File "game/rpy - Stories/Main Girls/GirlStory Seika.rpy", line 1137, in script
     scene seika11story30 with Dissolve

one of the scary exceptions. should be either "with dissolve" or "with Dissolve(1)" [or whatever time you think fits best]

have some more, for your timely reaction :P

* beach dates take no time (at least when triggered at night)

* Eula has no deployed icon in the CCUN

the line "Add dialogue" in the christmas event (Story ChristmasEvent.rpy:523) made me lol :D

not all trainings in the fort forward the time (e.g. mana training in the rooms or aiming in the shooting range)

another few :P

* even when MC found Moltena it is possible to talk to the schoolgirl for, uh, discounted intercourse

* rpy - screens/Tutorials.rpy:216 tries to display a non-existing image (images/fortanewl/ayanegymtranining2.webp)

* trying to clean up the inventory is faulty: dropping staminax removes a water bottle, the same for Weak Aphrodisiac throws a inv_weakaphrodisiac is not defined exception

some more:

* use the computer in the office, open peek a boo in the browser -> the layer below is not inactive anymore, when clicking around in the grey bar it is possible to open the cheats menu

* it seems Tampula's 4th side story cannot be started? I don't think the label tampula4sidestory1 can be reached in this version?

found some bugs :)

* day 1, go to city junction, open inventory, use commander's tablet, shut down tablet -> Moltena menu opens

* buy a lot items in one of the shops, open inventory, "Next page" -> hey, where's my stuff?

if you do so please share the data - I'm highly interested, was my gut feeling off?

> and only 3.6% asking for a full DLC character

> We were VERY surprised about this

not that surprising imho, most of the answers are probably from free riders.

repeat this for patreons/boosters/subscribers eligible for DLCs w/o extra payment and the result will be different :D

they are showing up because the MC already met them - in season 1.

and you thought of setting the respective met variable to 1, same approach as with the secret chars in season 2.

ergo: all fine. and when you add new stories with them the met variable will organically grow and the chars disclosed in the book

forgot yesterday to praise you for the flawless execution of the three games in one approach. while I'm not interested in sharing and slave content often games with multiple paths awake my FOMA and I poke around in the script and variables until I see everything.

you somehow wrote a story where the different paths are so distinct that I stopped save scumming and console abuse: only one path interested me and I never had the feeling that I lose anything when I never see the scenes outside of the chosen route.

and, iirc, the menu choices are clear enough to never mislead the player, one has to play blind to end on a wrong path (I fucked this up only once, I think, with Jenna on the submissive path until I changed the flags).

that was a fun ride, thank you!


to nit-pick on your way out: how could they watch the sunset on the east coast? :D

from renpy 8.2+ / 7.7+ on the downloader is the way to go - a tiny base apk and the rest of the content will be fetched from a webserver.

not a new idea but directly integrated in the framework, less hacky and (maybe?) more stable than similar solutions implemented within the game code.

[full disclosure: never played around it myself, and I don't even care about mobile releases]

as itch user your updates always drop out of the blue, every time a nice surprise. I know what I will doing now :)

yay!

still a new game, end of first week, Sunday period switched to night (removed the broken if condition in new_day for the time being)

While running game code:
   File "game/systems/event system/a1_events/nami_events.rpy", line 128, in script
     scene n9 with dissolve
   File "game/map.rpy", line 278, in execute
     screen scr_sity_1():
   File "game/map.rpy", line 278, in execute
     screen scr_sity_1():
   File "game/map.rpy", line 280, in execute
     for event in per_locations.instant_events[act-1]:
   File "game/map.rpy", line 280, in <module>
     for event in per_locations.instant_events[act-1]:
 AttributeError: 'bool' object has no attribute 'instant_events'

something's wrong with the current release

my existing save from 0.44 crashes with an error when forwarding time

While running game code:
   File "game/map.rpy", line 18, in script
     pause
   File "renpy/common/000statements.rpy", line 462, in execute_pause
     renpy.pause()
   File "game/map.rpy", line 21, in execute
     screen map_1():
   File "game/map.rpy", line 21, in execute
     screen map_1():
   File "game/map.rpy", line 36, in execute
     fixed at map_open:
   File "game/map.rpy", line 41, in execute
     if act < 2:
   File "game/map.rpy", line 110, in execute
     if Test_Weekday([1,2,3,4,5]).test():
   File "game/map.rpy", line 121, in execute
     for location in regular_map_locations:
   File "game/map.rpy", line 122, in execute
     $ location = getattr(store,location)
   File "game/map.rpy", line 122, in <module>
     $ location = getattr(store,location)
 TypeError: getattr(): attribute name must be string

a new game throws an error when ending the very first day

While running game code:
   File "game/new_day.rpy", line 3, in script
     python:
   File "game/new_day.rpy", line 15, in <module>
     dorms.a4_regular_events = [a4_bottle_quest]
 NameError: name 'dorms' is not defined

it self-healed...

loading a save created in 0.60 has no exception in side chars, the one I created yesterday after playing everything added in 0.61 display the menu fine, too.

looks like it was something [weird/unexpeced/caused by stellar radiation] somewhere between the two snapshots, and I see no good way to reproduce it.

sorry for the unnecessary report :/

hmm, strange. will take a look later(tm), I am mostly confident that my save game is not THAT broken

yay, an update!


guide -> side chars throws an error, though (Exception: Grid not completely full.)

debug it yourself, too lazy to take a look ;)

fun game so far, stumbled over it by chance and like the basic game-play loop, the battle mechanics are better than expected for Some Random Porn Game :)

tiny issue, though: I started an all girls game (MC, enemies and NPCs are all set to female) and this is not checked correctly for (at least) one scene; picking up a coin on the market place (townsquare.rpy starting at line 613, "elif Player.current_event.n == 3:")

either skip this event when NPCs are set to female or rewrite it with some dildo-in-arse images.

[that the king is still there does not feel like a bug but design decision, too obvious I think]

sounds great, looking forward to see the plot unfold!


> I fear it won't affect in android too

that's under the "make it nice" umbrella :P

[easyish approach: add buttons to the screen also changing the zoom variable]

[easiest, and imo best, approach: scale the map to one screen, as you already outlined above :)]

you did see my comments in the 1.0.9.1 release notes?

(meant in the "asking friedly" way, not trying to get on your nerves :))

PoC for a zoomable map. personal opinion: I still would very much prefer to see the whole map.

you'll have to do everything needed to make it nice and working with mobile devices. I used the intro map as example, only two hotspots :)

in screen_mainUI.rpy (and place a "default zoomfactor = 1.0" somewhere)

screen localmap_ui():
    key "mousedown_4" action SetVariable("zoomfactor", If(zoomfactor<1, zoomfactor+0.1, 1))
    key "mousedown_5" action SetVariable("zoomfactor", If(zoomfactor>=0.1, zoomfactor-0.1, 0.1))
    # ..unchanged..
    if introfinished == False:
         viewport:
             at map_ui_ani
             xysize (config.screen_width, config.screen_height)
             child_size (int(3360*zoomfactor), int(1950*zoomfactor))
             xinitial 0.5 yinitial 0.5
             draggable True
             add "gui/akihabaramain.webp" zoom zoomfactor
             imagebutton:
                 auto "gui/mapicons/bedroom_%s.webp" at local_mappins_ani
                 pos (int(1625*zoomfactor), int(1200*zoomfactor))
                 idle_foreground Text("Bedroom", font="fonts/BarlowCondensed-SemiBold.ttf", size=25, xalign=0.5, ypos=70, text_align=0.5, outlines=[(1, "#000000", 0, 0)])
                 hover_foreground Text("Bedroom", font="fonts/BarlowCondensed-SemiBold.ttf", size=25, xalign=0.5, ypos=70, text_align=0.5, outlines=[(1, "#000000", 0, 0)])
                 action [ Play("sound", "audio/mainmenu_hover.mp3"), Hide("localmap_ui"), Hide("indoorfloorlevels"), Hide("indoorfloorrooms"), Hide("localmap_ui"), Jump("tampulabedroom") ]
             imagebutton:                 auto "gui/mapicons/hq_%s.webp" at local_mappins_ani                 pos (int(1710*zoomfactor),int(1075*zoomfactor))
                 idle_foreground Text("Headquarters", font="fonts/BarlowCondensed-SemiBold.ttf", size=25, xalign=0.5, ypos=70, text_align=0.5, outlines=[(1, "#000000", 0, 0)])
                 hover_foreground Text("Headquarters", font="fonts/BarlowCondensed-SemiBold.ttf", size=25, xalign=0.5, ypos=70, text_align=0.5, outlines=[(1, "#000000", 0, 0)])
                 action [ Play("sound", "audio/mainmenu_hover.mp3"), Hide("localmap_ui"), Hide("indoorfloorlevels"), Hide("indoorfloorrooms"), Hide("localmap_ui"), Jump("tampulaoffice") ]
    # ..etc etc..

the menu option "Talk to the schoolgirl looking at her phone" (map_tampula.rpy:279) is never locked, even after the MC knows her and she wants to get paid for sex (the "Talk to Moltena" option a few lines later).

I think you should use as condition "if tampula_miscquest_available1 == True and clock.time_of_day[0] == "Night" and tampula_miscquest_progress1 < 2" to close this one when the other option becomes available

the strip club in Tampula can be entered all day long (map_tampula.rpy:615, the only condition is "if tampula_stripclub == True") but you added only backgrounds for evening to midnight (see map_tampula_stripclub.rpy, first ten lines or so, same for the other locations in the club).


easiest mitigation may be to lock the entry with something like "if tampula_stripclub == True and clock.time_of_day[0] in ("Evening", "Night", "Midnight")" for the "Enter Elevator" menu

(1 edit)

> Minigame coding degrades my soul

minigames, especially the ones with QTE, are one of the first things I patch out of renpy games. as this knowledge would cursh your soul even more I will not disclose it here :)

> Random events

this is more what I meant when saying the game feels a little bit lifeless. does not have to be a fully scene or something complicated, just a few small thingies one can stumble over when walking over the map with - currently - a lot of more or less empty locations

[PS added a few crashes to the entry of the current 1.0.9 release announcement]

> Both throw exceptions ('CharacterStats' object has no attribute 'handjob'), I think the object is extended by them in non-repeatable scenes I did not see so far

wait, the cause is a different one: def apply_limit_check(self) (in script.rpy) checks against a few options not available in the class (next to handjob also stuff like blowjob, anal, ...).

looks like a work-in-progress function, commenting them mitigates the crash