hi -- i'm so sorry i'm replying to this so late, i'm pretty terrible at keeping up with my itchio notifications!! i would absolutely be okay with that, but i would also be happy to just provide you guys a free copy! feel free to hit me up at iraprinceillustration@gmail.com for a pdf, or you can snag one of the community copies that have just been refreshed!
ira prince
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(i hope necroing comments isn't an annoying faux pas on itchio lol i'm just finally getting around to some of these...!) anyway YAY thank u so much for sharing, i love hearing abt ppl's sessions -- in my own playthroughs we almost always brute force my way past the first (few...) ending point(s...) too lmao! so i'm super happy to hear other ppl have that much fun playing too. thank you again so much for playing!
oh i LOVE the setting tweak -- tbh one of the things i waffled on a lot when i was first designing EotP was "will the setting feel limiting??" but i quickly realized you just gotta trust that players will do whatever they want, so i LOVE to hear it when ppl do!! >:D also i'm obsessed with the.... what's the gender neutral plural of nidorino/a. nidorinae.... nidorin@s.... WHATEVER i love that subplot AND i love makeup vid kiss. what a fantastic session to hear about, thank you for sharing as well!
EDIT: cancel this first bit!!! in case anyone else is looking at this thread and wondering about setting look distance more precisely: you can bump it up and down one number at a time by hitting the up and down arrow keys while your left click is held down on the slider!!! i'm not sure if this has already been requested, but i was playing around with it today and realized it would be really helpful if we could directly input numbers for the "look distance" rather than just fiddling with the slider! you can get really cool effects by selecting certain pieces and having them all have the same look distance, but it can be difficult to get the numbers exact, especially at smaller numbers, when you're trying to just bump the number 1 value up or down on the slider by barely moving your mouse. (along these lines, being able to grab multiple different pieces while holding down shift and apply look at cursor settings as a batch would be incredible, but i have no idea if that might be super complicated to implement.)
also, i'm pretty sure this has been requested before, but just throwing a +1 onto the pile: being able to scoot pieces around with the arrow keys would be great!
hi, i wanted to give a quick update on this! i tried out the temporary workaround i mentioned (trimming down all my separate png parts to remove excess transparency) and re-rigged my model. it definitely helped with placing larger parts, but i found it was still really difficult to work with smaller parts that overlap each other - eyes/mouth/glasses/etc was a pretty rough time.
i also found while working on different emotes that the "unclick" selection (idk what else to call it, but the fact that it will select a nearby piece as soon as i RELEASE the mouse after dragging a different piece into place) will grab pieces that are invisible on the emote you're working on. i don't remember if this happened at all in the video i sent initially -- i don't think so, but i also think i just didn't work on emotes during that session. sorry that i don't have a video this time! i'll just try to explain as best as i can... let's say there's an arm piece that's enabled for emote 2, but not emote 1. while trying to move pieces on emote 1, sometimes the "unclick" would grab that emote 2 arm, even though it's not even visible on the emote 1 layer. (this would also become a mildly annoying issue when i was trying to click away/into blank space on the honk screen just to deselect stuff, and instead i'd end up selecting a hidden piece from a different emote that i didn't realize was there). i figured i'd mention it since it seems like it's potentially related to the overlap issue!
thank you again for all your work on this!
i can't remember if this was an issue before 3.0, but when putting a model together in 3.0 i noticed that it becomes really hard to place items. my model parts are built with a lot of transparent space around them (everything is saved from the same large canvas) and it seemed like there was an issue with those hitboxes overlapping. here's a quick rundown of what kept happening:
1. i would pick up a piece -- for example, SILENT MOUTH on layer 3 -- try to move it.
2. EXACTLY when i let go of my mouse click, i would instead get the notification in the top right that a different piece had been moved -- i.e. "moved GLASSES" or "moved UPPER HAIR," from different layers, and that piece would become selected.
3. then, when clicking away from honk to test, the piece i was trying to move would LOOK like it was in the right place, but the moment i started talking (activating the mouth movements), it would snap back to where it was before. this did also happen even before i had a mouth sprite set, voice activation just seems like the precise thing that would kind of "knock" pieces back to where they were before.
you can see it happening a lot throughout this entire video, but for quick reference there's some repeated examples at about the 31 minute mark, and then again at around 38 mins: https://www.twitch.tv/videos/1495247409
i managed to get things in place anyway by grabbing the very very edges of the piece hitboxes and scooting them into place bit by bit (this is why me + my twitch chat ended up thinking maybe it was an overlap issue), so while i haven't had time to test it yet, i'm sure a workaround for now is just to resave all my pngs with the excess transparency cropped away. but because the selection switch seems to happen when i let go of mouse clicks, i wonder if there's a way to tweak things so that once you select a piece and drag it, another piece won't be selected until you do a new click, or something similar? especially since some pieces will always overlap no matter what, and it makes adjustments pretty tough.
wow, thank you so much! this is so helpful! it’s fun to have the curtain pulled back on the probability like this, too — though it may not be obvious in the rules themselves, the game IS balanced so that an affection or plot end (i.e. a “good end”) is significantly more likely than a suspicion end. is that a little sneaky of me? sure. but we’re all kind of hoping for that anyway, right!
new expert challenge mode: try to get busted
oh man, that’s a good question! i never came across that scenario in playtests but i suppose it’s totally possible. (i HAVE had playtests where the token change from surviving one boiling point pushes us straight into a different one, which is always really fun to rp!) if it happened in a game i was playing, i think i would probably roll for both — either choosing which one to do first on a whim and then if we survive that rolling the second immediately, or if you have enough d8s why not roll all four and decide how to mesh the results into one big event, even if that means fudging the actual outcome! (i.e. if you roll a game end on one, but a continue on the other, you can just decide that the success was enough to salvage the whole situation if you want to keep playing.)
hi! page 18 is meant to be positioned before 17 in the print order of the booklet version, because of the way the pages line up when the papers are all stacked and folded. i just did a test print to check and they look okay on my end! is it possible a page got flipped around before you folded + stapled?