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Increasing the Number of Rounds

A topic by dan_5858 created Mar 11, 2022 Views: 557 Replies: 23
Viewing posts 1 to 8

Is it possible, when creating my own opponent to increase the number of rounds/clothing items before I win?


I want to make a simple linear opponent where there's only one option for each winning round (as opposed to being able to choose different items of clothing). And I would like to be able to increase this beyond the standard 5 or 6 rounds, i.e clothing items, that the default characters have.


Is this possible, or are the rounds and folders used locked behind the game code?

(1 edit) (+1)

Well, not to usurp Eldricus, but, yes, you get to define the number of clothing items that an opponent has, and whether you include branches or not. The clothing list is defined in the outfit file created as part of the opponent pack, so the choice is all yours. As to alternate clothes losses, again that's up to you. For instance, I'm about to release Kim in the pool/gym, and she is linear, there are no alternate ways to undress her. In theory, there is no limit to the number of clothes items you put on a model, but in practice, past 6 or 7 items, the chances of beating a model diminish rapidly IMHO the sweet spot is 5-7 items. Less than 5 is too easy, more than 7 makes it much harder to win. A good example is try a full beach scene with crystal, Rosie, Denise and Candy, then try a full coffee nook scene with Elena, Shawna, Mary and Kim. It's much harder to get a win in the coffee nook because of the extra clothing items.  The beach scene means you need to survive about 20 hands to win, the coffee nook requires nearer to 30.

Developer(+1)

Your custom opponent can have as many clothes as you want.  There's no limit in the game code to stop you.  Just list all the clothes in the properties file and start making those ridiculously long "0000011111" folders to put your images in.

That being said, it makes for difficult, long and frustrating games when the ladies are dropping their earrings and socks one at a time. I find it a lot more enjoyable if there's tangible progress at each step. Check out Stripe's coffee nook opponents for good examples of players that have 7 clothes but are still very fun to undress.

Note that making the opponent non-linear isn't that huge of a burden as it might seem, even on an opponent with a huge pile of clothes. You can limit the flexibility to occasional binary choices along the way. And you don't even need to render all the steps if you're willing to re-use poses and do a little photo-shopping. That's actually handy even in the linear case: just render one image of the player fully dressed, one in their underwear, and one completely naked, and then paste bits around until you have 7-8 images for the time cost of only 1 pose setup and 3 renders.

My final recommendation though?  If it's your first custom opponent, keep it simple. 4 clothes, fully linear, simple environment.  You're going to be doing a lot of learning.  Save the fancy stuff for your next one.

Amen to that last paragraph! The learning curve can be brutal. I did my first pack of Chin-Sun as a stand alone with no composites, variant undressing or anything. It was very basic and took me ages in Re-renders to get even the simplest things right, hands or feet on the ground, clothes and body not poking through other clothes. The list goes on. Then I moved Chin-Sun to the void to join the other ladies. Again, a big step up. Learning composites and so on, but without any furniture or other scenery.  Finally, I created Adanne, and placed her in the bedroom. Even with the two Chin-Sun packs as experience, it was still very difficult, and my inexperience shows, especially compared to my later offerings. Of course, if you're already proficient in using Daz, then go for it. :-)

(+1)

It may not be a bad idea to direct all console output to a log file. That way, if anyone has an issue that leads to game errors they could check what is in the log file.

Thanks Eldricus and stripe4699!

I completely agree with both of you that there is a sweet-spot for the number of rounds/clothing for standard opponents. But to give a bit more context as to what I'm trying to do, I'm looking for it to progress a sort of comic strip. So there will only be images (no composites or "half-off" pieces of clothing). Just one option to get to the next page of the comic without skipping ahead a few pages by selecting an alternate piece of clothing. I'll also edit the character difficulty to make things more tolerable for the increased number of rounds.

I tried changing the folder names and adding more lines in the outfit.properties document, but I keep hitting black screens or had no options to strip a piece of clothing. I must be naming something incorrectly. And I can't remember how binary works :P

As an example, if I wanted a four page comic strip, would the order of folders be: 1111 -> 0111 -> 0011 -> 0001? I also deleted any folder containing 'X' or '-' as I don't want alternate scenes appearing. There will only be the one comic page in each folder.

And in the outfit.properties document, do I just add more outfits numbers under the existing ones to match the number of folders I created? e.g. outfit.6, outfit.7, outfit.8 and so on. And give them all names like: scene 1, scene 2, scene 3 etc.?

(1 edit) (+1)

The starting point is the outfit file as you figured out. Start by listing the clothes there, one at a time, in the order you want them removed. Then create the image folders just as you said,. So the first folder for say 7 layers will be '1111111'. Note that there will be one more folder than the number of clothes if there is a modesty layer, i.e. naked but not fully exposed, as Eldricus' and I tend to do.  Then, starting at the left, replace each 1 with a 0, to strip the next item of clothing in your outfit list.  I'll go to a simple example: your model has blouse, skirt, bra and panties. In the outfit file, blouse is labeled as outfit 1, skirt 2, bra 3, panties 4 (assuming that's the order you wished the items removed in).  So the first folder will be 1111, and it will contain the fully clothed images and be the first one displayed by the game. The next folder will be 0111, and will contain the images of the model without her blouse. 0011, will have the skirt also removed,  0001 will be minus the bra, and 0000 will be fully naked. I guess the folder names look binary, but they really aren't. The only binary part is the 1 for an item displayed, and a 0 to indicate the item is not shown in the images in the folder.  Also, yes to the naming of each layer. Whatever you name each outfit line is what will be displayed on the game buttons.  So, we name each line according to the itsm to be removed. Instead of naming the first item 'blouse' you can name it 'Scene1' or anything else that takes your fancy. If you want the right sound effects though, you will need to define the appropriate clothing undress sound for each scene. I hope this helps.

Thanks for the detailed instructions. I've tried again but I'm still stuck with a black screen and no options to progress when I win the round:


This is what my folders look like (there are 9 comic pages and therefore 9 folders):



And this is what my outfit.properties file looks like:

Any idea what I'm doing wrong?

only thing that sticks out to me is the space between 'scene' and the number in each outfit line. Have you tried outfit.1=scene1 etc?

(4 edits)

Yeah I tried that as well. I renamed them SceneA, SceneB etc. in case it didn't like spaces or numbers. But it doesn't change anything.

I think it's related to the folder names. If I keep the default character folder names, my custom images will appear. But as soon as I add my own additional 1s and 0s it no longer recognises the folders. Therefore, no images or options to strip/progress.

This is why I wondered earlier on if there's something encoded in the game that doesn't let you choose how many rounds (pieces of clothing) you can use.

When you create your custom characters, do you also change the folder names, or do you just use the existing folders on default characters and dump your assets in them?

(1 edit) (+1)

I create fresh folders every time. It doesn't look like it to me , but you're not using the letter 'o'  instead of the number '0'? Also, is the opponent pack setup in the correct format? The main folder should be named after the opponent and contain an opponent file and portrait, as well as the outfit folder. The outfit folder then contains all the items you put in your screen shot. Another question: are the image files .png or .jpg? If they are some other format the game code might not be recognizing them. I apologize for the dumb questions, I'm sure you have these basics right, but better to check.  I'll setup a pack of my own using your structure and see what I get. Maybe that will give us some clues.

No worries at all. I really appreciate your help.

To answer all questions:

  • but you're not using the letter 'o'  instead of the number '0'?
    • Definitely 0s
  • The main folder should be named after the opponent and contain an opponent file and portrait
    • The main folder does contain an opponent.properties and portrait. In the opponent.properties file, the opponent.name is "Test", which is what I've also named the main folder.
  • The outfit folder then contains all the items you put in your screen shot
    • Yep, there's a single image in each of the 9 folders from my previous screenshot, as well as an "outfit" image. They are all in .jpg format.

Very interested to see if you are able to create a sequence of 9 images (or more).

(+1)

Ok, just set up a 9 folder strip just as you are trying to do, and it works fine. If you give me an email address or send an email to stripe6499@yahoo.co.uk then I'll send you the empty pack for you to place your own images in.

Absolute legend! Thank you. I just sent you an email from mine.

(+1)

YW :-) Just mailed you the shell pack for you to use. Mainly I stripped out the location info from the outfit file, as you wouldn't be using any of the CSP locations, and I added in status pics to each folder. Not sure that last one will make a difference, but worth noting.

(+2)

The only thing that was weird for me is that you have folders with 8 numbers, but there are actually 9 scenes.

Also, if you start the game, by creating a batch file like this:

java -jar csp.jar

You will be able to see any errors in the command line console window.

Developer(+1)

The problem is you have 9 "clothes" defined in your properties file, but your folder names have only 8 digits.

Remember you always end up with n+1 images if you have n clothes. Since what you are doing isn't really clothes, it might be easier to think of that first 11111111 folder as Scene 0.

Thanks peter980_1 and Eldricus. That does seem to be the problem.

stripe6499 sent me pre-made folders he created himself and they work. Each folder now has nine digits, for my 9 defined clothes in the properties file. This means there's a 10th folder with all 0s which I found out I can use for a 10th 'finale' image using the finale.properties file, if I want to.

Thank you everyone!

Developer(+1)

Glad it's working better for you, but I think you might still be misunderstanding a few things.   

If your comic has 9 slides, then you should define 8 "clothes" in the outfit.properties file, and create 8-digit folders.  You will end up with 9 folders.  The 000000000 folder is for the image that appears at the end when you win and there are 0 clothes left, so that should contain the last slide of your comic.

Finales are a different thing that happens after you win twice, and they have to have their own folder that starts with "finale_".

Also I'm really curious about what your comic is. Can we get a sneak preview?

(2 edits)

Ah, I see! Thanks for clarifying.

I'm into the idea of 'bondage poker' where players progressively get tied up as they lose. I don't have any comics at this time, and will maybe just find something on the net. At this point, I was just searching for a game that allowed me to add my own images. Yours is the only game I've been able to find with this level customisation. Well done! :)  The next closest thing only allows customisation of existing assets, like SPNATI.


I'm also going to try and add additional clothing (lives) to playable characters (the males). I'm assuming this is possible because their folders appear to work on the same principles as opponents. Let me know if I'm wrong though.

Oh, and is it possible to add your own sound files to play? As in the zipper, shoe_drop,  clothes_drop etc., that you can play on queue.

Developer (1 edit) (+1)

The male players are loaded just like the female ones, so in theory you can customize them all you want.  But... there's a check in the game that will make the human player's character drop clothes at the beginning of the game until they are down to three. I did that to keep the female avatars on par with the male ones.  So giving them extra clothes isn't going to work unless I change some things.

You can customize the sounds that are played after any specific clothes come off. Check the documentation posts for a list or look at Leah's nun outfit for examples. I think in theory if you add your own sound files in the same folder as the other ones, and use a matching sound effect name, it should work.  Have fun adding those whipping sounds.

As an alternative, you could also have your character undress normally in the game, and then use multiple finales for the escalating"punishments" after you win.  Basically like Leah's nun outfit does, but with fewer clothes and more finales. That will require winning multiple times to unlock all the finales though.


  

Yeah, I tried adding clothes to a male character but it didn't seem to work. It still only had 3 lives, and it only used the portrait/outfit picture, not the differing ones in the folders. No biggie though.

I've played around with the existing playable sounds, so I know how to use them. But I can't find where these sound files are located, only the voice files. I thought the sound files might be encoded into the game itself.

Cool to know you can create multiple finales for the one costume. Thanks!

Developer

Oh right the sound files are inside the csp.jar file. I could add a custom folder to load extra sounds from I guess, but that's probably not happening for a bit.  In the meanwhile, the jar file is really just a fancy zip file, so you should be able to add your sound files into it yourself without too much trouble. There's an audio folder in there, with all the sound effect files.

 Awesome, thanks! I'll look into how to extract/add stuff to a .jar file.