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I stumbled over this because of the bundle - well done, especially the second case with the find clues/interview suspects game loop. Looking forward to see the story unfold.

Poking around in the code base I found a small bug: The variable for taking advantage of Sophia in the store is never set, "$ soe4_takeadvantage == True" (somewhere in Events_Sophia.rpy) is a comparison and does not set the variable to true : )

Sneaky sneaky. Yes I am aware of that bug. But sadly I was only made aware recently when one of my patrons told me. So countless of players have played the scene without having the code tracked. I now have to figure out a way to retrack the code for old players or to scrap the consequence I have planned for that choice. 

you could use the built-in label "after_load"* to ask the player: if the event happened (sophia.eventscale >= 13 I think) show a menu with an apologising text (:D) and the question how the MC reacted in the store. set soe4_takeadvantage accordingly and introduce a bool to never ask the player again (soe4_takeadvantage_loadfix or something, with default false. should be set to true in the store scene [fixed game version] and in the load correction function [old saves loaded in the fixed version].

*) https://www.renpy.org/doc/html/label.html

Yeah, I don't really want to ask the player. It's okay, I'll figure something out. Thx for the spot buddy! It helps a lot.