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dnd3edm1

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A member registered Apr 13, 2017

Recent community posts

nvm, found it.  just had to be outside of the house before I could process them.

I'm talking about captured slaves after combat who haven't been added to the household.  I'm not sure how to add them to the household.

New player, I read on the wiki you can process captured slaves at the home and at the slave market.  I can't seem to find the option.  I go to the city map from the home and I can inspect them.  The slave market only has an option to take part in bidding.

Does green mean you've 100%ed that section and red means you are still missing something for the final ending?

loved Alchemy Quest, love this game, thanks for all your hard work :)

(2 edits)

Can't start a new game in the .941 version.



While running game code:

  File "game/new.rpy", line 630, in <module>

TypeError: '>=' not supported between instances of 'NoneType' and 'int'

-- Full Traceback ------------------------------------------------------------

Full traceback:

  File "new.rpyc", line 630, in script

  File "D:\Downloads\School-0.941-win\renpy\ast.py", line 2115, in execute

    if renpy.python.py_eval(condition):

  File "D:\Downloads\School-0.941-win\renpy\python.py", line 1092, in py_eval

    return py_eval_bytecode(code, globals, locals)

  File "D:\Downloads\School-0.941-win\renpy\python.py", line 1085, in py_eval_bytecode

    return eval(bytecode, globals, locals)

  File "game/new.rpy", line 630, in <module>

TypeError: '>=' not supported between instances of 'NoneType' and 'int'

Windows-10-10.0.19045 AMD64

Ren'Py 8.0.3.22083102

School 0.941

Sun May 28 00:56:17 2023

far as I'm concerned he's still chillin out in the dungeon with dice fren

couldn't bring myself past the tutorial.  cyclops fren

I'd say the problem is inherent in your design choice of exhausting the player's card draws and exacerbated by the lack of duplicates.  If your starting booster isn't full of amazing damage cards, it's pointless to play at all because your progress will freeze at a certain opponent.  Allowing a player to reach an unplayable state in your game at any point is not an interesting design choice, it's a frustrating one.