And it always useful to report such posts and block the user - the first can help to motivate the itch team to wipe the scam fast, the latter makes it impossible to fall in the trap the bots post all over the place.
grywec
Recent community posts
the scene replay gallery crashes with
>NameError: name 'nameByIDScene' is not defined
search and replace in gallery.rpy all hits of "nameByIDScene" with "nameByIDscene" seems to do the trick
thanks for the game!
edited to add: bonus typos ;)
ealier->earlier
events_other.rpy:3326
loosing->losing
events_other.rpy:3367
prefered->preferred
events_mc.rpy:5095
preperations->preparations
events_other.rpy:3376
seing->seeing
lewds.rpy:1290
cant->can't
events_m.rpy:829
wont->won't
events_j.rpy:2041
events_j.rpy:2290
events_mc.rpy:3826
lewds.rpy:971
events_other.rpy:4669
more then->more than
events_j.rpy:1174
okay, seems like the game yesterday had a hiccup and not all changed tracking vars were directly used. after I restarted the game today and loaded the save the witch does not visit me anymore in the night and Amy's gym scene is also closed.
and Luna's story is progressing, at night, though (as you coded it :) "if t.time == "night" and luna.level == 13 and not luna.levelup and player.level >= 4:" in mc_room.rpy)
minor quibble about Amy's hint system: you set amy.show_hint to False for lvl 7+8 but do not clear the variable again at the end of e.g. "label amy8" - there is no more content when her level reaches 9 but the "finished Amy's story" line is overwritten by the value of show_hint, when I read the conditions in phone_hint_screen.rpy correctly
I also have issues with triggering this - sleeping late always plays the scene with the witch (yet another ingredient). and I'm kind of stuck with Amy (that was her name?), the scene in the gym on mornings also repeats and I did not see her again on the computer (but I did not check it for all 7 days and all time slots).
minor bug: the last replay scene has no image and it seems you forgot the stop condition for the replay (renpy.end_replay or so).
thanks for the game, while not ground-breaking it has a well written story and nice visuals!
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
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
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?
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).
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]
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 :/
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 :)]
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..