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JAvatar80

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A member registered Feb 18, 2018

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Something I noticed, not exactly a bug but maybe?

When I move stackable items into (or out of) a container and there is already a pile, they do not combine automatically. Like putting meat into a bag that already has meat, I'll have two stacks. But moving one stack ONTO the other stack, they do combine. AND if I have the source stack in the current inventory(like I'm inside the bag the meat is in) and pick up off the ground, it does combine. It's a non-issue, because going into the container and stacking things is super simple, but wanted to let you know.

I just loaded up the OG game to make sure I wasn't misremembering. I am correct: Picking the lock or breaking the door open in OG is enough to anger the guard.

In Unity Underground, I can take the food from the barrels without the green getting mad, even break open the chest. Taking from the chest angers him.

They did not. I admit I closed the door behind me, but emptied both treasure rooms. I can run a new save, and see what happens with the door open, however I am guessing that without line of sight, they did not realize. 

But I did recently attempt to play via GOG and Dosbox, and the doors themselves are owned, so picking the locks would normally aggro the goblins.

So...does that mean it does work for UU2? 8D

I'm assuming not, and the files are just there, but the shell wouldn't know what to do with being routed to UU2 install directory.

I found a potential bug:
Level 1, both Green and Grey Goblin treasure rooms. I was able to pick the locks and open the doors of both rooms and the "upset goblin" that watches the door(each type) does not get angry and attack. I'm not complaining, but wanted to let you know.

One question on the saves. 7zip unzipped it no problem, saw the file format, player stats are simple enough to interpret. Question is, how would I re-zip the json if I edit it so the game detects it?

Thanks in advance!

On torches, that was all just approximation I could find except the number of ticks they last, and match with what I felt they did.

I'll started up a new game, and both settings in Options for Auto-Key Usage will automatically use the appropriate key. It's honestly a QOL improvement I doubt anyone would actually complain about, but I definitely appreciate the option to play OG style. Auto-Jump also happens regardless of the setting if you hold the jump button down and hit a ledge. This is more just an FYI for you, since the settings work correctly as if they were turned on.

I noticed in the Appdata folder, there were files for what appears to be BOTH underworlds. Does this work for UU2 as well if we set the path to that? Or not(yet?)?

Either way, thank you for the responses, glad to give feedback and observations, and thank you again for this. I'll just have to get into the save file for my own education and see if I can't adjust the things to make myself happy.

Cool, thank you on the throwing mechanic.

Honestly, unless you incorporate movement akin to Morrowind way back when (No movement OR forward/back WITH left/right(so diagonal movement) would Chop(Morrowind term)/Bash(UU term) (the overhead smash), just Left/Right was Slash, and just Forward/Back was Thrust) or can do full M&K utilizing original UU controls, I don't see it. If you DID include Morrowind attack patterns, I would swap thrust and bash(thrust is no movement, bash is forward/back). But, just choosing the best also works and eliminates accidentally using the wrong one because of moving the wrong way/mouse not quite being in the right part of the screen.

Excellent on not NEEDING to aim up/down to hit, that's akin to OG UU.

So, what I can find on torches is they last 32 in game ticks/movements, whatever that measurement is. They should last 20(or so) minutes from full. Since the original game allows it, I want to make sure: Can we combine an oil flask and a stick to make a new torch? But, if we take the math: a "perfect" torch is 32 ticks or 20 minutes, "Somewhat Used" would be 24 ticks or 15 minutes, whatever term for half-spent would be 16 ticks/10 minutes, and "Nearly Spent" for 8 ticks/5 minutes. And torches, if staying true to the original game, would stop counting down during "pauses" which included opening the map, or the Option Menu.

My question about saves: Obviously just location information, but also: There was a save editor, DOS based, for editing skills and stats back in the day. I like a "continuous avatar" playthrough, akin to transferring your character from 4 to 5, then 5 to 6. I have 0 issue cheating in games to make the stats carry through, so I was wondering if I could 30/30/30 myself with the old editor, but it sounds like not. If they are plain text enough, that should be enough. I know the OG games(both 1 and 2) if you save-edited a stat, and then leveled up or rose a skill by meditating(UU1)/training(UU2), then the engine would recompile every derivative stat(HP, Carryweight, Mana Pool). I wonder if it does the same with yours.

Now, I know the Map is keyed to Select/Back/Whatever the button is nowadays. That means having the map in one of the "shoulder" slots(like the torch) isn't as big a deal, but I like storing things in that slot. Like the map. I have the map selected to move, but when I go over the paper doll, it stops being selected because I'm looking at said slot. Am I missing something on how to move items that aren't torches into that spot?

I have "auto-key usage" disabled in options(I think)(it's the empty circle, no bright white dot), but when I use the locked doors I have the key for, it opens. Does having the white dot disable that?


Thank you so much for this. UU1 broke my 1-9 runthrough because the GOG version has gotten weird with swimming/back moving. They don't work right based on specific facings(like swimming does not work well when facing N/NE/E)(I'm talking 1 pixel forward after like 6-10 seconds). My only real complaint is the torches, of course. I *do* have one suggestion, though? Include an image, or a document, that goes over the controls. I did figure it out eventually, but it was all trial and error to start. A short PDF with an image of what button does what, and a blurb on how to use it(I was getting frustrated with the inventory until I accidentally held the button and saw the pop-up buttons). Explain how pressing B takes you up 1 bag level. Etc. The minor control issues I talked about: Throwing, Putting things on the shoulders, Auto-Jump/Auto-Key on how they are properly enabled/disabled. And the instruction document doesn't even need to be colored/special fonts/anything. Just a quick rundown of how to play.

I am hoping we get M&K support, mostly for inventory management. Throw just drops items, I like chucking them if I'm tossing them in the water.

I am assuming that each weapon ONLY uses the optimal attack from the original?
And question on attacks, how important is aiming angle? Like hitting the vampire bat, do I NEED to be aimed up? Or aimed down to hit a lurker? Or is it more "So long as they're in front of you?" I normally (original game) aim up and down to track them regardless, but am curious if it's needed.
Finally, I feel the torches don't last as long as the original. Since I know timing back in the day was by CPU clock cycles, is it possible Unity was speeding up some of the timing cycles? Because I'm used to being able to pretty much explore almost all of the first level with the first torch in the bag at the beginning.

And a question about saves: Where are they located, and has the format changed?

Of course. Reading My Dear Waifu has 20 chapters total, regardless of the choices you make. There are 5 endings. Ending #1 is if you split your choices between the 3 options, like picking option one 6 times, option two 7 times, and option three 7 times. Endings #2, #3, and #4 are if you pick each of the options 20 times total. And finally Ending #5 is doing the split a second time AFTER already unlocking all 4 of the other endings. You need to read the book start to finish 5 times to unlock the voucher.

Found a bug in 0.4.1.

After Pixie is incapacitated, if you go to the Small Farm, she shows up with her comment on the humid air, then stays on the screen.

What I see, is a split (6/7/7) is nonsense ending, then 20, 20, and 20 are endings 2-4. Then a split (6/7/7) after getting the first 4 endings results in ending 5(harem).

If I remember correctly, you need to read all 5 endings of the My Waifu book.

Witch Trainer community · Created a new topic Android 14

Akabur, first I love your works. I keep coming back to Princess Trainer and Witch Trainer because your art and animations are on point, and the writing is hilarious. Now that Star Channel is at a stopping point, I'm going to play that.


Unfortunately the current builds for both games are outdated by Android 14, it refuses to install apps that use the older version of RenPy. Is there a chance you could recompile the games to run on 14? Someone keeps saying to install JoiPlay and the windows version, but I'd rather avoid that for a multitude of reasons.


Regardless, keep up the good work as you can, and thank you for what you've done so far!