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Justin Player

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A member registered 48 days ago · View creator page →

Recent community posts

I started learning programming 1 month ago, so I could be wrong about this subject. So far, I've only been able to finalize two really useful codes. For now, I'm struggling to decide what I should try to do first: personality module or rooms. In the end, we can no longer decide; I'm studying the codes of 95.14, member creation... clothes. I took a look at hair creation only to give up. 

(2 edits)

I don't know the right name for it. Basically that's it ® >^¦¶ ◇ ▲ ▼ ■ □ ► ◄ ● ○ » « ⚗ ⚙ ⚠ ☢ ☣ ⌗ ⌁ ⌬ ⌕


Much more... Unity already comes with a package, but you can expand the library 🤪😜🫴🫰🫳


I use it a lot to craft consumables and now that I've used it to craft parts, at least I try. I'm still learning the program and there is always something new that can improve the code... I found out (Uncoupling) today and I'm trying to apply, it separates the engine from the editable ones, it looks good to me.* require*

Maybe one day, but I find it difficult... 

A lot of work for little result. 

By the way, the Suggestions are made on Patreon.

https://discord.gg/inccel Try this link, it's from KlahTune 

(1 edit)

The codes remained the same, they are even better actually. Sheep has applied a new library to the game, so now you can use emoge (I don't know which ones, plus the new library) 

It is still possible to use old mods. Now we also have access to most of the bg(missionaryview), and possible to edit other backgrounds. The moon is also more optimized.

(1 edit)

gv.weeklyRent, Essa variável aumenta o valor do aluguel, fiz testes e funciona.

It is also possible to make the hunger, Stamina decrease faster. 

A Sheep.... A little suspicious?.. Hmmm""Sheep"

I understand what you mean, honestly. But from a development perspective, it’s not as simple as it seems.

Programming isn’t just about having an idea and putting it into the game. Even a small change can require new 2.5D modeling, animation adjustments, adapting existing outfits, physics testing, fixing potential bugs, and making sure everything stays balanced and consistent with the game’s overall vision . What may look like a small detail to players can mean hours or even days of work. On top of that, developers have to prioritize stability, bug fixes, and core content before thinking about extra features.

It’s not always about forgetting something. Sometimes it’s simply a matter of priorities, time, and team limitations.

(1 edit)

https://itch.io/t/4942642/-discord-invitemods-outside-discordmod-installation-all-in-one-place

A happy man, he waited long and is striving 😆

(3 edits)


Use Patreon for fresh information.


Discord has some explanations for what's to come. It's a community to help yo


Even if you don't like talking on Discord, I suggest you join, there are many advantage


KlahTune can also help you. Just entering the community creates a topic.

Now the breasts can get huge... A Mod for this is done, be happy щ-ш

(1 edit)

I read all your comments and I'm shocked... Do you really like big boobs... And you repeated it so much that it drove a crowd crazy haha. 

There’s also the cultural factor. In many parts of Asia social pressure is very high, and that strongly shapes how people behave.

I’ve traveled to Chengdu and Shenzhen in China, and the culture shock was huge. I don’t know if it’s specific to those cities, but I saw a lot of people cosplaying and walking around in costume as if it were totally normal. I also witnessed several street live-streams: a girl dancing in the middle with a bunch of people around her recording.

I was stopped a few times too. The first time I was actually startled. People there are very talkative, they take photos without much ceremony, and they don’t seem to mind photographing someone repeatedly. It’s a very different way of being from what I’m used to.

In Japan I felt a different vibe. People are more reserved in everyday life. Interestingly, I didn’t see as much cosplay as I expected, but I did see many people wearing bolder or more striking styles.

Either way, everyone has their own way of thinking. If we stay upset or sad about something we can’t change, we end up poisoning ourselves from the inside. Growing up also means realizing that many of our worries are simply unnecessary.

And many things that were once considered “absurd” in our own countries have become common over time.

Worrying never made anything better; it only robs today of its beauty.”

Many people have never learned to deal with their own emotional weight.

Then pour it out on others.

The internet becomes a big emotional garbage dump.

Being honest this is the right thing (removes the comment), but for those who have no idea of these things it is this in an Anonymous environment... The wrong will always be the others despite escaping any punishment he still got upset and didn't even reflect on it, which is something very immatu re... 

What? What is this logic? What does he gain by doing this?!

Do you block him?, could you answer the reason? I'm curious

The test version is full of bugs, it is still incomplete, of course, there are many new things (Bath). I recommend waiting for the release for Patreon; The experience will be much better. And no, we don't have the alpha version. It was distributed to a few and does not seem to be an advantage, just a consideration for those who support it. If not, you don't lose anything, just wait a little and a polished version will arrive for you. 

(3 edits)

I haven't done anything with the bot yet. Honestly, I'm not even feeling like it... The mini-games are fun and there are many things to do: buy clothes for the bot, give affection, dialogue stories. Besides, it's very easy to manipulate actions in the game, so money is not a problem.

And if something is lacking? Mods*, There are personality modules, food and meds, furniture... among many other things.

By the way, it's extremely easy to create mods in this game, with an active community... Sometimes, you don't even need to put in much effort creating probes to find data.

Something curious happened... Even without engaging with the bot, Shanice has the same reaction (scene)... I felt wronged.

This is the first game of this style, adult (+18), that I've played... And it seems like I'm not doing what the game asks haha.

I'm having fun.

(1 edit)

This guy is brilliant! It's an extremely modular and organized code. 

Have you thought about these effects on an item? Unnecessary, but interesting. Furthermore, the code's effect works in other mods that change the type of chest.
(1 edit)

   You should select the individual files, such as Dente.lua and Dente.json, instead of selecting the folder. After selecting them, compress them. If you don't do this, the game won't be able to read the .zip file correctly. Compressing a folder creates two folders, but the game only reads the first folder and ignores the internal content, which is necessary for it to access the .lua and .json files. (without mod name and red)

another: error in the  code.

The game already has a translation in PT-BR.

(2 edits)

Mc


gv.playerName


gv.Stamina (-1.0 to +1.0): Sleep/fatigue bar


gv.Satiation (-1.0 to +1.0): Satiety/hunger level.


gv.Health (-1.0 to +1.0): Total physical health.


gv.MentalHealth (-1.0 to +1.0): Mental health.


gv.MentalHealthTemporary (-): Defines a temporary change in mental health.


--


gv.remainingCum(±): Amount of semen stored (measured in ml).


gv.maxCum(±): Maximum semen storage capacity (measured in ml).


gv.deathGripEffectEnd (±Time): Duration of the "Death Grip" effect. While active, makes ejaculation more difficult.


 gv.vinegaraEffectEnd (±Time): Duration of the "Vinegara" effect. While active, it forces the player to have an erection.


Financial


gv.money: Total money balance

Measured in ($)


gv.casinoTokens: Amount of chips for the casino.


gv.weeklyRent: Amount of weekly rent the player must pay. Example:


Measured in ($)


Streaming Account (CockTwitch)


gv.followers: Followers.


gv.subs: Paid followers.


=============================

BOT


gv.botName: Defines the Bot's name.


gv.sympathy(±): What it is: Affection/Care, the way the Bot treats you or perceives you.


 gv.mood(±1.0):


gv.longing(±10.0):


gv.lust(±): Bot's sexual desire. Defines whether it will seek you out for sex, also activates a flag.


gv.currentHorniness(±1.0): Defines the robot's immediate arousal level at the exact moment of interaction.


gv.intelligence (0 to 40): Bot's intelligence level, linked to the stage.


gv.stage (0 to 3): Defines the current stage of the Bot's AI.


---------


gv.nunPoints: Defines the level of affinity with the Nun.


gv.priestBotPoints: Defines the level of influence or favor.


 Data


gv._cumInsideStomach (0.0):


gv._cumInside (0.0):


gv._cumInsideAnal (0.0):


lastWorkedAtDay

What it is: The last day the player worked.


lastWentToChurchAt

What it is: Timestamp (tick) of the last time the player went to church.


lastCuddledAt

What it is: Timestamp of the last cuddling with the bot.


lastSleptWithBot

What it is: (true/false). Indicates if the player slept with the bot on the last occasion.


lastWokeUpAt

What it is: Timestamp of the last time the player woke up.


lastFuckedAt

What it is: Timestamp of the last time there was sexual intercourse.


lastInteractAt

What it is: Timestamp of the last interaction with the Bot.


 lastEquipmentAt

What it is: Timestamp of the last time the player changed/adjusted equipment.


lastOutsideWithBotAt

What it is: Timestamp of the last time the player went outside/used the bot.


lastStreamedAt

What it is: Timestamp of the last time the player streamed (CockTwitch).


lastTalkedAt

What it is: Timestamp of the last conversation (conversation initiated by the player).


lastBotStartedTalkAt

What it is: Timestamp of the last time the bot started a conversation.


lastHeadpatedAt

What it is: Timestamp of the last time you "headpatted" the bot.


lastHungerInfoAt

What it is: Timestamp of the last hunger-related update or notification.


lastMentalHealthInfoAt

What it is: Timestamp of the last time mental health information was recorded/updated.


======================

Advanced. 

(1 edit)

There are many things here, we haven't been able to use even half of them yet... these are basically the rules we must follow for the code to work, others are auxiliaries and functions that already exist.

__require_clr_impl__require_clr_impl

_G

_MOONSHARP ,👈

_VERSION

AllowedModifiers

assert

AtLeastOneBoolVariableTrueRequirement

bit32

ChangeLightMultiply

ChangeMorningLight

CheckType

collectgarbage

ColorPalette

ColorPaletteEntry

ColorPaletteManager

ColorSlot

CommonAllowedModifiersEnum

ControllerEnum

CookingSong

CookingSongRuntimeData

coroutine

CurrentModGuid

debug

dofile

dynamic

EdibleItemNutritionProfile

EdibleItemPrefabData

EdibleTypeEnum

error

FinishedType

FishingBaitItemPrefabData

FishingBaitType

FishingCatchBehaviourType

FishingRodItemPrefabData

FishItemPrefabData

FishPreferences

fungus

GameId

GameUtilities

getmetatable

GlobalFlag

Guid

ipairs

Item

item0

ItemCategory

ItemEnum

ItemModifiableVariableFactory

ItemModifiableVariablesRequirement

ItemPrefab

itemprefab0

ItemPrefabManager

ItemScopeCondition

ItemScopeConditionAlwaysTrueCondition

ItemScopeConditionCustom

ItemScopeConditionSpecialVariable

ItemSlot

json

LightMultiply

Live2DControllerSingleton

load

loadfile

loadfilesafe

loadsafe

math

ModUtilities

MorningLight

NewsId

next

NoteButtonTypeEnum

os

pack

package

pairs

pcall

print

R

rawequal

rawget

rawlen

rawset

Recipe

require

Result

SaveContainer

SaveSingleton

ScratchTextureType

select

setmetatable

Shop

ShopItem

ShopManager

SimpleLocalizedString

SingleArgumentComparators

SlotEquipData

SlotManager

SlotType

SoundSingleton

StoryAutoBranch

StoryBlockTarget

StoryBotContainerTypeEnum

StoryBotDialogueBranch

StoryBranchTarget

StoryCondition

StoryEnumeratorTarget

StoryLocalizedConversationBranchTarget

StoryMenuBranch

StorySingleton

string

SusArea

SusModifier

table

TextureOverriderManager

TimeCheckType

tonumber

tostring

TwoArgumentComparators

type

UiOverlay

unpack

ViewSingleton

xpcall

I thank you again.

To be honest, I didn't have Discord before the idea of creating mods for this game.

I'm not confident in my current English or in the mods I created... maybe one day I'll post them, but for now I will just keep adding data to the site.

The Devs did a great job... it's possible to make books in this game, improvise scenarios... in addition, the CustomData allows for complete backgrounds.

Besides the ease of creating faces, hair, and eyes.

I managed to create animated eyes in just 2 days... in Minecraft, it took days just for a block...

So I thank the Devs.

I appreciate the response, I've been following the Discord as well, unfortunately, the information there is closed off and makes it difficult to find data.. I'm not complaining, there are many amazing mods there and I've gotten a lot of Drrw without needing the VS... since I joined a few days ago, there might be something in the old messages.


I'm putting information in the programming topics (I hope that's not a problem), my idea is to make it easier for the AI for those who use it in creating mods related to this game.


I tested it, it seems that it still doesn't have what I want, so I'll improvise.


Maybe it's possible to run Doom..

 

Is there any native method to display images in panels, without creating a custom panel in Lua? 


It seems I will have to create an Emote Atlas. 


The UiOverlay.OkPopup panel, for now, only tells stories and arts. 


APIs... Libraries... APIs 🥹 


Is there anything new for mod creators in the Test on the 14th?

(2 edits)

(1 edit)

Have you checked your email? There might be something there...

(1 edit)

 This is a simple frame animation code. It still needs polishing. I have another version of this code that works better, but it loses a lot of performance.

 The code below is for performance... I don't know how to make something lighter than this yet..

--

do


 


  local catSprites = {}


  for i = 0, 99 do


    --


    local frameName = string.format("frame_%03d_delay-0.01s.png", i)


    catSprites[i] = ModUtilities.GetSpriteReference(CurrentModGuid, frameName)


  end




  local unityCoro3utine




  


  function catSpecialEffect(value, item0)


    local itemGuid = item0.GetUniqueGuid()


    local targetPath = "/Room/GhostBackground"




    if value and item0.IsEquipped() then


      


      function Coroutine()


        while true do


        


          for i = 0, 99 do


            if catSprites[i] then


              TextureOverriderManager.RoomManager.SetSprite(itemGuid, targetPath, catSprites[i])


            end


         


            coroutine.yield(ModUtilities.WaitForSeconds(0.1))


          end


        end


      end


      unityCoroutine = ModUtilities.StartCoroutine(Coroutine)


    else


 


      if unityCoroutine then


        ModUtilities.StopCoroutine(unityCoroutine)


        unityCoroutine = nil


      end


      TextureOverriderManager.RoomManager.RestoreSprite(itemGuid, targetPath)


    end


  end

Scenario creation

(4 edits)

-- Simple editing code, with organized automation, variable corrections, facilitators and support for huge texts. 


-- My Dystopian Robot Girlfriend

-- TextMeshPro / HTML

-- ModUtilities

-- Database AI | memory!released

-- 95.15

-- beta v2



-- The mod has effects color automation 

-- Easy letter size change 

-- Easy color change 

-- Automatic lines


-- VARIABLE INFORMATION IS STORES BELOW THE CODE ENGINE


-- ===========================

-- EDIT ONLY THIS SECTION

-- ===========================


local SHOP = [[pharmacy]] -- grocery

local CATEGORY = ItemCategory.Meds -- food

local STACKABLE = true


-- You don't need to create a "itensDaLoja" location for each item


--For Add items, remember to put a comma. The last item does not need a comma. 


-- Copy the second code from start to finish {} 


local itensDaLoja = {

    {

        name = [[✚ [NANO-MC] Sheep TLP ✚]],

        nameColor = "#0F0", 

        

        

        Disc1 = [[Military Use]],

        Disc1Color = "#00FF88",

        Disc1Size = 20,

        Disc1Bold = true,


      

        Disc2 = [[Nano-Recomposer]],

        Disc2Color = "#66CDAA",

        Disc2Size = 18,


      

        Disc3 = [[CorpNano © 2027]],

        Disc3Color = "#69F0AE",

        Disc3Size = 14,

        Disc3Italic = true,


        price = 50,

        effects = { Health = 1.0, Stamina = 1.0, Satiation = 1.0 }

    },


    {

        name = [[⛃ [CHIP-MC] Money ⛃]],

        nameColor = "#0FF", 

        

        Disc1 = [[Chip ₣]],

        Disc1Color = "#00FF88",

        Disc1Size = 20,

        Disc1Bold = true,


        Disc2 = [[test]],

        Disc2Color = "#66CDAA",

        Disc2Size = 18,


        Disc3 = [[CorpNano © 2027]],

        Disc3Color = "#69F0AE",

        Disc3Size = 14,

        Disc3Italic = true,


        price = 50,

        effects = { money = 2147483647, casinoTokens = 2147483647 }

    }



--================================================



-- ===========================

-- SCRIPT ENGINE (DO NOT ALTER)

-- ===========================


local COLOR_MAP = {

  -- ANON (MC)

  health = "#00FF00",

  stamina = "#FFD700",

  satiation = "#FF3B3B",

  mentalhealth = "#00E5FF",


-- DICK

  remainingcum = "#E91E63",

  maxcum = "#FF80C0",

  deathgripeffectend = "#7E57C2",

  vinegaraeffectend = "#AEEA00",


  -- JUN (BOT)

  mood = "#FF9800",

  lust = "#D500F9",

  sympathy = "#3F51B5",

  horniness = "#FF1744", 

  currenthorniness = "#FF1744",

  longing = "#F48FB1",

  intelligence = "#2196F3",

  stage = "#651FFF",


  -- FINANCIAL / SOCIAL

  money = "#00C853",

  casinotokens = "#00B0FF",

  followers = "#FF6D00",

  subs = "#FBC02D",


  -- SYSTEM

  time = "#B0BEC5",

  weeklyrent = "#90A4AE",


  -- LORE




}


do

    if not ModUtilities then return end


    local function ApplyStyle(text, color, size, bold, italic)

        if not text or text == "" then return "" end

        local formatted = text

        if bold then formatted = "<b>" .. formatted .. "</b>" end

        if italic then formatted = "<i>" .. formatted .. "</i>" end

        return string.format("<size=%d><color=%s>%s</color></size>", size or 16, color or "#FFFFFF", formatted)

    end


    local function GenerateDescription(data)

        local desc = ApplyStyle(data.Disc1, data.Disc1Color, data.Disc1Size, data.Disc1Bold, false) .. "\n"

        desc = desc .. ApplyStyle(data.Disc2, data.Disc2Color, data.Disc2Size, false, false) .. "\n"

        

        desc = desc .. "<color=#FFFFFF><size=16>─────────────────────</size></color>\n"

        desc = desc .. "<size=16><color=#00FFFF> «EFFECTS»</color></size>\n"

        

        for stat, value in pairs(data.effects) do

            

            local color = COLOR_MAP[string.lower(stat)] or "#FFFFFF"

            local signal = value > 0 and "+" or ""

            local displayValue = ""

            

            if math.abs(value) <= 1.0 and stat:lower() ~= "intelligence" and stat:lower() ~= "money" and stat:lower() ~= "followers" and stat:lower() ~= "subs" then

                displayValue = signal .. (value * 100) .. "%"

            else

                displayValue = signal .. value

            end


            desc = desc .. string.format("<size=16><color=%s>%s → %s</color></size>\n", color, stat, displayValue)

        end

        

        desc = desc .. "<color=#FFFFFF><size=16>─────────────────────</size></color>\n"

        desc = desc .. ApplyStyle(data.Disc3, data.Disc3Color, data.Disc3Size, false, data.Disc3Italic)

        

        return desc

    end


    for _, data in ipairs(itensDaLoja) do

        local prefab = ModUtilities.CreateItemPrefab()

        

        prefab.Name = string.format("<color=%s>%s</color>", data.nameColor or "#FFFFFF", data.name)

        prefab.Description = GenerateDescription(data)

        prefab.Price = data.price or 0

        prefab.Category = CATEGORY

        prefab.IsStackable = STACKABLE


        prefab.OnUse = function()

            if data.effects then

                for stat, value in pairs(data.effects) do

                    local current = gv[stat] or 0

                    gv[stat] = current + value

                    

                    local limitedStats = {Health=1, Stamina=1, Satiation=1, MentalHealth=1, Mood=1, Horniness=1, Longing=1, CurrentHorniness=1}

                    if limitedStats[stat] then

                        if gv[stat] > 1 then gv[stat] = 1 end

                        if gv[stat] < 0 then gv[stat] = 0 end

                    end

                end

            end

            return true

        end


        local item = ModUtilities.CreateNewItemAutoAssignId(CurrentModGuid, prefab)

        ModUtilities.AddGenericItemToShop(SHOP, item)

    end

end

(11 edits)

Code removed

Reason: The other code now also has the old functions of this

Incredible... I downloaded this game merely a few weeks ago... I have spent three hours engaged with it, none in actual gameplay, as it is exceedingly entertaining to create mods, despite the vexation with the flags. I have already completed one personality module and shortly thereafter discovered additional flags. I currently possess 89 and have just unearthed a wealth of possibilities... one can incorporate dialogues and reactions... in addition to specific phrases for certain times of the day and emotional states... as well as integrate facial expressions into dialogues... I remain oblivious to the overarching storyline, but when I do embark on actual gameplay, it will be truly singular. I posted basic Gv. 19 days ago... I ought to provide an update, hhshsa.

Thank you for answering your questions here, give me great ideas for modifications... Really great, I'm still looking for other variables, maybe one day I can put at least some of these ideas into practice. I feel that often the game is unnatural, small adjustments are needed for a more enjoyable experience. Lately I have ventured deeper into this world and I realize the depth of it. (We still need some extra freedom in the codes)