Author Topic: General Discussion  (Read 3821260 times)

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Offline Lurker

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Re: General Discussion
« Reply #9645 on: March 16, 2017, 11:49:11 AM »
Some questions regarding the image tags:


I'm guessing the Special clothes tag are used for when the character wears non standard clothes like armor and bikinis and stuff. If the character is just in their normal clothes do i even need to touch these tags?


The "sprite" (not battlesprite) images are just for the inventory screen etc, correct?


The profile images without a background, see-through with alpha channel, are mainly used for "girlsmeets" tag, yes?

Offline DarkTl

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Re: General Discussion
« Reply #9646 on: March 16, 2017, 12:01:22 PM »
I'm guessing the Special clothes tag are used for when the character wears non standard clothes like armor and bikinis and stuff. If the character is just in their normal clothes do i even need to touch these tags?
You can if you want to. If character wears armor 99% of the time, I usually tag them as armor and as everyday clothes, since armor is everyday clothes for her.

The "sprite" (not battlesprite) images are just for the inventory screen etc, correct?
For inventory, and sometimes when we need to show the character during dialogue outside of girlsmeets.

The profile images without a background, see-through with alpha channel, are mainly used for "girlsmeets" tag, yes?
Yes, but most of them can be used as profile pictures too. Alpha channel is not mandatory though, I just keep it sometimes if I like it.

Offline Lurker

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Re: General Discussion
« Reply #9647 on: March 16, 2017, 12:18:46 PM »
You can if you want to. If character wears armor 99% of the time, I usually tag them as armor and as everyday clothes, since armor is everyday clothes for her.



Alright. Im also wondering is if when you equip armor or clothes that you've bought/found/whatever to a character their profile/inventory/sex image will change to one thats tagged with the relevant tag?
Cause I've got a bunch of sprite images and profile images that can be used like that. Or will it be more along the lines of WM where equipment doesnt really impact images?
« Last Edit: March 16, 2017, 12:20:48 PM by Lurker »

Offline DarkTl

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Re: General Discussion
« Reply #9648 on: March 16, 2017, 12:27:11 PM »
Not yet. I have it in plans after the beta release, that's why we have these tags.

It would be very easy if we could guarantee that every character will have all tags. But since we work with packs and have no control over pictures, algorithms for showing the best possible picture are quite complex. The algorithm for showing pictures during sex scenes has over 700 lines of code.

Offline Lurker

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Re: General Discussion
« Reply #9649 on: March 16, 2017, 12:31:48 PM »
Not yet. I have it in plans after the beta release, that's why we have these tags.

It would be very easy if we could guarantee that every character will have all tags. But since we work with packs and have no control over pictures, algorithms for showing the best possible picture are quite complex. The algorithm for showing pictures during sex scenes has over 700 lines of code.


Gotcha! Guessing the same goes for emotions? I'll tag the profile stuff then and leave the sex images alone as far as clothes go. Atleast then the images can be used for testing once you add that stuff.

Offline DarkTl

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Re: General Discussion
« Reply #9650 on: March 16, 2017, 12:40:46 PM »
Emotions tags are used already. Not as widely as they should, but the game will show you different profile pictures and portraits depending on character joy level.

Offline Lurker

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Re: General Discussion
« Reply #9651 on: March 16, 2017, 01:29:00 PM »
Emotions tags are used already. Not as widely as they should, but the game will show you different profile pictures and portraits depending on character joy level.


Cool cool!
Final question for a while now. xD
I'm guessing pregnancy and monster sex is not something thats gonna be in game so theres no use gathering images like that?

Offline farik

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Re: General Discussion
« Reply #9652 on: March 16, 2017, 02:16:13 PM »
Hey been waiting for this game a while and excited!!


I do a lot of character pack creations for Java Simbro and did some for Sbi1x or whatever it was.


Expecting to do packs for here. HAvent played since alpha thougih so not sure how it feels now.


Been fooling around with tagger just not sure of each image I should be setting up.


Cant wait til you guys get beta out so I can start pumping out a couple packs off the bat.

Offline DarkTl

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Re: General Discussion
« Reply #9653 on: March 16, 2017, 02:42:22 PM »
Pregnancy pics are very rare for many characters. If we'll have pregnancy (nothing wrong with it, aside from the fact that 1 turn = 1 day, while in WM 1 turn = 1 week, so it will take a lot of turns), we will avoid showing pregnancy pics at any cost. Even if it means temporally removing character from the game.

As for monsters, they are inconsistent. We try to match texts and pictures more than WM does it. But monsters pictures are very different. There could be humanoids of any kind, tentacles, animals, etc. It would be very hard to deal with them.
We could limit it, for example to tentacles only, to make sure texts are always correct. But in this case many characters simply won't have suitable monsters pictures, just like with pregnancy.

Cant wait til you guys get beta out so I can start pumping out a couple packs off the bat.
Yeap, it's been 3 years since the alpha. The game was pretty amateurish back then, now we know much more about coding and creating resources.

Offline Lurker

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Re: General Discussion
« Reply #9654 on: March 16, 2017, 03:09:02 PM »
Pregnancy pics are very rare for many characters. If we'll have pregnancy (nothing wrong with it, aside from the fact that 1 turn = 1 day, while in WM 1 turn = 1 week, so it will take a lot of turns), we will avoid showing pregnancy pics at any cost. Even if it means temporally removing character from the game.

As for monsters, they are inconsistent. We try to match texts and pictures more than WM does it. But monsters pictures are very different. There could be humanoids of any kind, tentacles, animals, etc. It would be very hard to deal with them.
We could limit it, for example to tentacles only, to make sure texts are always correct. But in this case many characters simply won't have suitable monsters pictures, just like with pregnancy.
Yep yep makes sense, figured I'd check. :3

Offline Xela

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Re: General Discussion
« Reply #9655 on: March 16, 2017, 03:20:26 PM »
You once proposed to use special lines for characters when you for example give them very good item. It's a bad design because it forces the player to click over that line every time.

But if such special lines are said without requiring additional actions from the player, then it's not a bad design any longer. Ie we don't use the narrator window and wait for mouse click, we show the line in a small window next to character sprite, it does not affect gui at all and disappears by itself after some time.

Ok, there is no way to do this without blocking large parts of interface which will make this just as annoying as clicking to continue. You can also transfer items in two different screens and items transfer screen from two sides making the idea very annoying to code for a feature this small. We could introduce a festive pop-up screen just with the small text, similar to how notification screen works in renpy, truth is that we prolly don't need it for beta...

I feel we should cut down on stuff we don't really need and focus on stuff we absolutely must have. Gonna restore brothel and the club and see where these damned errors are coming from.
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Offline Xela

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Re: General Discussion
« Reply #9656 on: March 16, 2017, 03:32:06 PM »
Oki, I ran ND for couple of days with a full brothel, nothing crashed :)


Gonna go over dungeon code, try to figure out what's what.
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Offline DarkTl

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Re: General Discussion
« Reply #9657 on: March 16, 2017, 03:36:27 PM »
I never said we need it exactly for beta, but
Ok, there is no way to do this without blocking large parts of interface
this is simply not true.

There we go.

Offline Lurker

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Re: General Discussion
« Reply #9658 on: March 16, 2017, 04:10:26 PM »
Here's Erza beta. xD Figured id toss it to you guys so can check it out at your leasure and then tell me whats shit and whats good.



https://mega.nz/#!zcpQHaCY!AHFNmALNktQtreZzVD9jt7S2DmrmXRzB7dJLpFm0qWA


Offline Xela

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Re: General Discussion
« Reply #9659 on: March 16, 2017, 04:12:40 PM »
I never said we need it exactly for beta, butthis is simply not true.

There we go.

Everything looks simple at first but text here is very small, character sprite height is not guaranteed and we need this for items transfer screen as well. We can comeback to this after beta.


I went over dungeon code, there is not a lot of it but it's pretty complex. Good thing is that it's straightforward, in a sense that nothing leads elsewhere 100 times like in Jakes BE or our training code. I still will not be able to understand all of it without playing with it and see what happens when stuff is changed. Positioning is prolly the hardest to get a grip on.

I am not gonna mess with it, some stuff is prolly unfinished and there is some code that Pico will prolly delete soon (remnants of the original dealing with combat and skills in the other file). Maps are loaded from this, so we'd have to generate something along these lines using random algorithms, it's too complicated (for me) to address before beta, Pico can decide if he wants to advance logic or deal with randomization himself:

Code: [Select]
  {
    "id": "Mausoleum1",
    "transparent": [
      ".4679bcABCD^",
      ".4679bcABCD^"
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      "#": "mossy", "2": "bluegrey", "3": "door", "4": "barrel",
      "6": "more_barrels", "7": "barrel_crate",
      "8": "bluegrey_door2", "9": "pilar", "a": "mossy_door2",
      "b": ["portal", "portal_turned"],
      "c": ["portal_turned", "portal"],
      "d": "mossy_alcove", "e": "mossy_button", "f": "bluegrey_button",
      "A": ["ladderb", "ladderl", "ladderr", "ladderf"],
      "B": ["ladderl", "ladderf", "ladderb", "ladderr"],
      "C": ["ladderf", "ladderr", "ladderl", "ladderb"],
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      "^": "ladderdownf"
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                "function": "renpy.play",
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                "function": "renpy.play",
                "arguments": ["content/sfx/sound/dungeon/open_door.ogg", "sound"]
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                "function": "dungeon.access_condition.__setitem__",
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                "function": "dungeon.access_condition.__setitem__",
                "arguments": ["(32, 11)", {"access": true}]
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        "Replica Sword": {
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                "arguments": ["", "You found a Replica Sword."],
                "sound": ["content/sfx/sound/dungeon/dagger.ogg", "voice"]
            }]
        },
        "Shuriken": {
            "spot": [621, 631, 91, 49],
            "actions": [{
                "function": "dungeon.say",
                "arguments": ["", "You found Shuriken."],
                "sound": ["content/sfx/sound/dungeon/shuriken.ogg", "voice"]
            }]
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                "sound": ["content/sfx/sound/dungeon/dagger.ogg", "voice"]
            }]
        },
        "ring": {
            "spot": [695, 429, 41, 11],
            "actions": [{
                "function": "dungeon.say",
                "arguments": ["", "This ring must be valuable!"],
                "sound": ["content/sfx/sound/dungeon/ring.ogg", "voice"]
            }]
        },
        "bottle": {
            "spot": [670, 309, 58, 127],
            "actions": [{
                "function": "dungeon.say",
                "arguments": ["", "An elixer of some kind!"],
                "sound": ["content/sfx/sound/dungeon/bottle.ogg", "voice"]
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        "Devil Rat": {
            "spot": [540, 376, 212, 278],
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        },
        "Bats": {
            "spot": [536, 40, 226, 249],
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                "function": "dungeon.say",
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                "sound": ["content/sfx/sound/dungeon/dagger.ogg", "voice"]
            }]
        },
        "Bear": {
            "spot": [562, 321, 184, 339],
            "actions": [{
                "function": "dungeon.say",
                "arguments": ["", "You killed the bear."],
                "sound": ["content/sfx/sound/dungeon/dagger.ogg", "voice"]
            }]
        }
    },
    "access": [".79bABCD^", ".79cABCD^", ".79cABCD^", ".79bABCD^"],
    "conditional_access": ["3a8", "3a8", "3a8", "3a8"],
    "access_condition": {
        "(20, 1)": {"access": false},
        "(32, 3)": {"access": false},
        "(32, 11)": {"access": false}
    },
    "minimap": {
      "#2def": "#4444",
      "38a": "#5C4425",
      "bcABCD": "#6a548e",
      "ground": "#fff4"
    },
    "sound": {
      "bump": "content/sfx/sound/dungeon/bump.ogg",
      "locked": "content/sfx/sound/dungeon/locked.ogg"
    },
    "item": {
        "(2, 1)": [{"name": "Replica Sword"}],
        "(23, 3)": [{"name": "Shuriken"}]
    },
    "spawn": {
        "(36, 1)": {"name": "Goblin", "level": 1, "timer": 0.5 },
        "(5, 11)": {"name": "Devil Rat", "level": 1, "timer": 0.2 },
        "(24, 5)": {"name": "Bats", "level": 1, "yoffs": -400, "timer": 0.3 },
        "(2, 8)": {"name": "Bear", "level": 3, "size": 2, "timer": 0.8 }
    },
    "renderitem": {
        "(20, 5)": [{"name": "ring" }, {"name": "dagger" }],
        "(22, 0)": [{"name": "dagger"}],
        "(9, 11)": [{"name": "bottle", "function": "im.matrix.tint", "arguments": [0.1, 0.5, 0.1] }],
        "(48, 3)": [{"name": "bottle", "function": "im.matrix.tint", "arguments": [0.5, 0.1, 0.1] }]
    },
    "event": {
        "(19, 11)": [{
            "function": "dungeon.say",
            "arguments": ["", "Finally, there's a hatch here, you climb out of the catacombs."]
        },{
            "function": "dungeon.__delattr__",
            "arguments": ["hero"]
        },{
            "function": "renpy.jump",
            "arguments": ["graveyard_town"]
        }],
        "(0, 11)": [{
            "function": "dungeon.say",
            "arguments": ["", "You descend the stairs."]
        },{
            "load": "Mausoleum2",
            "at": { "x": 27, "y": 26, "dx": 0, "dy": 1 }
        }],
        "(25, 1)": [{
            "function": "renpy.play",
            "arguments": ["content/sfx/sound/dungeon/open_door.ogg", "sound"]
        },{
            "function": "dungeon.access_condition.__setitem__",
            "arguments": ["(20, 1)", {"access": false}]
        }],
        "(13, 0)": [{
            "function": "dungeon.say",
            "arguments": ["", "Something in here smells really bad."]
        }]
    }
  }
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