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Author Topic: AAR Development  (Read 65214 times)

dreamchaser

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AAR Development
« on: January 28, 2019, 06:10:16 pm »

I will use this thread to post what I am working on. When there is something worth showing, I'll include screenshots too.  8)

Feel free to offer feedback!

I might also ask for feedback about something specific, or ask for help or suggestions (like when I was looking for evil book titles).

This frees the original thread up for talking about the game versions which have actually been released. I think it is better to split it up now, before it starts getting unwieldy.
« Last Edit: January 28, 2019, 06:25:53 pm by dreamchaser »
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dreamchaser

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Re: AAR development
« Reply #1 on: January 28, 2019, 06:21:27 pm »

The impetus to split this thread of was showing of the new debug menu (attachment to this post).
I have now added information about all derived stats, headings, tooltips for the stats, and their current values.

The derived stats have gained additional properties: They now have variables containing the name of the game object which is contributing the least/most to that value, and how high that contribution is.
I am not yet using it, but I do have some ideas. And it's definitely a good way to check the stat calculation code is working as it should.

There is a new derived stat (hidden) called sexual, which signifies how obviously sexual policies/rules are in place in the school. This information can be used by the game to gauge what kind of principal you are, and in which direction you are trying to pull the school (implemented in preparation of corruption events which will check this).
« Last Edit: January 28, 2019, 06:22:59 pm by dreamchaser »
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dreamchaser

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Re: AAR Development
« Reply #2 on: February 03, 2019, 02:25:03 pm »

Here's a screenshot of the reorganized main menu.  :)
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clef

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Re: AAR Development
« Reply #3 on: February 03, 2019, 11:51:50 pm »

Nice.

I would suggest you to add some alpha to the planning box too. All that black is very strong.

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dreamchaser

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Re: AAR Development
« Reply #4 on: February 04, 2019, 08:22:49 pm »

Good advise. Having it pointed out, I agree.

Turned out that changing it was harder than I thought, but I finally managed.
Further color and alpha adjustments are now easy, but I am not an artist, so I can't get it prettier than this. Still, I like the result and deem the time spent on it worthwhile (I did clean up and gain an understanding about the code which makes up the period selection while I was at it).  :)

If anybody else wants to make a frame with a different background image then the default one, this is the trick:

style dp_frame:
  background Frame("gui/dp_frame.png",10,10)

(In case anybody wonders where lust has gone: You now have to have a certain event happen to unhide that derived stat.  ::) )
« Last Edit: February 05, 2019, 07:21:01 am by dreamchaser »
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dreamchaser

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Re: AAR Development
« Reply #5 on: April 21, 2019, 06:07:48 pm »

Just a quick heads up: After taking a bit of a break from the game I am finishing up work on version 0.2 right now.
Basically I am working out one one more big event I need for an outlook transition, and then I'll need to do quite a bit of playtesting to at least cut down on the bugs in 0.2.0
Expect a new version in a few days.  :)
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OGustavo27

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Re: AAR Development
« Reply #6 on: April 21, 2019, 08:24:40 pm »

Just a quick heads up: After taking a bit of a break from the game I am finishing up work on version 0.2 right now.
Basically I am working out one one more big event I need for an outlook transition, and then I'll need to do quite a bit of playtesting to at least cut down on the bugs in 0.2.0
Expect a new version in a few days.  :)
Amazing news my friend =D
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dreamchaser

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Re: AAR Development
« Reply #7 on: April 27, 2019, 06:17:19 pm »

Phew, finally got the new version 0.2.0 out of the door.  :)

I have left the image files class101-3.xcf and class101-4.xcf in the class pictures folder in case anybody wants to do me the favor and unpixelate Annas pussy in these two. I care because the text draws special attention to it, so I think the scene would benefit a lot from having it clearly visible. I have made other small adjustments to the source images to better fit the scene, but I am no artist, and depixelating surpasses my abilities.
The source for Annas pictures is https://e-hentai.org/g/916934/ee3f2a3a2d/, and there are quite a few more CGs of her I have not used. If anybody wants to expand her character by adding more scenes featuring her, that would be great!

@OGustavo27 : You wanted to know whether there was anything in terms of pictures or sprites you could help with - class101-3.xcf and class101-4.xcf would be a very concrete example.  :)

The big picture for 0.3:
I have gathered a laundry list of code and game logic improvements I want to make for 0.3, I have quite a few ideas for new content in a new location, and I want to rebalance and polish the existing content one more time.
Nothing that will happen very quickly, but I am most definitely not out of ideas.  8)

But first I'll give some time for the inevitable bug reports to come in, which will result in new 0.2.x versions. :-)
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dreamchaser

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Re: AAR Development
« Reply #8 on: November 12, 2019, 08:37:27 pm »

As I implied in the other 2 AAR topics, I have started up developement again.  8)

So, since this is the topic intended for development updates, I thought I'd post here what I am up to.  ;D

Also seeing something posted here from time to time hopefully gives you the assurance that this is still worked on, and might even get others to chime in or contribute in some way.  ::)
So I intend to regularly write a bit about what I am working on at the moment, even when there are no pictures to show.   :P

So, current update:
I have yesterday added code to my game objects to track their age at certain levels. Today I debugged it, and added displaying that age in the menus if the "More Numbers" Option is activated.

Now you can do something like "if pda_allowed and pda_allowed_o.age>14" to check whether PDAs have been allowed for over 2 weeks. Same with building levels, policy choices, and so on.  8)

I intend to use it for a new event which should trigger the first time you go to the office, 3 weeks after you built a building.
We'll see how that goes tomorrow. But having the capability in the engine is already cool on its own.  :)
« Last Edit: November 12, 2019, 08:39:35 pm by dreamchaser »
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dreamchaser

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Re: AAR Development
« Reply #9 on: November 13, 2019, 10:33:56 pm »

Pushing code and content.
Quite a bit of debugging today, but managed to fix all the bugs I found.
Wrote a new event, made it unhide a new policy. Improved my code so that unlocks for hidden policies do not show, but activate once the policy activates (=unhides). And once the policy is unhidden, the policy option is unlocked and enabled, then a new location appears. And that all worked.  :)

Cropped and resized the policy option picture. Prepared a generic "none" picture, which is now also used for zero tolerance.

And that's all I have time for today.  ;D

Next up friday (won't have time tomorrow): Writing the introductory events for the new location. Event writing always takes a lot of time, but it's also alot of fun.  :)
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dreamchaser

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Re: AAR Development
« Reply #10 on: November 15, 2019, 09:59:13 pm »

- Introductory event for the new location written.
- First simple events for the new location written. Mostly the work was in choosing and cropping the images. And testing everything out so that it looks good.
- Had a very nice and easy idea I immediately implemented: There is now a new image tag called "flavor" which simply sets the tag value as a string to a variable called "flavor", which is accessible from the event. This allows to easily change small bits of the event depending on the random image chosen. This was possible before by checking the image name, but now it can be done generically, and it allows for easy grouping of images.  8)
- Other small bits of code improvement in the engine, some of which I didn't even bother writing change log entries for (for example the debug screen now only remembers events which actually exist).  :)
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dreamchaser

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Re: AAR Development
« Reply #11 on: November 16, 2019, 10:09:42 pm »

Progress today:
- 2 new events written (and tested)
- 1 picture added to an old event
- updated from renpy 7.1.0 to 7.3.5 (the game engine AAR uses)
- new event variables (set with arg var=... in the event definition) do not break old saves anymore (they get initialized on load)
- the debug screen now tries to guess the act and period from the label name when you call an event (was always 'office' and 'morning' until now)

PS: I am currently using a place holder image of girls sitting in class in swim suits (attached to this post). What I really want here is a similar picture of students sitting in class, but in their underwear instead (just girls, or girls and boys). Does anybody know of such a picture (of good enough quality to be usable in AAR...)?
« Last Edit: November 17, 2019, 12:45:45 am by dreamchaser »
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dreamchaser

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Re: AAR Development
« Reply #12 on: November 17, 2019, 11:21:03 pm »

finished my weekend of programming.

This is the result for today:
- 2 new events added
- 2 picture added to existing events
- new method img_copy, which allows using one image in multiple image groups (=in multiple events)
- new class base in mod base, to provide function results as properties for renpy text interpolation
- new class Person, allowing to write text for both genders easily
- new stat "staff" (was just a function before), making it visible in the gui, (like students) and allowing it to be influenced by game objects
- continued to improve the documentation
- bugfix: debug screen now allows setting lower inhibition after the unlock (min_hint and max_hint now update dynamically)

I'd say I was pretty productive. I am satisified with what I achieved.  ;D
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Tomas1221

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Re: AAR Development
« Reply #13 on: November 18, 2019, 09:16:19 am »

great job cant wait for next version to go public with all updates.
any work too adding new clubs ?
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dreamchaser

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Re: AAR Development
« Reply #14 on: November 18, 2019, 09:35:19 pm »

Sorry, no work done on new clubs so far.
My one idea is a sword fighting club, for all the sexy pictures of sword wielding anime characters.  ::)
And maybe a cosplay club?

But I am already working on populating one new location for the next version, and finding matching images and then thinking up the event texts for it takes me a lot of time. So new clubs will have to wait for quite a while.

I'd be happy just to work on the engine, that would go way faster. But then nobody would get new content, and we'd all be sad.  ;)

PS: Adding more clubs is actually very easy in AAR, no engine work needed. Somebody could easily mod that in, just by looking at the cheerleading club as an example.  ::)
Or, heck, just ask me for it, and I'll quickly whip up a mod creating an empty club of your choice, ready to be filled with events.  ;D
« Last Edit: November 19, 2019, 06:17:16 am by dreamchaser »
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