HentHighSchool Development Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

collapse
* Recent Posts
Re: Girl Pack Spreadsheet Log Revival by DougTheC
[Today at 02:56:11 am]


Re: Test version for 0.2 by Jman
[Today at 01:47:57 am]


Re: [HHS+ 1.10 Beta] Public Beta Bugs by barteke22
[Today at 01:35:08 am]


Re: Test version for 0.2 by Netscape
[Today at 12:14:55 am]


Re: Test version for 0.2 by Jman
[Yesterday at 05:56:51 pm]


Pages: [1] 2 3 ... 11   Go Down

Author Topic: AAR Releases / Bugs (current version: 0.5.3)  (Read 112813 times)

dreamchaser

  • Full Member
  • ***
  • Offline Offline
  • Posts: 238
    • View Profile
AAR Releases / Bugs (current version: 0.5.3)
« on: December 11, 2018, 07:48:26 pm »

Ashford Academy Redux

Download it here!  :)

Current Version (0.5.3):
for PC
for Mac

These are zip-files which simply need to be unpacked. They contain the folder structure of the game and the game launching executable AshfordAcademyRedux.exe (Windows) / AshfordAcademyRedux.sh (Linux)
(for Mac the zip contains: AshfordAcademyRedux.app)

Detailed Installation Instructions for Windows PC:
(click to show/hide)

Previous Version (0.5.2):
for PC
for Mac

Last Version before 0.5 (0.4.2)
for PC
for Mac

Existing mods and mod packs:
(links go to the posts containing the download link)
Combined Event Pack
AAR mods by dreamchaser

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

New game releases will be announced in this thread and this post will be updated.
If you find a bug, please post about it in this thread!

If you have questions or suggestions, please post them into
https://www.henthighschool.com/ashford-academy/aar-suggestions-questions/

You can follow development of new versions in
https://www.henthighschool.com/ashford-academy/aar-development/

For anybody interested in modding the game, the file readme.txt should contain all the information you need. If you have any questions about modding, asking in the "aar-development" thread is the best place. I'll most happily answer.  :)

======================
Original Introduction:
(click to show/hide)
« Last Edit: December 28, 2021, 12:53:13 pm by dreamchaser, Reason: 0.5.3 »
Logged

dreamchaser

  • Full Member
  • ***
  • Offline Offline
  • Posts: 238
    • View Profile
Re: Ashford Academy Redux
« Reply #1 on: December 11, 2018, 07:48:46 pm »

Changelog:

0.5.3
- Added period of activity to the description of any building which corresponds to an activity
- event "the bet" now has a morale instead of a staff_support requirement
- cleaned up club definitions
Bugfixes:
- don't reset event state when both saved and default values are numbers but different classes (e.g. int vs float)
- fixed crash in class event "girls playing around"
- fixed cafeteria event "no bras under aprons"
- added missing unlocks in library event "run over"
- don't show changes to hidden stats in "Stat Changes" of the last week overview
- fixed spelling mistakes reported by OutofUniqueNames

0.5.2
- there are now 4 options for showing the result screen: never/relevant/any new/always
  If you had the result screen option enabled so far (the default), you'll be set to "relevant", otherwise to "never"
Bugfixes:
- fixed crashes in events dormitory13, bath4
- cleaned up elvish maidens cafeteria event, made transitions more robust for temporary dresscodes
- don't report level changes of hidden stats in the event result screen
- fixed variant unlocks for events gym13, school_grounds48
- Fixed "Achievements" screen (was showing infos mixed in from current save)
Debug:
- fixed crash in gallery when running in developer mode (on displaying certain failed event conditions)

0.5.1
Bugfixes:
- fixed crash in event dormitory_introduction
- spelling corrections reported by OutofUniqueNames

0.5.0 - goals
- Updated from Ren'Py 7.3.5 to 7.4.11
- There is a new Goals/Achievement System in the game, accessible from the day planning (Goals) and main menu (achievements)
- Thanks to tracking goals, the game now has a victory screen once all goals have been reached
- for all stats other than dare_points: if an event only changes the stat value up to a specific limit, the change will be halved if less then 10 points below the limit, and if the normal change is>=0.4, it will still change by 0.1 if less than 10 above the limit
- Activities now nudge stats independent of the selected event. These global effects are listed in the tooltip for the activity.
- New Dynamic Character system, selecting girls based on situation, mood, dresscode and inhibition level (only used in 1 event right now)
- event result screen now notifies about stat level changes, daily planning screen colors the stat name red/green in that case
- changed inhibition unlocks from 75/50/25/0 to 80/60/40/20/0. Text and images changed.
- overhauled description levels
- new derived stat inhibition_to_pov: Inhibition in relation to the principal
- the event gallery now filters images for content preference
- new policy "Massage policy" (must be discovered, allows encouraging massages)
- new rule "Spirit Saturdays" (must be discovered, no dresscodes on Saturdays, inhibition (invisibly) lowered by 20 on Saturdays)
- You will now lose the game if you run out of money (cash<-1 on a Monday)
- An extremely bad event may happen if you have morale<2 (not an automatic game over, but not much better)
- new events: cafeteria11/14-25, clubs_cheer10-18, library13/14, pool11/20/31/33, school_ground45/46, sensuality19-24
- merged events: bath: 7 and 29 into 3; gym: 10 and 16 into 5, library: 7 into 4; 9, 14 and 20 into 8,
  school_grounds: 25 into 19, sports_field: 25 into 5; 17 and 20 into 6; 36 into 14
- split off events: bath28 from bath27
- many new images added to existing events
- some existing images uncensored
- new content preference 'huge_tits', enabled by default.
  If there are multiple alternative images for an event+dresscode, and one girl has huge tits, that image gets tagged with it.
  Otherwise not, so you won't miss any events by disabling the preference.
- Balance: buildings surveillance and security now slowly raise school reputation due to information control.
- overhauled the About page: Listing contributors, clarified the game license (GPLv3)
Bugfixes:
- no longer crashing when saving from inside seen events (started from the seen events menu)
- fixed a crash in the replay of the library event "studying, frown"
- When saving in day planner, changed activities in current planning are saved
- when school uniform is set to "No Dresscode", the dresscodes chosen by the students will now unlock in the gallery
- content types are now properly enabled by default
- if the school uniform was nude, there was an intended game progression missing. It has now been added.
- if the saved value for an event gets corrupted by any means, loading the save game will set it to a sane value (losing event progress)

API Changes:
- events are now defined with Event(...) instead of img_e(...) (different param syntax too)
- dp_period and dp_choice replaced with Period and Activity, all_acts renamed to activities
- wished_dress is now selected at each day start instead of before each event
-- effective_dresscode contains the dresscode used to select event and image
-- activity argument 'nude_ok' now considered when selecting effective_dresscode, instead of wished_dress
- labels morning, afternoon and evening no longer exist, since periods aren't hardcoded anymore (I don't think any mod uses these labels)
- hook_day_start is now called before autosave and rollback blocking
- New signalling subsystem, functions and callbacks converted over
--change_outlook_corrupted() -> sig('corrupted')
--outlook_o.value='evil' -> sig('evil')
--change_outlook_helped() -> sig('helped')
--fucked_teacher() -> sig('fucked teacher')
--list callback_recalculate_stats replaced with signal 'stats recalculated'
- removed events_executed_yesterday (unnecessary)
- renamed Event argument group_count to pool_count
- removed main_img_sweep and current_img_sweep (use main_img_o.sweep and current_img_o.sweep)
- removed event.and_op, event.or_op, event.false, event.__and__, event.__or__, event.__invert__
    (Nothing in the Combined Event Pack uses them)
- event.depends now maps to event.happened (it will allow the event even if a condition happened today)
- event.only now always picks the event. It does not care about higher priority events anymore.
- if an image is named <event>-<letter><digit>..., then <letter> is used to autotag a dresscode
- random_say choices given as a dict now happen twice as often as choices given as a string (weight default 2 vs 1)
- random_say choices can now take an 'id' keyword, choosing and setting the matching replay id (variant_id)
- random_select now takes lists as choices instead of one dict, and each choice can have a variant_id range which will always pick it
- stat properties renamed: value_day->steady_day, value_event->steady_event
- Variables tmp[1-5],p[1-2] and topic get reset to None before every event
API Additions:
- new function result(), which is now the prefered way to set stats by an event
- in events and event conditions, v has the value of the event variable (writing allowed), o is the event object
  (this is possible because Event objects can be saved, while the old event objects could not)
- you can now check for flavor in event conditions (or e: tags), they now get evaluated per image
- new tag ef: (entry from dict eval_flavor) - combination of flavor, conditions, and executed statements
- tag f: (flavor) can now be used for events (useful if multiple events share a code block)
- new tag set: allows executing code after an event ran with an image
- new img properties dressed (has a u: tag which isn't 'nude'), sweep (has sweep transform) and characters
- new convenience tag form "u:dressed<20i" (if that dresscode, checks inhibition against that condition, here <20)
- instances of class Person can now be directly used as speakers (like Characters)
-- pov is now an instance of Person, meaning all properties like pov.man are available (please note that gender is still locked to male)
-- povTitle -> pov.Mr; povBdsmTitle -> pov.Master; povName -> pov.name
  (the old ones still work for backward compatibility)
-- "[povTitle] [povLastName]" can now be written as "[pov.polite]"
- no need to set current_mod before defining game objects anymore
- new functions bdsm_pic_is_ok() and bdsm_pic_flavor() to filter and work with bdsm punishment pictures
- new function say_first (works like random_say, but chooses the first option with a fulfilled condition)
- new convenience functions nude(), sexy_or_nude(), sexy(), enforced(), kissing_student_is_ok()
- new hooks event_start and event_end
- new functions go_active(<list>), go_enabled(<list>) to filter GameObjects
- You can now override existing events (see "8.4. Overriding Events")
Debug:
- gallery event screen:
-- when evaluating the event condition, ignore the act
-- if event condition fails, show the failing condition
-- show event label and image name on top of screen (also img_dist if >0)
-- when "show all" is selected, list events in selection pool per dresscode (summary on top, for each event after the name)
   +/- show changes compared to base (*/+ = in pool, ./- = not in pool) (press "Update base" to set current result as base)
-- when "show all" is selected, all events are assumed to have been executed (for failure reason and event counts)
-- New Button "All dresscodes"/"Reducing dresscodes" (need to switch event to take effect)
   Useful to check how many images each dresscode has (note that conservative images have lower priority for normal dresscode ->img_dist)
- replaying an event in debug mode will now show static stat changes (no stat recalculations)
- Object instances human readably named in error messages
- Game now checks each registered image for existance on game start, thus catching errors earlier
- Game now checks all conditions (including tags) of all events with all images, thus catching errors earlier

(click to show/hide)

known bugs:
None
« Last Edit: December 28, 2021, 12:50:26 pm by dreamchaser »
Logged

dreamchaser

  • Full Member
  • ***
  • Offline Offline
  • Posts: 238
    • View Profile
Re: Ashford Academy Redux
« Reply #2 on: December 11, 2018, 07:49:01 pm »

start of readme.txt (limited to 20.000 characters, so can't paste the whole file):
(click to show/hide)
« Last Edit: December 30, 2019, 08:13:34 pm by dreamchaser »
Logged

dreamchaser

  • Full Member
  • ***
  • Offline Offline
  • Posts: 238
    • View Profile
Re: Ashford Academy Redux
« Reply #3 on: December 11, 2018, 08:00:00 pm »

Reserved
« Last Edit: December 30, 2019, 08:14:07 pm by dreamchaser »
Logged

Ashford

  • Moderator
  • Full Member
  • *****
  • Offline Offline
  • Posts: 219
    • View Profile
Re: Ashford Academy Redux
« Reply #4 on: December 13, 2018, 07:45:04 pm »

Nice work dreamchaser!

I'm very happy to see that Ashford Academy still lives :)

All the additional hoover info is a great addition, as well as the additional info added to multiple screens.
I think you have a really good approach, and many of the changes are making perfect sense.


It's also obvious that you have more experience writing code then I have/or had when writing the game. It's quite interesting to see everything written in OOP when the original game had like two classes and a handful functions.


Great work! I hope to see more of your work and I will gladly play around with Ashford Academy Redux.


Cheers,
Ashford
Logged

mezz

  • Newbie
  • *
  • Offline Offline
  • Posts: 19
    • View Profile
Re: Ashford Academy Redux
« Reply #5 on: December 15, 2018, 03:45:03 am »

Great!  Still the best game.
Logged

dreamchaser

  • Full Member
  • ***
  • Offline Offline
  • Posts: 238
    • View Profile
Re: Ashford Academy Redux
« Reply #6 on: December 15, 2018, 09:03:42 am »

Thank you for the kind words Ash, I very much appreciate it!

Right now I am in full blown pre christmas stress, with long work times, christmas parties, searching for gifts... I had only a single evening this week with free time for coding...

But starting with christmas my vacation is coming up, and I am very much looking forward to give AAR some meat on the bones by porting over all the canon events (in the current tech demo there are only about 10 per location).  :)

After that, I'll see how to further improve it. One of the most important, but also very time consuming points is finding enough pictures - By restricting the selection according to the current dresscode, I am of course limiting the pool of available events significantly. And the best way to expand it again is by having multiple pictures per events with more or less dressed girls. But finding pictures that match well enough to work for the same text (and are of good quality) is harder than it sounds.
I also try to combat that a bit by merging very similar events, which then gives me multiple pictures for the merged one.
So once I post the version containing all the converted events, giving me links to alternative pictures for events would be among the easiest ways others could help me. Actually, anybody can even do so right now, using the original Ashford Academy and its events as the basis (though admittedly it will be more efficient with AAR and the converted events). ;)

As I already wrote in the opening post, finding pictures for all the policy choices is also high on my agenda. More info texts have to be written. And I have quite a few ideas for new policies and rules which need matching pictures, and new events that unlock them, and then make use of them.

So lots of things to do, and I am very much looking forward to it.  ;D
Logged

Lasana

  • Newbie
  • *
  • Offline Offline
  • Posts: 4
    • View Profile
Re: Ashford Academy Redux
« Reply #7 on: December 15, 2018, 07:07:43 pm »

Sounds very promising. I love AAF and I look forward to your version of this game.  :D
Logged

Zenotyne

  • Newbie
  • *
  • Offline Offline
  • Posts: 3
    • View Profile
Re: Ashford Academy Redux
« Reply #8 on: December 16, 2018, 04:00:58 am »

Hate to say, but there's a big problem with this game.  Like the original, this has unlockables to lower ten minimum Inhibition of the school.  the 50 unlock worked fine, but when I unlocked the 25, it shot UP back to 75.  I went out on a limb thinking it was some glitch and save up to the full 100 Staff Support to buy the 0 unlock hoping that would fix it, but there was no change.  I pray this was some dumb glitch I ran into but as it seems to me the Inhibition limit modifier is flawed.  Without that half the fun is just gone.

Otherwise pretty good.  I like the changes and I look forward to more, but that issue REALLY needs to be addressed.
Logged

dreamchaser

  • Full Member
  • ***
  • Offline Offline
  • Posts: 238
    • View Profile
Re: Ashford Academy Redux
« Reply #9 on: December 16, 2018, 05:45:38 pm »

Hate to say, but there's a big problem with this game.  Like the original, this has unlockables to lower ten minimum Inhibition of the school.  the 50 unlock worked fine, but when I unlocked the 25, it shot UP back to 75.  I went out on a limb thinking it was some glitch and save up to the full 100 Staff Support to buy the 0 unlock hoping that would fix it, but there was no change.  I pray this was some dumb glitch I ran into but as it seems to me the Inhibition limit modifier is flawed.  Without that half the fun is just gone.

Otherwise pretty good.  I like the changes and I look forward to more, but that issue REALLY needs to be addressed.

Hey Zenotyne, congratulations on the first bug report for this game!  :)
But have no fear, this is just a dumb mistake, and no deeper problem.
It will be fixed in the next version.
As I said, this is still just a tech demo, and I have neither balanced it, nor really playtested it.
« Last Edit: December 17, 2018, 06:07:05 pm by dreamchaser »
Logged

Drachenjäger

  • Newbie
  • *
  • Offline Offline
  • Posts: 2
    • View Profile
Re: Ashford Academy Redux
« Reply #10 on: December 16, 2018, 09:21:22 pm »

I don`t now is ther a bug or is this my mistake  and sorry for my bad english :)
Code: [Select]
I'm sorry, but an uncaught exception occurred.

While running game code:
  File "renpy/common/00action_file.rpy", line 372, in __call__
    renpy.save(fn, extra_info=save_name)
PicklingError: Can't pickle <class 'store.evaluate'>: attribute lookup store.evaluate failed

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "renpy/common/_layout/screen_load_save.rpym", line 35, in script
    $ ui.interact()
  File "N:\AAcademy\Ashford Academy REdux\AshfordAcademyRedux-0.0.1-pc\AshfordAcademyRedux-0.0.1-pc\renpy\ast.py", line 882, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "N:\AAcademy\Ashford Academy REdux\AshfordAcademyRedux-0.0.1-pc\AshfordAcademyRedux-0.0.1-pc\renpy\python.py", line 1913, in py_exec_bytecode
    exec bytecode in globals, locals
  File "renpy/common/_layout/screen_load_save.rpym", line 35, in <module>
    $ ui.interact()
  File "N:\AAcademy\Ashford Academy REdux\AshfordAcademyRedux-0.0.1-pc\AshfordAcademyRedux-0.0.1-pc\renpy\ui.py", line 289, in interact
    rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
  File "N:\AAcademy\Ashford Academy REdux\AshfordAcademyRedux-0.0.1-pc\AshfordAcademyRedux-0.0.1-pc\renpy\display\core.py", line 2662, in interact
    repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, **kwargs)
  File "N:\AAcademy\Ashford Academy REdux\AshfordAcademyRedux-0.0.1-pc\AshfordAcademyRedux-0.0.1-pc\renpy\display\core.py", line 3467, in interact_core
    rv = root_widget.event(ev, x, y, 0)
  File "N:\AAcademy\Ashford Academy REdux\AshfordAcademyRedux-0.0.1-pc\AshfordAcademyRedux-0.0.1-pc\renpy\display\layout.py", line 995, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "N:\AAcademy\Ashford Academy REdux\AshfordAcademyRedux-0.0.1-pc\AshfordAcademyRedux-0.0.1-pc\renpy\display\transition.py", line 47, in event
    return self.new_widget.event(ev, x, y, st)  # E1101
  File "N:\AAcademy\Ashford Academy REdux\AshfordAcademyRedux-0.0.1-pc\AshfordAcademyRedux-0.0.1-pc\renpy\display\layout.py", line 995, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "N:\AAcademy\Ashford Academy REdux\AshfordAcademyRedux-0.0.1-pc\AshfordAcademyRedux-0.0.1-pc\renpy\display\layout.py", line 995, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "N:\AAcademy\Ashford Academy REdux\AshfordAcademyRedux-0.0.1-pc\AshfordAcademyRedux-0.0.1-pc\renpy\display\screen.py", line 697, in event
    rv = self.child.event(ev, x, y, st)
  File "N:\AAcademy\Ashford Academy REdux\AshfordAcademyRedux-0.0.1-pc\AshfordAcademyRedux-0.0.1-pc\renpy\display\layout.py", line 995, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "N:\AAcademy\Ashford Academy REdux\AshfordAcademyRedux-0.0.1-pc\AshfordAcademyRedux-0.0.1-pc\renpy\display\layout.py", line 241, in event
    rv = d.event(ev, x - xo, y - yo, st)
  File "N:\AAcademy\Ashford Academy REdux\AshfordAcademyRedux-0.0.1-pc\AshfordAcademyRedux-0.0.1-pc\renpy\display\layout.py", line 995, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "N:\AAcademy\Ashford Academy REdux\AshfordAcademyRedux-0.0.1-pc\AshfordAcademyRedux-0.0.1-pc\renpy\display\layout.py", line 995, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "N:\AAcademy\Ashford Academy REdux\AshfordAcademyRedux-0.0.1-pc\AshfordAcademyRedux-0.0.1-pc\renpy\display\behavior.py", line 907, in event
    return handle_click(self.clicked)
  File "N:\AAcademy\Ashford Academy REdux\AshfordAcademyRedux-0.0.1-pc\AshfordAcademyRedux-0.0.1-pc\renpy\display\behavior.py", line 842, in handle_click
    rv = run(action)
  File "N:\AAcademy\Ashford Academy REdux\AshfordAcademyRedux-0.0.1-pc\AshfordAcademyRedux-0.0.1-pc\renpy\display\behavior.py", line 308, in run
    new_rv = run(i, *args, **kwargs)
  File "N:\AAcademy\Ashford Academy REdux\AshfordAcademyRedux-0.0.1-pc\AshfordAcademyRedux-0.0.1-pc\renpy\display\behavior.py", line 315, in run
    return action(*args, **kwargs)
  File "renpy/common/00action_file.rpy", line 372, in __call__
    renpy.save(fn, extra_info=save_name)
  File "N:\AAcademy\Ashford Academy REdux\AshfordAcademyRedux-0.0.1-pc\AshfordAcademyRedux-0.0.1-pc\renpy\loadsave.py", line 404, in save
    dump((roots, renpy.game.log), logf)
  File "N:\AAcademy\Ashford Academy REdux\AshfordAcademyRedux-0.0.1-pc\AshfordAcademyRedux-0.0.1-pc\renpy\loadsave.py", line 48, in dump
    cPickle.dump(o, f, cPickle.HIGHEST_PROTOCOL)
PicklingError: Can't pickle <class 'store.evaluate'>: attribute lookup store.evaluate failed

Windows-8-6.2.9200
Ren'Py 7.1.0.882
Ashford Academy Redux 0.0.1
Sun Dec 16 21:22:56 2018
Logged

dreamchaser

  • Full Member
  • ***
  • Offline Offline
  • Posts: 238
    • View Profile
Re: Ashford Academy Redux
« Reply #11 on: December 16, 2018, 09:39:11 pm »

Well that certainly looks like a bug, and like a trickier one too...  :(

Do you per chance have a way to reproduce it? What where you doing when it happened?
Saving a game? Where exactly where you saving?

Unfortunately the traceback isn't that helpful for me here, since all it shows is internal Ren'Py code (the game engine), not my own game logic. I can only guess that I am breaking some assumption that Ren'py makes with my code. But without a test case, I can only blindly try to fix it.

Edit: never mind, just managed to reproduce. Saving appears to be broken after the start of the first day.
Thanks a lot for the bug report! I should be able to figure out what causes it from this.  :)

Edit2: And found the bug. Saving an event in a variable does not work. Fixed by restructuring my code a bit. I'll cut a new version tomorrow, since saving is kinda important even in a tech demo.  ::)
« Last Edit: December 16, 2018, 11:56:30 pm by dreamchaser »
Logged

dreamchaser

  • Full Member
  • ***
  • Offline Offline
  • Posts: 238
    • View Profile
Re: Ashford Academy Redux
« Reply #12 on: December 17, 2018, 06:04:22 pm »

And the new version is up (0.0.2).
Changes can be seen in the changelog (2. post). Most importantly, saving now works.  ::)

Since I don't have anything like a stable branch yet, you get all changes I have made, which mainly means all the events for the school grounds and office locations.  ;D

You might notice that there are way more events for conservative and normal dress code then for sexy and nude. That is just due to the images contained in the original game, which are distributed that way.
As I already said, if anybody wants to provide me with links to good quality alternative images and which specific events they should go into, I would be most grateful (as finding suitable pictures is a lot of (enjoyable  ;) ) work). Since all the events for school grounds and office are now contained in 0.0.2, the events for those locations would be a good starting point.
If there is effort in this direction, we should probably open up a seperate thread for that, to keep this one for version announcements and bug reports.

Thanks to anybody who is trying out these very early versions, and thanks especially to my first bug reporters!  :)
« Last Edit: December 17, 2018, 06:09:25 pm by dreamchaser »
Logged

lavema

  • Newbie
  • *
  • Offline Offline
  • Posts: 1
    • View Profile
Re: Ashford Academy Redux
« Reply #13 on: December 19, 2018, 06:22:00 am »

Hey, how's it going? I decided to give your mod/version of the game a try after not having played Ashford Academy for like 1 or 2 years. I didn't notice many differences at the start, but that's probably because it's been so long since I played the original so I don't remember how it was. I did notice that the pictures always matched the selected uniform, which was great because it's something I remember very much disliking about both vanilla AA and HHS. My only gripe would be the lack of pictures, not just placeholders but rather only a couple of pictures for sexy uniform and beyond, which makes it sort of unplayable past that point. I did not notice any bugs nor any other problems with the game, which is a positive, but I wish I could give you more feedback. I don't enjoy hentai very much otherwise I would help you with finding pictures for the events. Very much looking forward to future developments. Cheers!
Logged

Iskhiaro

  • Jr. Member
  • **
  • Offline Offline
  • Posts: 52
    • View Profile
Re: Ashford Academy Redux
« Reply #14 on: December 20, 2018, 11:21:17 am »

This is looking really good! Great start and a lot of quality of life improvements! I like the 'no rules' dress code.
Logged
Pages: [1] 2 3 ... 11   Go Up
 


SimplePortal 2.3.3 © 2008-2010, SimplePortal