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Author Topic: AAR Releases / Bugs (current version: 0.4.2)  (Read 76211 times)

scorpionswamp

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Re: Ashford Academy Redux
« Reply #15 on: December 21, 2018, 07:14:01 pm »

Watching this project with interest! Why don't you integrate event packs from mods as well? They were all good events, especially Goldo's, and the variety adds a lot.
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dreamchaser

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Re: Ashford Academy Redux
« Reply #16 on: December 21, 2018, 07:37:45 pm »

Watching this project with interest! Why don't you integrate event packs from mods as well? They were all good events, especially Goldo's, and the variety adds a lot.

I definitely plan to take a look at mods others have made for Ashford Academy!
Mostly to ensure they integrate seamlessly into my version of the game too. That is after all one of the reasons I have kept the event format backwards compatible. :)
I'll take a look at that once all the base game events have been migrated (I am steadily working through them).

We'll see whether any mods get integrated into the base game, I would definitely try to contact the mod author before I would do that. I would be very happy if I could convince people to convert their mod to my version of the game, so that it actually uses all the features, uses the same lower stat change speed, and so on. I have made my version as mod friendly as I know how, for that purpose.  ;)

I hope to have a new version, with all (non-story) event content from canon Ashford Academy converted, out in the first days in the new year.
There will also be a new complication for you to contend with, because I am an evil person: student stress. Change too much too quickly, restrict their behavior, and your students stats will suffer because they feel overwhelmed. Build them a nice bath house to relax in, beautify the school a bit more, and they will chill out again.  :o 8)
« Last Edit: December 22, 2018, 09:37:24 am by dreamchaser »
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waffel

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Re: Ashford Academy Redux
« Reply #17 on: December 25, 2018, 03:32:46 am »

Mr. Dreamcaster, I've just had the pleasure of playing through your first iterations of Ashford Aca. Redux, and I must say it's one of the best performing Ren'py games I have played, normally in games OOP swallows most of what is called resources and performance, but at least you have made this game quite responsive :) I hope this will become the main branch down the road, and if you are looking for pictures and such I'm sure the HHS+ guys don't mind to share.

(Merry Christmas || Happy Holidays) and happy coding :)
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HypnoKitten

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Re: Ashford Academy Redux
« Reply #18 on: January 01, 2019, 12:33:11 am »

It liiiiiiiiiives!!!  I'd (sadly) stopped checking the forums here since I thought this was put to the side and HHS+ is.. well, never mind that.  Omg what a fantastic way to usher in the new year, to find this.  You rock, as do you Ashford, I am totally happy!  Thank you thank you thank you!
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dreamchaser

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Re: Ashford Academy Redux
« Reply #19 on: January 04, 2019, 02:54:05 am »

New Version released: 0.1.0

And as promised for the first days of 2019, here is the new version 0.1.0  ;D

Remarks for the new version:
Please take a look at the changelog (2. post) for a complete overview of the changes in this version.

While I have continued improving the games underpinnings in terms of program code, the major focus for this release has been content.
I have migrated all non-story events from canon Ashford Academy over to Ashford Academy Redux.
Afterwards, I have done a pass over all the events, and improved a whole lot of smaller things, and changed some events very significantly (And believe me, this was a lot of work...).

These events I want to highlight specifically:
I am quite proud of the way I have transformed the sake event in the bath from a middling event into a small jewel that will take players multiple playthroughs to discover all interactions.
It uses an event variable to track its state (with the new system to declare those), can be closed out, can give either a dare point or a good point (but not both), can disclose a new rule option, and is just a way sexier scene than before (it was hidden behind new_game_plus, and the principal _giggled_ ...)
I have also massively overhauled and expanded the dormitory event "cute girl inspection day". It now utilizes all 10 pictures, instead of only the first 5. It's not branching,
but remembers it's own state and slowly expands (the event must occur at least 5 times to completely unlock), with both characters remembering their earlier interactions.
The library event where you get bowled over has been expanded massively. There is a branch at the start, and one branch continues with expanding repetitions.
I think I have been quite inventive with this one, and furthermore given the girl some character.

The other big new feature of this release is student stress, and I am quite proud of how that turned out.
It makes the game harder, by having to balance more numbers, but also more relatable, because the students react more to your actions.
Some events will only trigger if the stress level of your students is above or below a certain level. Not worth it to raise stress for that, but another form of feedback the game gives you.

All in all, compared to the previous tech demos, this is the first version I am comfortable to recommend playing as a game.
Please be aware though, that as a .0 version, this is likely to still contain some bugs and balancing problems. And while I will fix those as I learn of them, I won't put effort into backwards compatibility, so it's possible you will have to start a new save to use the bugfixed version.
Also, this still has a lot of things I want to change and expand before I really will sink my teeth into balancing it, so please don't expect a smooth difficulty curve or anything like that yet...

Next plans:
From here on out, I will keep a bugfix branch open to be able to release fixes to problems promptly (0.1.x).
I am still playtesting the current version myself (but did not want to wait with releasing a first cut any longer), so will probably put out a point release just with small fixes from that.

Feature development will happen in the 0.2.0 branch, and I will release it once I have enough new material to be worth releasing.
There are still a few events which I migrated that I dislike and want to overhaul, it's just to much to do all at once, and will instead happen bit by bit.
I will steadily add more picture choices (especially to make more events accessible to more dresscodes), new events, and new hidden rules and policies.
I have a new direction in mind revolving around giving you an in game incentive to raise the lust of your students. So look forward to that! :-)


(For anybody thinking about writing events for this game [by mod or otherwise], take a look at the highlighted events bath19, dormitory22 and library19 for some inspiration of what can be done within this engine.)

PS: Thanks to student stress, the new version is quite a bit harder, but its definitely beatable, so just restart and try allocating your resources differently if you get stuck (I assume it is well possible to deadlock yourself even though there is no true way to lose yet).
For reference, it took me most of the first in game year to really get rolling, until my stats started to increase effortlessly. And god knows how long until I unlock all the buildings. At least my reputation is now rising steadily, giving me a bit more money each week.   ::)

EDIT: Just found a crash in one event (pool18). It's already fixed, and I'll cut a new version in a few hours (at the end of my playtesting today). Saves will stay compatible.
« Last Edit: January 04, 2019, 08:22:27 pm by dreamchaser »
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dreamchaser

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Re: Ashford Academy Redux (current version: 0.1.1)
« Reply #20 on: January 05, 2019, 01:49:56 am »

New Version Released: 0.1.1

See changelog for complete overview of the changes.

Basically this fixes 2 crashes in specific events, and makes lots of small touch-ups, both for balance, and general polish.

Please report any remaining bugs!
« Last Edit: January 05, 2019, 01:54:57 am by dreamchaser »
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dreamchaser

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Re: Ashford Academy Redux (current version: 0.1.1)
« Reply #21 on: January 05, 2019, 12:50:46 pm »

Hey ho, this is worth the triple post  8) :

I just did a quick test with Goldo's event pack #1 :
https://www.henthighschool.com/ashford-academy/goldo's-event-pack-1/

And it appears to just work out of the box!!!!

That's the reason that I tried to keep everything backwards compatible, but I would not have thought that it would work that well.  ::)
I mean, I am sure there are a few crashes hiding in there somewhere, but loading up my advanced save game (so that my stats are high enough to trigger events) and running through a few days I just got sweet new events. :D

To install, add a "mods" folder under game/images, and place the folder "Go1" from the zipfile into that. Everything should work then. Feel free to report any crashes (with the stacktrace, please!), and I will see where I have to tweak things to improve compatibility further.

The next game version will contain the folder "mods", with a readme.txt with some info about using mods for canon Ashford Academy.  8)
I'll try other event packs from this forum later, but in principle they should work just as well as Goldo's does.  ;)

EDIT:
correction, I took just a look into the code of the mod and see that it modifies orb variables.
Those do not exist in current canon Ashford Academy either, so I had made no provision for that.
The game would probably crash on those events since it tries to modify undefined variables.

To fix that, the next version will contain this code:
Code: [Select]
#for older mods for canon Ashford Academy which still used orbs
define blue_orb=0
define red_orb=0
define green_orb=0
define yellow_orb=0

If you want to try out adding in the mod now, before I release the next version (which will happen sunday evening), add those lines of code at the end of game/script/backwards_compatible.rpy
« Last Edit: January 05, 2019, 01:06:40 pm by dreamchaser »
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Skrudzas

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Re: Ashford Academy Redux (current version: 0.1.1)
« Reply #22 on: January 05, 2019, 12:58:50 pm »

One comment - when staff support is negative it's impossible to change to any policy, even those which have negative cost or 0 cost. So now I'm at -100 support and cannot bring back teacher wages to normal for example :)
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dreamchaser

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Re: Ashford Academy Redux (current version: 0.1.1)
« Reply #23 on: January 05, 2019, 01:14:28 pm »

One comment - when staff support is negative it's impossible to change to any policy, even those which have negative cost or 0 cost. So now I'm at -100 support and cannot bring back teacher wages to normal for example :)

Thanks a lot for telling me! That is a scenario I simply did not think about.  ::)

The code fix is simple enough: Doing an action with a cost is ok if you have the ressources for it, or if cost<=0.

Already fixed in the code, so you'll be able to dig yourself out in the next version.  :P

It's possible that in later versions you will straight up lose the game if your staff support goes negative (as already hinted at in the description), because the teachers conspire to get you fired. So best not to let that happen anyway.  ::)
« Last Edit: January 05, 2019, 01:25:31 pm by dreamchaser »
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Skrudzas

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Re: Ashford Academy Redux (current version: 0.1.1)
« Reply #24 on: January 05, 2019, 02:27:57 pm »

Thanks

Here is an exception I had
Code: [Select]
I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/script/dse-schedule.rpy", line 82, in script call
    call events_run_period from _call_events_run_period
  File "game/script/classes/event.rpy", line 404, in script call
    call expression _event from call_expression_event_1
  File "game/images/canon/events/sports_field.rpy", line 416, in script
    $ ranodm_say("",
  File "game/images/canon/events/sports_field.rpy", line 416, in <module>
    $ ranodm_say("",
NameError: name 'ranodm_say' is not defined

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

Full traceback:
  File "game/script/dse-schedule.rpy", line 82, in script call
    call events_run_period from _call_events_run_period
  File "game/script/classes/event.rpy", line 404, in script call
    call expression _event from call_expression_event_1
  File "game/images/canon/events/sports_field.rpy", line 416, in script
    $ ranodm_say("",
  File "C:\Users\Skrudzas\Desktop\AshfordAcademyRedux-0.1.1-pc\renpy\ast.py", line 882, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\Users\Skrudzas\Desktop\AshfordAcademyRedux-0.1.1-pc\renpy\python.py", line 1913, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/images/canon/events/sports_field.rpy", line 416, in <module>
    $ ranodm_say("",
NameError: name 'ranodm_say' is not defined

Windows-8-6.2.9200
Ren'Py 7.1.0.882
Ashford Academy Redux 0.1.1
Sat Jan 05 15:32:27 2019


Also in another events there was a messages saying that
cafeteria1-1 cannot be found
cafeteria6-1 cannot be found
« Last Edit: January 05, 2019, 03:06:51 pm by Skrudzas »
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dreamchaser

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Re: Ashford Academy Redux (current version: 0.1.1)
« Reply #25 on: January 05, 2019, 03:18:14 pm »

Thanks

Here is an exception I had
Code: [Select]
I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/script/dse-schedule.rpy", line 82, in script call
    call events_run_period from _call_events_run_period
  File "game/script/classes/event.rpy", line 404, in script call
    call expression _event from call_expression_event_1
  File "game/images/canon/events/sports_field.rpy", line 416, in script
    $ ranodm_say("",
  File "game/images/canon/events/sports_field.rpy", line 416, in <module>
    $ ranodm_say("",
NameError: name 'ranodm_say' is not defined

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

Full traceback:
  File "game/script/dse-schedule.rpy", line 82, in script call
    call events_run_period from _call_events_run_period
  File "game/script/classes/event.rpy", line 404, in script call
    call expression _event from call_expression_event_1
  File "game/images/canon/events/sports_field.rpy", line 416, in script
    $ ranodm_say("",
  File "C:\Users\Skrudzas\Desktop\AshfordAcademyRedux-0.1.1-pc\renpy\ast.py", line 882, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\Users\Skrudzas\Desktop\AshfordAcademyRedux-0.1.1-pc\renpy\python.py", line 1913, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/images/canon/events/sports_field.rpy", line 416, in <module>
    $ ranodm_say("",
NameError: name 'ranodm_say' is not defined

Windows-8-6.2.9200
Ren'Py 7.1.0.882
Ashford Academy Redux 0.1.1
Sat Jan 05 15:32:27 2019


Also in another events there was a messages saying that
cafeteria1-1 cannot be found
cafeteria6-1 cannot be found

Thanks a lot for the bugreports!

Found them both, they will be fixed in the next version. Until then, please regard the cafeteria as broken, the names of half the pictures were wrong...
I will test that quite a bit more before releasing the next version, so everything should work then.
I also noticed that the cafeteria income is missing in the budget screen, so something is wonky there too. I will figure it out.  ::) (EDIT: found and fixed)
« Last Edit: January 05, 2019, 10:45:17 pm by dreamchaser »
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Skrudzas

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Re: Ashford Academy Redux (current version: 0.1.1)
« Reply #26 on: January 06, 2019, 03:38:45 pm »

Hey ho, this is worth the triple post  8) :

I just did a quick test with Goldo's event pack #1 :
https://www.henthighschool.com/ashford-academy/goldo's-event-pack-1/

And it appears to just work out of the box!!!!

That's the reason that I tried to keep everything backwards compatible, but I would not have thought that it would work that well.  ::)
I mean, I am sure there are a few crashes hiding in there somewhere, but loading up my advanced save game (so that my stats are high enough to trigger events) and running through a few days I just got sweet new events. :D

To install, add a "mods" folder under game/images, and place the folder "Go1" from the zipfile into that. Everything should work then. Feel free to report any crashes (with the stacktrace, please!), and I will see where I have to tweak things to improve compatibility further.

The next game version will contain the folder "mods", with a readme.txt with some info about using mods for canon Ashford Academy.  8)
I'll try other event packs from this forum later, but in principle they should work just as well as Goldo's does.  ;)

EDIT:
correction, I took just a look into the code of the mod and see that it modifies orb variables.
Those do not exist in current canon Ashford Academy either, so I had made no provision for that.
The game would probably crash on those events since it tries to modify undefined variables.

To fix that, the next version will contain this code:
Code: [Select]
#for older mods for canon Ashford Academy which still used orbs
define blue_orb=0
define red_orb=0
define green_orb=0
define yellow_orb=0

If you want to try out adding in the mod now, before I release the next version (which will happen sunday evening), add those lines of code at the end of game/script/backwards_compatible.rpy

Another problem with this was a missing picture grounds at "label go_grounds3:"
Maybe there are more, but so far I stumbled upon this one only
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clef

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Re: Ashford Academy Redux (current version: 0.1.1)
« Reply #27 on: January 06, 2019, 04:06:27 pm »

Hi dreamchaser,
Nice work, I am happy to see someone working on AA again.

So I decided to put put some work into a suggestion I made a lot of time ago.
The suggestion is this one: https://www.henthighschool.com/ashford-academy/suggestion-susan/

You can find the code attached (anyone can try it: you have to place the folder "newSusanMarina" in the "game" folder).
Basically what it does is:
  • Changes Susan Marina with two new characters: Susan and Marina (names can be changed)
  • Changes the intro event making it bigger and with some H content
  • Adds two events in the office (very rare)
  • Changes the weekly planning event (note: their dress will change with school stats and policies)

I think this changes can give the possibility to place some early H-content in the game.
If you like it, please feel free to modify it as you want and implement it into the main game.

Again, great work dreamchaser!

PS: I will later make a bigger post highlighting what I liked of your changes and some suggestion.


Fast suggestion: normally in the "image" folder you should place only the images. More in general: I think the way you have organized the files is... strange and hard to navigate (at least for me).

« Last Edit: January 06, 2019, 04:14:05 pm by clef »
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dreamchaser

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Re: Ashford Academy Redux (current version: 0.1.1)
« Reply #28 on: January 06, 2019, 04:46:12 pm »

Another problem with this was a missing picture grounds at "label go_grounds3:"
Maybe there are more, but so far I stumbled upon this one only

Thanks a lot for telling me!

I honestly did not expect those pictures to be used by mods, as they are only 800x600 in resolution...
With this nice test case, I added the old image names for all the building images from this folder (bath, classrooms, grounds, gym, library, pool, security, sports field)
I am leaving the other pictures from this folder alone (several unlocks) on the assumption that mods aren't using them, to save myself some work... (it makes no sense to use them to establish a scene location, and again, they are only 800x600)

So this event from Goldo's event pack will show the correct picture in the next version.  :)

Thank you very much for trying the mod out with AAR! I am very glad to hear that it really does as well as it appeared to.  :)
« Last Edit: January 06, 2019, 05:03:39 pm by dreamchaser »
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dreamchaser

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Re: Ashford Academy Redux (current version: 0.1.1)
« Reply #29 on: January 06, 2019, 04:52:57 pm »

Fast suggestion: normally in the "image" folder you should place only the images. More in general: I think the way you have organized the files is... strange and hard to navigate (at least for me).

Fast reply: Placing the mods in the image folder is the only way to keep all content for a mod within a single folder, due to where renpy looks for script and image files (and I checked: No, this is not configurable).
Canon Ashford Academy solved this by using a mod manager, which I could not understand, and seemed way overkill to me.
So since I wanted most content to be in the form of mods ("base" and "canon"), it all ended up as subfolders under images. Yes, it's a bit weird, but I stand by it that it's well structured just the same and can be navigated easily once you get used to it.  :D

I'll now take a closer look at the rest of your post (and test out your Susan Marina addition).  ;D

EDIT:
Played through your new introduction, and that looks very good!
I have placed your mod under game/images, where it belongs in my folder structure, and just deleted all image definitions - due to this location, renpy finds them automatically (it works with them too, they are simply redundant).  ;)
Now to take a look at your two events, and the weekly planning meeting.  :)

EDIT2:
Great work! I am going to integrate it into the main game.  :)
I am going to map the old images of susan_marina to the new Susan, to stay compatible to any old mods which display her.
« Last Edit: January 06, 2019, 07:22:38 pm by dreamchaser »
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