HentHighSchool Development Forum

Game Development => Ashford Academy => Topic started by: dreamchaser on December 11, 2018, 07:48:26 pm

Title: AAR Releases / Bugs (current version: 0.4.2)
Post by: dreamchaser on December 11, 2018, 07:48:26 pm
Ashford Academy Redux

Download it here!  :)

Current Version (0.4.2):
for PC (https://www.mediafire.com/file/k91midzfp116h7m/AshfordAcademyRedux-0.4.2-pc.zip/file)
for Mac (https://www.mediafire.com/file/h50m4166mc61f4j/AshfordAcademyRedux-0.4.2-mac.zip/file)

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 (0.4.1):
url=https://www.mediafire.com/file/3ehyatpraoja3p6/AshfordAcademyRedux-0.4.1-pc.zip/file]for PC[/url]
for Mac (https://www.mediafire.com/file/8wbzo5rnkyvcoob/AshfordAcademyRedux-0.4.1-mac.zip/file)

Last Version before 0.4.0 (0.3.3):
for PC (https://www.mediafire.com/file/fnz49t1m09hfqqp/AshfordAcademyRedux-0.3.3-pc.zip/file)
for Mac (https://www.mediafire.com/file/y4wv8uexb6nc67z/AshfordAcademyRedux-0.3.3-mac.zip/file)

Existing mods and mod packs:
(links go to the posts containing the download link)
Combined Event Pack (https://f95zone.to/threads/ashford-academy-redux-dreamchaser-combined-event-pack-v0-3-08-15wixxer.45675/)
AAR mods by dreamchaser (https://www.henthighschool.com/ashford-academy/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/ (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/ (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)
Title: Re: Ashford Academy Redux
Post by: dreamchaser on December 11, 2018, 07:48:46 pm
Changelog:

0.4.2
API Changes:
- removed event.img documentation - this is an internal class and should only be called by img_e (the existing documentation was plain wrong, too)
- added period_name keyword option to dp_choice, so that mods can add new activities to periods
Bugfixes:
- if you got the blowjob at the start of the game, Susan and Marina would not dress up in sexy outfits later on
-- fixed game start to set the variable
-- fix on loading an existing save game added
- sports_field23: could reference a non-existing image in rare cases
- removed max value for stress and lust, as these are purely calculated stats (only affects new games)
- dev mode, gallery event screen: don't crash if event variable is a hash or list
- fixed typos reported by OutofUniqueNames

0.4.1
- Added a preference for the event result screen. By disabling it, you can avoid having that screen show at all - the game will directly transition to the next event or the day planning screen.
Bugfixes:
- fixed crash in a sensuality event
- removed a spurios line writing out debugging information in a dormitory event
- fixed typos reported by Enroch

0.4.0 - catch them all
- added event gallery / seen events to the game, showing all events/images/variants unlocked overall or in the current save game
- since you select the event collection by mod and by location, there is now a place where the game shows which (new-style) mods have been recognized (displayed even with no events yet unlocked)
- added name, description and variant metadata to all events
- events which are completely unlocked (all images and all variants) get a gold star in the gallery (upper right corner)
- when you load a save, the game ensures all events unlocked in the save are unlocked in the game wide gallery
- replaced the screen between events: the new one shows unlocks with gold and silver stars
- game object changes show on the event summary screen (outlook change, new unlocks, new policies, ...)
- if the preference "More Numbers" is enabled, stat changes are shown on event summary screen
- When in rollback, you can't change your choices anymore. Done so unlocked event variants are in sync with what you have actually seen
- the lust stat now stays hidden until the surveillance has been build, no matter what "More Numbers" is set to
- added pictures for all policy options of human_anatomy_depiction, teacher_leeway and entrance_req_focus
- added pictures for all policy options which where still missing them (kindly donated by scorpionswamp)
- bad ends implemented: reputation<=0 (fired), behavior<2 (school burned down, 5% chance/day), staff_support<0 (fired)
- susan+marina event pictures are now unpixelated (thank you 08/15Wixxer!)
- added stat level descriptions for lust and reputation
- displayed names of policies adjusted: do not contain the policy name anymore
- selection screens now have a title above their choices
- "Stat Changes" now shows the policy name and choice instead of only the choice
- "Stat Changes" now shows the weekly reduction in temp stress
- "Stat Changes" now shows the effect from new students ("Entrance requirement focus")
- set config.developer = "auto", no need to change it for distribution anymore
- completely rewritten seduction logic used by Susan and Marina. They will now notice many more reasons they can get sexual with the principal
- merged events: class9 into class3; class42 into class18; class4,class17,class18,half of class19,class20,class25 into class3; pool35 into pool6; pool30 into pool22
- new events: class9 (spanking)
- expanded events: sensuality12 (dress up and role play), class18 (fell on ass)
- fixed event library19 so it can run with any dresscode up to sexy
- animal policy is now actually remembered (in school_grounds11), other cat themed events adjust to it
- pictures added to existing events (making events available for more dresscodes)
- doubled default event.img / img_e group_count to 2, and any custom group_counts set by events
  allows for more granular likeliness of events, makes classic events (if any) less likely by half
Balance:
- Reputation income now rises in steps as the description changes. Reputation income is not hard coded in the engine anymore.
  new reputation income: <5: none, <15: lower (2/3 of current), <30: equal to current, >=30: higher, >=90: double of current
- surveillance income now rises in steps as the lust description changes.
  new surveillance income: <5: none, <20: lower, <30: equal to current, >=30: higher, >=90: 2.5 times current
- cafeteria income per student reworked: instead of being flat, it now depends on morale and reputation (smooth scaling)
  new cafeteria income: game start(12 reputation, 10 morale): half of current, endgame(100 reputation and morale): 4.5 times current
- conservative dresscode doesn't reduce morale at inhibition 100. Weekly morale drop now smoothly increases to 2 at inhibition 80
- pool now also lowers inhibition as weekly effect
- careful or resisting outlooks now avoid some of the changing room situations that cost reputation
- sensuality events now give higher deviance and inhibition changes
Bugfixes:
- bugfix: <stat>_o.contr_max_go returned wrong data. It only led to more generic text in a single event though :-)
- bugfix: never show a stat change of 0.0
API Changes:
- imp_prefix now sets current_eventgroup and current_mod (needed for event collection) - Documentation adjusted
- stat.value_old renamed to stat.value_day, stat.change renamed to stat.change_day
- random_select: removed 'else' pool, added default
- renamed policy levels called "normal" to better distinguish them (e.g. in Budget screen):
--teaching_materials "normal" renamed to "used"
--staff_salary "normal" renamed to "average"
--human_anatomy_depiction "normal" renamed to "correct"
--class_size "normal" renamed to "middle"
--(the one policy choice still called "normal" is the dresscode)
- new function fucked_teacher() now used to track whether the principal had sex with a teacher
Debug Mode:
- shows dare points on main GUI
- events in "Seen Events" display internal event name, whether the event can occur (banned/True/False) and the value of the event variable

(click to show/hide)

known bugs:
- crashes if you try to save inside seen events
Title: Re: Ashford Academy Redux
Post by: dreamchaser 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)
Title: Re: Ashford Academy Redux
Post by: dreamchaser on December 11, 2018, 08:00:00 pm
Reserved
Title: Re: Ashford Academy Redux
Post by: Ashford 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
Title: Re: Ashford Academy Redux
Post by: mezz on December 15, 2018, 03:45:03 am
Great!  Still the best game.
Title: Re: Ashford Academy Redux
Post by: dreamchaser 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
Title: Re: Ashford Academy Redux
Post by: Lasana 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
Title: Re: Ashford Academy Redux
Post by: Zenotyne 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.
Title: Re: Ashford Academy Redux
Post by: dreamchaser 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.
Title: Re: Ashford Academy Redux
Post by: Drachenjäger 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
Title: Re: Ashford Academy Redux
Post by: dreamchaser 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.  ::)
Title: Re: Ashford Academy Redux
Post by: dreamchaser 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!  :)
Title: Re: Ashford Academy Redux
Post by: lavema 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!
Title: Re: Ashford Academy Redux
Post by: Iskhiaro 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.
Title: Re: Ashford Academy Redux
Post by: scorpionswamp 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.
Title: Re: Ashford Academy Redux
Post by: dreamchaser 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)
Title: Re: Ashford Academy Redux
Post by: waffel 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 :)
Title: Re: Ashford Academy Redux
Post by: HypnoKitten 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!
Title: Re: Ashford Academy Redux
Post by: dreamchaser 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.
Title: Re: Ashford Academy Redux (current version: 0.1.1)
Post by: dreamchaser 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!
Title: Re: Ashford Academy Redux (current version: 0.1.1)
Post by: dreamchaser 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/ (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
Title: Re: Ashford Academy Redux (current version: 0.1.1)
Post by: Skrudzas 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 :)
Title: Re: Ashford Academy Redux (current version: 0.1.1)
Post by: dreamchaser 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.  ::)
Title: Re: Ashford Academy Redux (current version: 0.1.1)
Post by: Skrudzas 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
Title: Re: Ashford Academy Redux (current version: 0.1.1)
Post by: dreamchaser 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)
Title: Re: Ashford Academy Redux (current version: 0.1.1)
Post by: Skrudzas 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/ (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
Title: Re: Ashford Academy Redux (current version: 0.1.1)
Post by: clef 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/ (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:

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).

Title: Re: Ashford Academy Redux (current version: 0.1.1)
Post by: dreamchaser 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.  :)
Title: Re: Ashford Academy Redux (current version: 0.1.1)
Post by: dreamchaser 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.
Title: Re: Ashford Academy Redux (current version: 0.1.1)
Post by: clef on January 06, 2019, 07:36:54 pm
First and foremost I am happy that someone took AA and is improving it.
I always thought that it is the HentaiHighscool game with more potential.
So thank you for working on it!

What I liked the most of your changes is the introduction of the STAFF SUPPORT. AA needed a revamp of currency/system to buy policies/unlockables. I think that a STAFF SUPPORT value is perfect for this duty. And I also liked your idea of how you can also regain staff support changing a policy. Infact one of my suggestion is simply based on this mechanic (more about this below).

Another thing is the tooltips that appear when hovering over stuff like stats. These kind of things seems small, but helps the player a lot. It also helps developer that want to add content.

STRESS. I like the idea of this bonus/malus infact one of my suggestion (the third) was pretty similar. Still need to play the last version, so maybe I will give you more feedback on the mechanic another time.



OVERCOMPLICATING:

This is the "bad" feedback: I fear you tend to overcomplicate.
One easy example is: policies and rules? what's the difference?
I mean, you did a great job with all the code you created. It's obvious you have experience coding so you could have easily merged them in the same class codewise. And also gameplay wise there is no difference between rules and policies.


Another example is the img_e system. I am sorry because I know that this is probably one of the changes you were most proud of.
But, you have built a new system on top of the event system, so now there are two systems that do the same thing but with different commands. And from what I have seen the img_e system is not "simpler" than the event system, just different. (The event system was already pretty easy to understand).
Also I know you did the img_e system to take into consideration dress code of the image, but you could have done the same thing with the normal event system.
Plus in my opinion having all images match the dresscode is impossible/counterproductive in a game like this. I would simply suggest to change the dresscode policy into: PERMISSION to wear casual clothes, PERMISSION to wear sexy clothes, PERMISSION to be naked. Easier and open to more game options/content.


I am a bit sorry for the bad feedback I gave you. But I hope it can help you improve the way you approach coding.





SUGGESTIONS:

STAFF SUPPORT:
(click to show/hide)


SECOND SUGGESTION:
(click to show/hide)


MORALE SUGGESTION (OBSOLETE):
(click to show/hide)

Title: Re: Ashford Academy Redux (current version: 0.1.2)
Post by: dreamchaser on January 06, 2019, 10:33:25 pm
New Version: 0.1.2
This improves mod support (specifically for "Goldo's event pack #1"), fixes the cafeteria, fixes some other bugs (including a crash in one event) and incorporates the new Susan and Marina as written by clef (with some polishing of the text by me).

With that last point, this really contains more in terms of new content than a point release should. But whatever, this is early days.  8)  ;D

Please report any bugs, I hope I didn't add to many new ones in with the new content.  ::)

Title: Re: Ashford Academy Redux (current version: 0.1.1)
Post by: dreamchaser on January 06, 2019, 11:43:51 pm
First and foremost I am happy that someone took AA and is improving it.
I always thought that it is the HentaiHighscool game with more potential.
So thank you for working on it!

What I liked the most of your changes is the introduction of the STAFF SUPPORT. AA needed a revamp of currency/system to buy policies/unlockables. I think that a STAFF SUPPORT value is perfect for this duty. And I also liked your idea of how you can also regain staff support changing a policy. Infact one of my suggestion is simply based on this mechanic (more about this below).

Another thing is the tooltips that appear when hovering over stuff like stats. These kind of things seems small, but helps the player a lot. It also helps developer that want to add content.

STRESS. I like the idea of this bonus/malus infact one of my suggestion (the third) was pretty similar. Still need to play the last version, so maybe I will give you more feedback on the mechanic another time.


Thanks a lot for the detailed feedback, I appreciate it.  :)
As for the following bad feedback, don't worry about it, as it's all constructive. We'll have to agree to disagree about most of it, but I'll detail that and my reasoning on the individual suggestions.

OVERCOMPLICATING:

This is the "bad" feedback: I fear you tend to overcomplicate.
One easy example is: policies and rules? what's the difference?
I mean, you did a great job with all the code you created. It's obvious you have experience coding so you could have easily merged them in the same class codewise. And also gameplay wise there is no difference between rules and policies.
Of course I could have merged them. They both derive from the same base class after all. The reason for having them seperate is for the game menus.
Policies open up a seperate menu where you pick your policy choice, and you can have seperate policy choices which open up later in the game (like the sexy dresscode).
Rules on the other hand either exist or don't, they have no choices that can be added in later. And the game does not open up a submenu but instead crosses out the picture for a disabled rule.
Also, having policies and rules seperate gives me more room to add them before I run the risk of the screen overflowing. All in all, I am quite happy with having this divided. And since most code simply operates on both rules and policies, there is very little code duplication going on here.

Another example is the img_e system. I am sorry because I know that this is probably one of the changes you were most proud of.
But, you have built a new system on top of the event system, so now there are two systems that do the same thing but with different commands. And from what I have seen the img_e system is not "simpler" than the event system, just different. (The event system was already pretty easy to understand).
Also I know you did the img_e system to take into consideration dress code of the image, but you could have done the same thing with the normal event system.
Plus in my opinion having all images match the dresscode is impossible/counterproductive in a game like this. I would simply suggest to change the dresscode policy into: PERMISSION to wear casual clothes, PERMISSION to wear sexy clothes, PERMISSION to be naked. Easier and open to more game options/content.
Well, the whole thing which got me into recoding Ashford Academy was the wish to see clothing appropriate to the dresscode in the events. So you will have very little luck in getting me to discard that.  ::)
There is that dresscode "none", which lets the player see most of the content throughout the game. You only have to switch to dresscode "naked" if you want your students to run around naked during normal activities.
And even aside from picking the right dresscode, the whole image tagging system is deeply embedded into the code base, and it won't go away again.
I didn't have the img_e system from the start actually, I just added in an event subclass event.img to pick the image. It's just that that made the event definitions even longer than they were already. So I wrote myself the convenience function img_e to be able to define events more succinctly.
If a mod author does not want to use img_e, or the image tagging system as a whole - well, nobody is forced to use it, the old system is still there to use.

STAFF SUPPORT:
Suggestion: not a currency.

The first is about the staff support. As I said I liked it and I think that it can be a great tool to balance and offer some decision making to the player.
At the moment you use it as a currency, like money. You produce and consume it.
My suggestion is to give player a fixed pool of staff support. So for example a player starts with 15 point of staff support and this number will not increase normally. It can only be increased with some specific events: for example reaching 50, 75 and 100 with academics and athletics, or other one-time-only events that will happen as the player progress through the game.

The player can use these point to activate/change policies. Not much differently from how you have coded the policies now. For example if I want to activate the casual dress code I will need to invest 10 points in it. If I want to improve students morale and set the teacher leeway to zero tolerance I will have to invest 5 points. Later if I want to activate the sexy uniform policy that costs for example 15 points I will have to change the teacher leeway to regain 5 points.
This can be a good way to give the player the need to balance his gameplay.

Doing this would also means to change how unlockables work. This system is ok for activating/disabling policies but not to "buy" unlockables. So unlockables should be transformed in policies or be based on something else, like events and/or school stat.
Interesting suggestion, since it would make it easier for players to switch stuff around, so also easier to correct mistakes.
But as you wrote, it would also mean to have to rework unlockables completely.
Also, part of the idea of how staff support is used, and how student stress works, is that it's a big ask of the school to change something fundamental like the dress code, or class size, or whether students can be spanked as a punishment.
One thing I wanted to change in comparison to canon Ashford Academy is to make it harder on the player to switch policies. It should not just be a choice in a menu you could toggle time and again. It should have impact. My way of consuming staff_support on policy change does that. Your suggestion does not.

SECOND SUGGESTION:
The suggestion is: keep things simple.
In particular now I am referring to stats. There are too many stats and you are generating also new stats. Too many. You should try to simplify the system. Keep only the useful/meaningful ones. Those that don't have a real usefulness for the sake of the gameplay should be cut out.

So here are some personal comment on the stats:
MORALE: it has always been a not very important stat. Can be cut out. Question: how does it affect the school and the events? If it is just a number that goes up and down with no consequences cut it.
Morale tracks how happy your students are. I think that is kind of important. Lots and lots of events use it to decide whether to trigger at all (if it depicts a sad or happy student), or which choices it offers, or what the effects of the event are. Not going to be cut.

BEHAVIOR: I think it is important. It should be used to be sure that word of what happens in school does not get out. The more student became deviant and inhibited the more they need to know how to behave. It does not mean that there is not bullying or similar, it just means that they know when it is "appropriate" to have certain behaviors, so they don0't get caught. If behavior is low while inhibition and deviance are high, reputation should decrease until something bad happens.
ACADEMICS/ARTISTERY/ATHLETICS: I would take out artistery. It does nothing that could not be done with academics.
Agreed about artistery. It's barely used by events, and feels kind of unneeded.
I had kept it in to stay compatible to mods for canon Ashford Academy, but I can easily emulate it with academics like I do for other backwards compatibility variables without losing anything.
So yeah, probably going to be removed for 0.2.0. Thanks for the suggestion!

DEVIANCE: important. Used to determine which kind of events happen.
INHIBITION: important. Used to determine which kind of events happen. I would change it into EXHIBITION. So it can be like all the other stats and go from 0 to 100 and not the contrary.
Exhibition: Eh, maybe. stress goes into the other direction too, and its coded in now (because that is the way it was.) Yes, it would simplify some of the code. Emulating inhibition would be cumbersome, because it has to stay supported for mods. A maybe (later).

REPUTATION: important. Can be used for game overs. You have to keep an eye on it or you risk to be fired. SUGGESTION: hard cap the max at a low value, like 10.
I actually plan to change this to a mix of gainable stat and calculated from academics, athletics and policy/rule choices. No guarantees on that, it's just a rough idea.  ::)
I don't want to cap it low, since it is the primary means to escalate income. It's hard enough to start rolling in money as it is. No need to make it any harder.  ;D

STAFF SUPPORT: great idea. Already suggested modification above.
STUDENTS: important. I think it only affects income. Still is the main source of income, so important. Maybe it should also affect the risk of being caught and so the need of high behavior?
LUST: you already have 2 sex school stat. What does this do that you could not do with the other 2? Remember keep things simple. I am not against this stat. It can be used to evaluate the frequency of the sexual events, but try to think if you actually need it and what it does exactly/mechanically. If it is simply used to select the event to show it overlaps its use with the other two.
Lust was actually hidden before. But in playtesting I found it very annoying to have to guess what its value is, so I started displaying it. With enough feedback I might go back to hiding it again (and make myself a debug menu so I can verify my events work as they should...)
Why did I introduce the stat, if it was hidden anyway? Because I didn't want to constantly check for combinations of deviance and inhibition, as was the case before. Additionally, having lust allows me to model effects of policies which make your student hornier, like having more provocatively dressed students around them.
You did notice that "lust" is a stat you can't change by events, right? It's constantly calculated anew, and then used to decide what happens. I have written in the readme how I understand lust, inhibition and deviance, and when you should check what. Yes, that requires a bit of thinking from the event author, but then again, when to trigger sexy events and when not is kind of the core of the whole game. So I really think it is worth it here. And as I said, without lust, I just found myself writing more complicated event checks...

STRESS: Ok, I like this bonus/malus system. But you didn't need a new stat since there is already a MORALE stat. What does this stat adds that could not be achieved with MORALE? Again keep things simple and don't get caught in micro-differences between two definitions. I have seen the system you created for the STRESS, but you could have achieved the very same thing with the MORALE stat that at the moment is pretty useless.
Maybe it helps if I explain where I am coming from here:
The morale stat was already there, and is very useful when writing events (see above).
But while reworking the canon events, I had quite a few events that displayed exhausted students (not sad ones!), and they had weird checks on stats like academics or morale, which did not really seem to fit, and were used inconsistently.
So while trying to reformulate the conditions, I got to thinking about how I should decide whether the students where stressed out or not.
Having already programmed lust as a derived (=calculated) stat, I decided to do the same here, so that I could have policies and rules which are stressful (spanking) give an increase to stress, and buildings that destress, like a bath or a pool, do that.
And then I thought about stress further and thought about what happens when the dresscode changes, or when classes get reshuffled because their size changes.
Would that not stress the students out too, until they get used to the new status quo? So I invented temporary stress, which ticks back down over the weeks again.
And all in all, I am quite happy with how that all came out and interacts, and I absolutely don't see it duplicating morale.
To me, there is a big difference between being stressed out, but happy (you work alot on something you enjoy) and having lots of time but being sad (you are bored or melancholic).
Not the same at all, and the game will show you vastly different events for the two cases.

EXTRA EFFORT: Not really a stat as much as a bonus/malus for stat changes. But now you have created the STRESS system, so I would suggest you to cut this other value.
Admittedly a bit of a flavor stat. Canon AA simply gave you the weekly bonus all at once, I wanted to spread it out over the week to feel more realistic. Sure I could go back to the old system, or simply hide it, but honestly, what does it hurt? This way you can see at a glance what impact your teacher focus for the week will have, which in canon AA, you could not (may also have just been a static value there? Too lazy to check...). You are basically arguing for hiding information from the player here, and I am going to need more feedback to convince me that is the way to go.

GOOD/DARE/EVIL POINTS: take them out. Already too many stats. Some hidden stats only makes the game harder to manage/improve.
Having a hard look at good and evil points is on my to do list. They are there because I have migrated them from canon AA.
That said, without evil points, I would probably have to cut a good bit of content. I admit I am not good at writing an evil character or rape scenes, but just the same I am not sure I want to take this road out of the game completely. So maybe, but unlikely.

The stat dare_points I invented, because I wanted to reintroduce some of the content I initially cut because I did not migrate the new_game_plus mode over.
The content behind new_game_plus did not fit the rest in writing style, and I am dubious about the whole idea of only unlocking stuff after you have lost once.
But on the other hand, I did like the idea of having additional options unlock once you have learned to take some risks, so this was my compromise to be able to add risky/unlikely options back in. I like it so far, and I don't see how it hurts the player.

OTHER HIDDEN STATS: I don't remember if there are other hidden stats. If there are the suggestion is always the same: keep it simple and "are they REALLY neded?".
There are no other hidden stats.

This is a brief summary of my opinion on the stats. But the suggestion in general is keep it simple. Keep what is REALLY needed and cut the rest.
I currently have no plans to add new stats.
But if I see a chance to make events feel more life like because I calculate another derived stat (hidden or not), which I can easily use to check how the event should proceed - I am going to implement it.
Since all the content from canon is converted now, I think it's unlikely I will find something else I need, but no guarantees...

So, there you have my feedback to your feedback.
As I said, thank you for taking the time to write down your suggestions. And removing artistery will actually very likely happen.
For the rest, we'll just have to agree to disagree. But hopefully I was at least able to explain my reasoning.

Please also keep in mind, that at the end of the day I am investing the time I do into programming this game because I like the way it plays, in the way that I have written it, and because I like to code I have written, in the style which I have chosen. Even if your or other players tastes would like something else more. What I have done, is to make the whole thing as flexible as possible, so that the game can be adjusted by mods a good bit to feel differently.

Boy has this post gotten long... Good night!

PS: Even though I have made the game more complex, one thing nobody has to be afraid of is this turning into another Hentai High School in terms of complexity. I very much like being able to simply click through events day by day and seeing how they slowly transform. That to me is the core of the game, and it won't change. Promised.  :)
Title: Re: Ashford Academy Redux (current version: 0.1.2)
Post by: Sir Edward Ross on January 07, 2019, 03:46:52 am
A humble suggestion: given how old some of the mod packs are, I think it would make sense to pre-install them, rather than requiring users to install them separately.

This has two benefits: you don't need to maintain full backwards compatibility for the old events (at least, not indefinitely), and users don't have to hunt for the old mod packs (or understand how to install them). Even if you never plan to refactor the old events, the simplicity from the user perspective would be nice. But I have to imagine that if you're refactoring the codebase anyway, you may find it convenient to migrate old events that use hooks you don't want to continue supporting into the main game.
Title: Re: Ashford Academy Redux (current version: 0.1.2)
Post by: dreamchaser on January 07, 2019, 12:10:18 pm
A humble suggestion: given how old some of the mod packs are, I think it would make sense to pre-install them, rather than requiring users to install them separately.

This has two benefits: you don't need to maintain full backwards compatibility for the old events (at least, not indefinitely), and users don't have to hunt for the old mod packs (or understand how to install them). Even if you never plan to refactor the old events, the simplicity from the user perspective would be nice. But I have to imagine that if you're refactoring the codebase anyway, you may find it convenient to migrate old events that use hooks you don't want to continue supporting into the main game.

Eh, that is not a bad contingency suggestion, thank you.
Once we are at the point that either bugs in the mods become a problem, or that I don't want to add backwards compatibility for something because it is too much work, then I'll aggregate mods whose author isn't active anymore into the AAR download.

But that is still down the road a bit. It's only been less then a week that I have published a version which actually has all the canon AA content.  ;)
All I did was test out whether a mod by chance already worked, and very luckily, it did.  8)
I don't want to spend the time finding and testing out the other mods right now. I have a long list of stuff I want to implement in the base game instead.
If people come to me with links to other mods plus info about what works and what does not, then I'll either fix the bugs which get reported, or we start talking about aggregating lightly fixed up mods into the download.  ::)

Title: Re: Ashford Academy Redux (current version: 0.1.2)
Post by: Chaoz on January 08, 2019, 02:14:31 am
Hey, awesome work on the new version!

There is one thing I've noticed, certain events return you inhibition back to a fixed value like 70. After looking at the code, this seems to be because the function that tries to limit stat decreases never actually checks whether the stat is already below the limit before applying the decrease.

So if you have 40 inhibition and an event tries to decrease inhibition with a limit of 70, your inhibition is going back up to 70 which i don't think is the desired effect.
In my local copy i changed the dec function of the stats class so that it first checks whether the value of the stat is already below the limit and then simply returns.

Cheers

Chaoz
Title: Re: Ashford Academy Redux (current version: 0.1.2)
Post by: dreamchaser on January 08, 2019, 07:40:31 am
Damn you are right, I tried to fix a bug, and instead introduced a new one.  :(
Proper fix incoming once I am back from work!
Title: Re: Ashford Academy Redux (current version: 0.1.2)
Post by: clef on January 08, 2019, 12:30:45 pm
Hi, Dreamchaser.
I understand your answer and motivations  ;).


In the meantime I have worked on something else. I have updated some old events from RG (Randomgirls) and gfs. I also found new images for generic students and teacher.

At the moment there are 11 students and 2 teachers, all with many dresses and 7 expressions.
And there are also the 17 events I upgraded from the old mods (I upgraded the code, didn't perform any polishing of the writing and since I wrote those a lot of time ago, it may not be very good)


The package is a bit heavy...
link: http://www.filedropper.com/rgirl_2 (http://www.filedropper.com/rgirl_2)


It's still a work in progress.
At the moment all these students have a name, but I think I will take 4-5 of them and make them specific and leave the rest as nameless generic students.

Anyway I hope that someone will use the characters in this pack/mod to create some event.
It's not that hard^^, give it a try!

Title: Re: Ashford Academy Redux (current version: 0.1.3)
Post by: dreamchaser on January 08, 2019, 12:32:12 pm
New Version: 0.1.3

A quick emergency release.
While fixing a rarer bug in 0.1.2 in the stat inc/dec functions, I accidentally broke their behavior with limits.
The effect was, that your stats would get set back to stat limits you encountered in events, making deeper progress into the game impossible.

Fixed and tested in 0.1.3. As with all 0.1.x releases so far, saves stay compatible (contrary to what I feared), so you don't have to restart. Just copy your save files over.

Additionally you get a few random new image choices I added in yesterday before splitting of the 0.2.0 branch for structural changes.

Hopefully there are no game breaking bugs left now.  ::)
Title: Re: Ashford Academy Redux (current version: 0.1.3)
Post by: clef on January 08, 2019, 01:10:26 pm
I 've seen the gate background. Probably a place holder?

Here you can find some possible gates.
Title: Re: Ashford Academy Redux (current version: 0.1.3)
Post by: dreamchaser on January 08, 2019, 05:54:48 pm
Thank you, clef!

I have taken the last two pictures, resized them, and added them as gate_day and gate_evening into the game. That looks much nicer for the intro!  :)
Title: Re: Ashford Academy Redux (current version: 0.1.3)
Post by: Squantanamo on January 08, 2019, 10:05:26 pm
I've been getting this error every day in the class slot.

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

While running game code:
  File "game/script/dse-schedule.rpy", line 104, in script call
    call events_run_period from _call_events_run_period_1
  File "game/script/classes/event.rpy", line 350, in script
    python hide:
  File "game/script/classes/event.rpy", line 350, in <module>
    python hide:
  File "game/script/classes/event.rpy", line 357, in _execute_python_hide
    if event_is_banned(i.name) or not i.check(eobjs):
  File "game/script/classes/event.rpy", line 64, in check
    if not i.eval(self.name, valid):
  File "game/script/classes/event.rpy", line 103, in eval
    return eval(self.expr)
NameError: name 'behavior_rules' is not defined

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

Full traceback:
  File "game/script/dse-schedule.rpy", line 104, in script call
    call events_run_period from _call_events_run_period_1
  File "game/script/classes/event.rpy", line 350, in script
    python hide:
  File "D:\Illusion\AshfordAcademyRedux-0.1.3-pc\renpy\ast.py", line 882, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "D:\Illusion\AshfordAcademyRedux-0.1.3-pc\renpy\python.py", line 1913, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/script/classes/event.rpy", line 350, in <module>
    python hide:
  File "game/script/classes/event.rpy", line 357, in _execute_python_hide
    if event_is_banned(i.name) or not i.check(eobjs):
  File "game/script/classes/event.rpy", line 64, in check
    if not i.eval(self.name, valid):
  File "game/script/classes/event.rpy", line 103, in eval
    return eval(self.expr)
  File "D:\Illusion\AshfordAcademyRedux-0.1.3-pc\renpy\python.py", line 1944, in py_eval
    return py_eval_bytecode(code, globals, locals)
  File "D:\Illusion\AshfordAcademyRedux-0.1.3-pc\renpy\python.py", line 1937, in py_eval_bytecode
    return eval(bytecode, globals, locals)
  File "<none>", line 1, in <module>
NameError: name 'behavior_rules' is not defined

Windows-8-6.2.9200
Ren'Py 7.1.0.882
Ashford Academy Redux 0.1.3
Tue Jan 08 16:07:03 2019
Title: Re: Ashford Academy Redux (current version: 0.1.3)
Post by: dreamchaser on January 08, 2019, 11:06:34 pm
I am pretty sure that you are running with a mod, since my code does not use this variable.

Canon Ashford Academy does, though, and it's missing in backwards_compatible.rpy, so that will be the problem (the mod you use is referencing it).
I have added the variable in there, so with the next version, the crash should vanish.

If you don't want to wait until I release a new version, you can add this code to update_backwards_compatible_vars() in game/script/backwards_compatible.rpy :
Code: [Select]
        if hasattr(store,"teacher_leeway"):
            if teacher_leeway=="none": store.behavior_rules="behavior_zero"
            if teacher_leeway=="verbal": store.behavior_rules="behavior_verbal"
            if teacher_leeway=="physical": store.behavior_rules="behavior_physical"
            if teacher_leeway=="spanking": store.behavior_rules="behavior_physical"
            if teacher_leeway=="bdsm": store.behavior_rules="behavior_no_limit"

Out of curiosity, which mod are you trying to run? I'd try it out myself for a bit, and see whether my fix really works, and whether there is anything else missing...

Thank you for the bug report, as I do want to get AAR as backwards compatible as possible.  :) (Though please do tell in the future which mods you are running with, since I might not always be as good at figuring things out  ;D)
Title: Re: Ashford Academy Redux (current version: 0.1.3)
Post by: Squantanamo on January 08, 2019, 11:19:56 pm
I think it must be scorp mod because once i deleted it, the error ceased being an issue. Your fix worked as well. Thanks!
Title: Re: Ashford Academy Redux (current version: 0.1.3)
Post by: Yanderekko on January 09, 2019, 10:17:36 am
On the topic of artistery:

I would personally prefer if this stat was expanded upon rather than removed. The division of academic/athletic/creative is archetypical to depictions of schools and school life, and the creative/artistic/cultural angle doesn't really overlap well with academics at all on a conceptual level. And from a purely pornographic viewpoint, events related to music, painting and sculpture are as unique and interesting an addition as events related to sports.

Besides, I like having three stats for student performance. It feels nice and balanced. Especially since you have three different stats related to student mood/behavior (morale/behavior/stress) and three stats related to student sexuality (deviance/inhibition/lust). Having only two stats related to student performance would seem lopsided in comparison.
Title: Re: Ashford Academy Redux (current version: 0.1.3)
Post by: dreamchaser on January 09, 2019, 12:23:18 pm
Counter argument:

There will be 2 stats for each area:
Morale and Behavior for student mood
Academics and Athletics for student performance
Deviance and Inhibition for student sexuality

Lust and Stress are derived/calculated stats. They don't coun't since they aren't something which is modified directly (there is no event directly increasing or lowering one of these).

And from a pornographic point of view, there just aren't that many pictures with students painting or singing. Sure, there will probably be a club in the future that has such pictures. But really, how much do we lose by just raising and lowering academics instead? In contrast to what I explained about stress and morale, I don't see problems categorizing events due to high academics and low artistery versus low academics and high artistery. That can all be abstracted to "Are you good at brainy school stuff?"

Yeah, in real live these are still two pretty different concepts. But does the game lose much by throwing them together? I had not thought about it before clef suggested it, but I don't think that it does.
(Remember, I just converted all the existing events. And I additionally just had a look through the code: There are 4 events which change artistery, and only 1 which checks its value (by contrast, academics is checked 27 times). So really, it is barely being used, and I don't see the need to change that.)

To all: Please speak up if you know about a mod about a school band, or something similar which actually uses artistery. That might still make me reconsider.
Title: Re: Ashford Academy Redux (current version: 0.1.3)
Post by: kusho on January 09, 2019, 08:23:03 pm
Great job, i personally think having pictures match the current dress code (and generally events matching policies currently in place) is THE MOST IMPORTANT thing in that kind of games, i always cared very much about seeing the results of the policies i've implemented (and honestly couldnt care less about random non-related ecchi stuff, as thats not what the game should be about imho)
Title: Re: Ashford Academy Redux (current version: 0.1.3)
Post by: dreamchaser on January 12, 2019, 11:45:23 am
Just a short update on 0.2.0:
Artistery has just been removed from the game.
One focus of the next version will be morality. The old evil_points and good_points will be replaced by a general outlook you have, which will be shown to the player so that you don't have to guess.
Other than that, quite a lot of internal code improvements, giving more options when writing events, and I intend to add new content too before the next version is released.

So chugging along and having fun.  :)

EDIT: If nobody reports any additional bugs in 0.1.3, I will release a 0.1.4 on sunday evening anyway, even though there is basically just behavior_rules for backward compatibility in it. Just as clean up.  ::)

EDIT2:
There is an event (library18), where the pc gives a book by a random author to a girl.
Currently: $ topic=renpy.random.choice(["Carl Gustav Jung.", "Stephen Hawking", "Michio Kaku", "Lawrence Maxwell Krauss", "Paul Ekman"])

I'd like to add another list in case the PC is evil. But I found that starting to look for fitting books would cost me too much time for such a small thing.  ::)
So, anybody in the mood to give me a list of names of some evil books or authors a principal could give to a female student to corrupt her, deeply disturb her, etc?  ;D
Title: Re: Ashford Academy Redux (current version: 0.1.3)
Post by: dalamar26 on January 12, 2019, 04:50:36 pm
just unlocked lower inhibition to 50 it is still stuck at 100
Title: Re: Ashford Academy Redux (current version: 0.1.3)
Post by: dreamchaser on January 12, 2019, 05:31:48 pm
just unlocked lower inhibition to 50 it is still stuck at 100
I think you have misunderstood what that unlock does:
At the beginning, you have inhibition as "100 / 75-100"
That means that your current inhibition is 100, and that the value can be in the range of 75 to 100.
After unlocking "Lower Minimum Inhibition to 50", you will see "x / 50-100"
(in your case apparently "100 / 50-100"). Meaning that your inhibition value can now be in the range of 50-100.
What changed is your minimum inhibition, not your current value. The current value of inhibition changes through events and weekly through policy choices.

Welcome to the forum, by the way. I hope you enjoy the game!  :)
Title: Re: Ashford Academy Redux (current version: 0.1.3)
Post by: Chaoz on January 12, 2019, 07:42:33 pm

EDIT2:
There is an event (library18), where the pc gives a book by a random author to a girl.
Currently: $ topic=renpy.random.choice(["Carl Gustav Jung.", "Stephen Hawking", "Michio Kaku", "Lawrence Maxwell Krauss", "Paul Ekman"])

I'd like to add another list in case the PC is evil. But I found that starting to look for fitting books would cost me too much time for such a small thing.  ::)
So, anybody in the mood to give me a list of names of some evil books or authors a principal could give to a female student to corrupt her, deeply disturb her, etc?  ;D

I mean "Fifty Shades of Gray" from E. L. James seems like a book fitting for a Corruption approach ?

EDIT: Thought of another one, "Story of O (French: Histoire d'O)" from Anne Desclos also looks like an appropriate book for the task.

Cheers Chaoz
Title: Re: Ashford Academy Redux (current version: 0.1.3)
Post by: Ashford on January 12, 2019, 08:39:23 pm
Great work dreamchaser!

EDIT2:
There is an event (library18), where the pc gives a book by a random author to a girl.
Currently: $ topic=renpy.random.choice(["Carl Gustav Jung.", "Stephen Hawking", "Michio Kaku", "Lawrence Maxwell Krauss", "Paul Ekman"])

I'd like to add another list in case the PC is evil. But I found that starting to look for fitting books would cost me too much time for such a small thing.  ::)
So, anybody in the mood to give me a list of names of some evil books or authors a principal could give to a female student to corrupt her, deeply disturb her, etc?  ;D

This is dependent on definition of evil and if the books should have educational value. Historically people who argued for a more individualistic philosophy have been considered highly controversial and sometimes evil. I would add the following: (and If I ever release an update, this have been added)

Ekman gets to stay since it's about understand how to detect lies, and in extent, lying.
Donne argued for euthanasia, known for womanising, was a priest and member of parliament... Early 1600.
Kant, philosopher discussing morality, ethics and so much more.
Hobbes has a great quote: "The condition of man... is a condition of war of everyone against everyone. "

Code: [Select]
if evil_points:
    $ "You meet a student in the library and decide to help her find a good book. You end up giving her a book by "+renpy.random.choice(["Carl Gustav Jung", "Stephen Hawking", "Michio Kaku", "Lawrence Maxwell Krauss", "Paul Ekman"])+"."
else:
    $ "You meet a student in the library and decide to help her find a good book. You end up giving her a book by "+renpy.random.choice(["Immanuel Kant", "John Donne", "Thomas Hobbes", "Paul Ekman"])+"."


Regarding Artistery, is it all gone now?
I understand the reasoning, but If there by some reason existed more events based on it, would it be able to find a way back?


Cheers,
Ashford
Title: Re: Ashford Academy Redux (current version: 0.1.3)
Post by: dreamchaser on January 12, 2019, 11:20:16 pm
@Chaoz
Thank you for the suggestions. I have a too low opinion about "50 Shades of Gray" to take it into an evil book list  :o, but I'll take Anne Desclos  :)

@Ashford
Thank you for the suggestions, but they either don't sound evil enough (Kant) or too esoteric (Donne) to me. By the way, your code has evil and non-evil booklists switched.  ;D

This is what I'll run with instead:

Code: [Select]
        if outlook=='evil':
            $ topic=renpy.random.choice(["Marquis de Sade","H. P. Lovecraft","Friedrich Nietzsche","Anne Desclos"])
            "You meet a student in the library who is looking for a good book to read. You decide to see whether you can corrupt an innocent young mind instead, and end up giving her a book by [topic]."

Aside from "Anne Desclos", who'll be an inside joke for people who look her up to realise what she wrote  8), those names should be recognizable by most, and identifiable as "evil".  ::)
(I know that Nietzsche isn't really "evil" either, but the Nazis drew heavily on his ideas, and his philosophy can definitely be used to treat others as subhuman.)
If I have even more spare time, I'll seperate out the current "normal" book list from a "good" one which actively tries to inspire.

Yes, Artistery is excised from the code now (will be gone in 0.2.0), except for the variable for backward compatibility. It could of course theoretically be added back in again, but now that it is removed, I would need quite some convincing. I dislike the idea of a stat which would only really be exercised by mods, even if there where some.
Title: Re: Ashford Academy Redux (current version: 0.1.3)
Post by: oratorio on January 13, 2019, 12:06:36 am

EDIT2:
There is an event (library18), where the pc gives a book by a random author to a girl.
Currently: $ topic=renpy.random.choice(["Carl Gustav Jung.", "Stephen Hawking", "Michio Kaku", "Lawrence Maxwell Krauss", "Paul Ekman"])

I'd like to add another list in case the PC is evil. But I found that starting to look for fitting books would cost me too much time for such a small thing.  ::)
So, anybody in the mood to give me a list of names of some evil books or authors a principal could give to a female student to corrupt her, deeply disturb her, etc?  ;D

I mean "Fifty Shades of Gray" from E. L. James seems like a book fitting for a Corruption approach ?

EDIT: Thought of another one, "Story of O (French: Histoire d'O)" from Anne Desclos also looks like an appropriate book for the task.

Cheers Chaoz

Justine by the Marquis de Sade

Lolita by Vladimir Nabakov
Title: Re: Ashford Academy Redux (current version: 0.1.3)
Post by: dilbert on January 13, 2019, 07:02:20 am
Dreamchaser, if you end up expanding the scene to list the names of books (since nobody's going to recognize this author's name by itself) you might consider Tropic of Cancer by Henry Miller.

https://en.wikipedia.org/wiki/Tropic_of_Cancer_(novel)

It was banned in the US from 1934-1961 for obscenity, and when it was published in 1961, the publisher was taken to court over it. Eventually, the Supreme Court had to step in to rule it not obscene.
Title: Re: Ashford Academy Redux (current version: 0.1.3)
Post by: Skrudzas on January 13, 2019, 08:25:27 am
So, anybody in the mood to give me a list of names of some evil books or authors a principal could give to a female student to corrupt her, deeply disturb her, etc?  ;D

World classics with erotic elements:
Svetonius - Satyricon - https://en.wikipedia.org/wiki/Satyricon
Giovanni Boccaccio - Decameron - https://en.wikipedia.org/wiki/The_Decameron
One Thousand and One Nights - https://en.wikipedia.org/wiki/One_Thousand_and_One_Nights
Sappho's Poetry - not much remains nowadays, but that shouldn't be a problem for a game - https://en.wikipedia.org/wiki/Sappho

Classics with lots of sexual / disturbing scenes
Marquis de Sade - The 120 Days of Sodom (or any other of his books) - https://en.wikipedia.org/wiki/Marquis_de_Sade
Kama Sutra - https://en.wikipedia.org/wiki/Kama_Sutra
The Perfumed Garden - https://en.wikipedia.org/wiki/The_Perfumed_Garden
Bret Easton Ellis - American Psycho (this is mostly disturbing, but has a couple very extensive sex descriptions) - https://en.wikipedia.org/wiki/American_Psycho
Title: Re: Ashford Academy Redux (current version: 0.1.3)
Post by: Skrudzas on January 13, 2019, 09:02:38 am
Some brainstorming on my part

Artistry is gone and I think there is an idea to add clubs in the future which cover the missing content - like Art club, music club, theatre club, etc.
All clubs now are under one slot in schedule and the non-redux version, that slot showed events from all clubs one after another. It would probably be better to split them and show as separate options on schedule. However this would probably be bad from UX perspective - evening having way more options than other times of day

So ow about introducing 4th time slot?
Morning - as is now - office / sports field / gym / library
Midday - classroom / pool / cafeteria
Afternoon - clubs (arts, music, theatre, cheerleader, cosplay, science, cooking ...)
Evening - schoolgrounds / dormitory / bath

Now, number of clubs could add ambient effect on morale and behaviour - more clubs means better morale and even behaviour, since students are busy all of the time instead of loitering around. Number of clubs could also affect reputation or be a separate parameter in calculating how many students join the school.

However to not make clubs just a plus, I think it should be balanced against monetary income. At the moment income is very low and it takes ages to buy all buildings. This could be compensated by opening school facilities to public in the afternoon. For example sports field and pool can be opened to public for training, classrooms for conferences, cafeteria for eating. Each of these would mean extra income, probably depending on level of relevant building. At the same time, if some building is opened for public, it cannot be used for clubs - so if you open cafeteria for public, cooking club is deactivated, if you open classroom for public, science club gets deactivated and so on

Opening area for public could lead to some new type of events, including negative-reputation ones where town residents notice naked-uniform students for example, but in general it could be just some general events showing people running / swimming
Title: Re: Ashford Academy Redux (current version: 0.1.3)
Post by: Hugendubel4711 on January 13, 2019, 04:43:53 pm
Long time lurker here, wanting to thank dreamchaser for all the work he has put into reviving/revitalizing a great game and longtime favorite of mine.

If you are looking for some inspiration on events or pictures, I remember a similar game over on LoversLab called "FAPU". The last update on that game was back in November 2017. Would maybe be worth checking out to find some good and usable pics or event ideas.
As I'm not sure about rules of linking to other sites and games, I will leave it up to you to google both words and click on the first link that pops up.  ;D

Otherwise keep up the good work. I am anxiously awaiting further updates
Title: Re: Ashford Academy Redux (current version: 0.1.4)
Post by: dreamchaser on January 13, 2019, 07:43:57 pm
New Version: 0.1.4

As promised, even though there were no big bugs, just to get it out,  here is version 0.1.4

Changelog is very short this time around:
0.1.4
- bugfix: show susan in dormitory introduction
- bugfix: added behavior_rules to backwards_compatible.rpy

So actually no need to update unless one of those 2 things bothered you. There really have not been any other changes to the stable branch.

Unless somebody notices a crash or something game breaking, this is probably going to be it for 0.1.x, which just leaves me more time to work on 0.2.0  :)

Thanks a lot for the many encouraging replies and suggestions in the last days. It really does motivate me. I'll answer in a separate post.  :)
Title: Re: Ashford Academy Redux (current version: 0.1.4)
Post by: dreamchaser on January 13, 2019, 08:16:34 pm
First of, thanks to all the answers to the evil book list. I'll admit I asked with the hope to spark a bit of activity, but I did not imagine it would be that much.  ::)
Please don't be sad that I won't be taking up more of it. I have a list of authors I am happy enough with, and don't plan to expand the scene further right now.

@Hugendubel4711
Thanks a lot for pointing out a game very similar to this one. It even cites Ashford Academy as inspiration!
I'm not in the mood to try it out right now, as it would probably consume all my free time for a few days, but I'll keep it in mind for later.  ;D

@Skrudzas
You are right that I plan to introduce more clubs later on. Mainly as a way to put in some really cool pictures which would not fit otherwise. For example a sword fighting club would have its pick of thousands of high quality pictures of sexy females this game would have no use for otherwise.

But I don't intend to make clubs a really big thing, and being able to select them seperately. As you rightly note, that would have UI problems. And I don't think they should be that important as to have their own period. But we shall see, first there would have to be plenty of content anyway. Reordering the day planner would be peanuts compared to creating all of that.


Some general notes about adding new events and expanding the scope of the game, since I have quite some suggestions going into that direction:

My main focus with this game will be:
- improving the code quality of the game engine, and increasing the flexibility of what it can do
- improving the quality of the existing events, in picture choices, text quality and balance
- balancing the game as a whole, and making the game loop better
- adding in some policies and rules which I think would be "hot" for such a high school, and the events to depict those

Note that one thing you don't find in this list is "adding lots and lots of new events" or "expanding the scope of the game". It would be way more than I can do with the time I can devote to this, and its not where my strengths lie (though I will make a bit of an exception for one or two clubs, just to give that concept at least some meat).
And I don't think that I really have to, either: Part of that 1. point, improving code quality and flexibility, is about giving more power to mod authors, and making their life easier. I hope that at some point, AAR will not just be compatible with old AA mods and have additional events that way. Instead, I hope that it will have its own mods written for it, that give it more breath and depth.

So yeah, I aim more for a good framework, and relatively few but high quality events, to inspire people to add more to fill in the provided space.
Skrudzas wrote "At the moment income is very low and it takes ages to buy all buildings". Well, that is deliberate. I thought it completely nuts that your school made enough profit in a few months to just buy all the buildings. And what then, game over? So instead, I slowed that way down, making it seem more realistic, and giving way more space for mods to fill in more events without it feeling too crowded.  :)

One of the best ways to get me to include stuff into the main game is to at least roughly draft it in the way of a mod, and then ask me to include it. Look at how quickly that changed how the game started, and replaced Susan.  ;) By the way, you can look forward to a further diversified game start in the next version, as part of the morality overhaul.  8)
If you want to change something in the game by way of a mod, but don't know how, or don't think it is possible, please write me about it. One of my main drivers of upping the flexibility of what mods can do will be if somebody actually asks for it.  ;)
Title: Re: Ashford Academy Redux (current version: 0.1.4)
Post by: lokan on January 16, 2019, 02:16:52 am
hay where is it debug button?
Title: Re: Ashford Academy Redux (current version: 0.1.4)
Post by: dreamchaser on January 16, 2019, 05:09:42 pm
There is none.
Title: Re: Ashford Academy Redux (current version: 0.1.4)
Post by: LokiVoid on January 19, 2019, 08:40:55 am
Since there is not one, I shall go ahead and ask will there be one? I do like your redux version of ashford and would like to see if I can find any bugs or make suggetions (if you want them that is) during each step of the game. debug just makes that faster. I understand if you do not plan to add one though, one of the fun things about the game is the challenge of it or least for me it is.
Title: Re: Ashford Academy Redux (current version: 0.1.4)
Post by: dreamchaser on January 25, 2019, 01:02:32 pm
I just wanted to take a look at the debug button in Ashford PC, to see what we are even talking about here, but I can't find it.

In lieu of me trawling through the source code: Can somebody please tell me where it is in the original game? Just so that I can take a quick look?  :)
Title: Re: Ashford Academy Redux (current version: 0.1.4)
Post by: Tsapas on January 25, 2019, 02:31:58 pm
In lieu of me trawling through the source code: Can somebody please tell me where it is in the original game? Just so that I can take a quick look?  :)

The button was defined in day_planner.rpy (depending on which version you refer to as the "original" the code is slightly different), and the actual screen code under /game/debug_content.

It's nothing too fancy, see the screenshot below.
Title: Re: Ashford Academy Redux (current version: 0.1.4)
Post by: dreamchaser on January 26, 2019, 02:47:11 pm
Thanks, that was quite helpful.

And it's implemented now.  8) It will be contained in 0.2.0 .  :)
The button will only be there if config.developer is set to true (change it in game/script/game_data.rpy), and will allow setting a stat to a fixed value (in 10% steps, via buttons), setting your outlook (comes in 0.2.0) or to call any event directly.

I was pretty busy at my job the last few days, but this weekend I have time to code again. Doing a pass over all the events right now to adjust anything that should to take into account your outlook, and adding in corruption points where appropriate.
Title: Re: AAR Releases / Bugs (current version: 0.1.4)
Post by: OGustavo27 on April 12, 2019, 05:08:09 am
That's amazing so far my friend, i love AA and i was doing some mods myself, but it's hard to do everything by itself without knowing how to code some scenes, if you need any help with sprites and images, i'll be glad to help, keep up the good work with this !
Title: Re: AAR Releases / Bugs (current version: 0.1.4)
Post by: nonokab on April 13, 2019, 03:01:28 pm
This is looking great. Kudos. Is there any thought to supporting a female principle? I saw there were hooks for that which got removed for the .1 release.
Title: Re: AAR Releases / Bugs (current version: 0.1.4)
Post by: dreamchaser on April 21, 2019, 05:51:47 pm
This is looking great. Kudos. Is there any thought to supporting a female principle? I saw there were hooks for that which got removed for the .1 release.
Those hooks got removed because I don't plan to support it.
There are way too many points in the scenes which presuppose a male character.
And keeping all these exceptions straight just seemed too much added complexity for too little benefit to me (the female variants where the weaker ones throughout).
If anybody wants to add in a female perspective I will take the contribution (provided its quality is high enough), but I don't want to take on that work myself.
Title: Re: AAR Releases / Bugs (current version: 0.1.4)
Post by: dreamchaser on April 27, 2019, 06:01:42 pm
New Version: 0.2.0

Alright, I have so much left to do, but I made a cut and am releasing what I have right now, since there is lots and lots of new stuff already.  :)

The big feature of this version is that morality has been overhauled.
The old good_points / evil_points system is gone (the variables are still filled and evaluated for backwards compatibility though).
Instead, the principal you play as now has an outlook which you set during the game starting event through choices (shown below your name in day planning mode).
Basically, you can either want to corrupt the students as quickly as you can, corrupt the students carefully, don't want to corrupt the students, or don't want to have sex with anybody.
Now obviously, this being the game it is, not wanting to corrupt the students will only work for so long, especially if you as a player push it along.
So there are different events in the game which will make the principal break his resolution. If that fails, you can force that break by implementing a blatantly sexual policy.
Until that point in time, some choices are locked, and some flavor text is different. Basically, play it this way if you want to roleplay as a guy who starts out with the best of intentions to just end the stuffiness (if you just leave all the restrictive rules in place, then nothing will ever happen), and then gets corrupted by the school itself. *smirk*

As compensation for the locked options at game start (and not being able to be evil) you can get one or two very nice scenes where you change your outlook.
Easiest way to get those: Start out resisting everyone, have sex with a teacher (in location office, either lust>30 and lots of patience, or lust>55) (will give you the first scene [change_outlook_resist_all]), then pick "We should encourage them to... Explore their bodies." as weekly option (needs surveillance building) (will give you the second scene [class101])
Or simply start out with resist_students and pick "We should encourage them to... Explore their bodies." to get just class101.
I am especially proud of how scene class101 came out. It's the longest scene I have written yet, clocking in at 177 lines! (also the last event written for v0.2)

Apart from corrupting or not, outlook has another axis, goodness. You can either be neutral (default, at game start), evil, or good. Once you have chosen by action to be evil, you won't be able to reverse course anymore (but the evil route is only locked if you chose to resist at game start).

This whole morality overhaul has made me change around quite a few events and bits of game logic. So if something breaks, or seems unfitting for your outlook: Please speak up so that I can fix it!

Other than that, artistery is gone, there is now a debug menu (if config.developer==True) and a screen detailing weekly stat changes (if new preference option "More Numbers" is enabled), autosaves are now useful, and the planning mode screen has been overhauled.
Library and sports field (moved to afternoon) are now unlocked from the beginning, to give more agency and pictures at game start.
Of course there are also just plain code improvements which are not visible to the players.
See the changelog in the second post for all changes.
Save games are not compatible, so please start a new game for 0.2.0 !
Title: Re: AAR Releases / Bugs (current version: 0.2.0)
Post by: Skrudzas on April 27, 2019, 08:31:11 pm
So far so good
One exception
Code: [Select]
I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/script/dse-schedule.rpy", line 121, in script call
    call events_run_period from _call_events_run_period_2
  File "game/script/classes/event.rpy", line 402, in script call
    call run_event(events.pop(0)) from _call_run_event_1
  File "game/script/classes/event.rpy", line 370, in script call
    call expression _event from call_expression_event_1
  File "game/images/canon/events/bath.rpy", line 195, in script
    $ dare_point_o.inc(1,2)
  File "game/images/canon/events/bath.rpy", line 195, in <module>
    $ dare_point_o.inc(1,2)
NameError: name 'dare_point_o' is not defined

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

Full traceback:
  File "game/script/dse-schedule.rpy", line 121, in script call
    call events_run_period from _call_events_run_period_2
  File "game/script/classes/event.rpy", line 402, in script call
    call run_event(events.pop(0)) from _call_run_event_1
  File "game/script/classes/event.rpy", line 370, in script call
    call expression _event from call_expression_event_1
  File "game/images/canon/events/bath.rpy", line 195, in script
    $ dare_point_o.inc(1,2)
  File "C:\Users\Skrudzas\Desktop\AshfordAcademyRedux-0.2.0-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-0.2.0-pc\renpy\python.py", line 1913, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/images/canon/events/bath.rpy", line 195, in <module>
    $ dare_point_o.inc(1,2)
NameError: name 'dare_point_o' is not defined

Windows-8-6.2.9200
Ren'Py 7.1.0.882
Ashford Academy Redux 0.2.0
Sat Apr 27 21:36:29 2019
Title: Re: AAR Releases / Bugs (current version: 0.2.0)
Post by: dreamchaser on April 27, 2019, 10:07:40 pm
Thanks for reporting the first bug!  :)

Found and fixed. Until I cut a new version, please don't answer "There you are!" in the event bath11, or the game will crash.
Title: Re: AAR Releases / Bugs (current version: 0.2.0)
Post by: LokiVoid on April 28, 2019, 06:24:58 am
So as im writing this, my brain has shut off for the time being or ive gone completely stupid..or both at this point possibly but for the debug menu, which file to set config.developer==True so it pops up in game?
Title: Re: AAR Releases / Bugs (current version: 0.2.0)
Post by: dilbert on April 28, 2019, 06:29:17 am
So as im writing this, my brain has shut off for the time being or ive gone completely stupid..or both at this point possibly but for the debug menu, which file to set config.developer==True so it pops up in game?

Thanks, that was quite helpful.

And it's implemented now.  8) It will be contained in 0.2.0 .  :)
The button will only be there if config.developer is set to true (change it in game/script/game_data.rpy), and will allow setting a stat to a fixed value (in 10% steps, via buttons), setting your outlook (comes in 0.2.0) or to call any event directly.

I was pretty busy at my job the last few days, but this weekend I have time to code again. Doing a pass over all the events right now to adjust anything that should to take into account your outlook, and adding in corruption points where appropriate.

There you go.
Title: Re: AAR Releases / Bugs (current version: 0.2.0)
Post by: LokiVoid on April 28, 2019, 06:37:20 am
So as im writing this, my brain has shut off for the time being or ive gone completely stupid..or both at this point possibly but for the debug menu, which file to set config.developer==True so it pops up in game?

Thanks, that was quite helpful.

And it's implemented now.  8) It will be contained in 0.2.0 .  :)
The button will only be there if config.developer is set to true (change it in game/script/game_data.rpy), and will allow setting a stat to a fixed value (in 10% steps, via buttons), setting your outlook (comes in 0.2.0) or to call any event directly.

I was pretty busy at my job the last few days, but this weekend I have time to code again. Doing a pass over all the events right now to adjust anything that should to take into account your outlook, and adding in corruption points where appropriate.

There you go.

Thank You. I did just go stupid there then lol. well time to bug hunt :)
Title: Re: AAR Releases / Bugs (current version: 0.2.0)
Post by: bushka5 on April 28, 2019, 09:11:00 pm
Found a bug for you

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/script/dse-schedule.rpy", line 121, in script call
    call events_run_period from _call_events_run_period_2
  File "game/script/classes/event.rpy", line 402, in script call
    call run_event(events.pop(0)) from _call_run_event_1
  File "game/script/classes/event.rpy", line 370, in script call
    call expression _event from call_expression_event_1
  File "game/images/canon/events/bath.rpy", line 195, in script
    $ dare_point_o.inc(1,2)
  File "game/images/canon/events/bath.rpy", line 195, in <module>
    $ dare_point_o.inc(1,2)
NameError: name 'dare_point_o' is not defined

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

Full traceback:
  File "game/script/dse-schedule.rpy", line 121, in script call
    call events_run_period from _call_events_run_period_2
  File "game/script/classes/event.rpy", line 402, in script call
    call run_event(events.pop(0)) from _call_run_event_1
  File "game/script/classes/event.rpy", line 370, in script call
    call expression _event from call_expression_event_1
  File "game/images/canon/events/bath.rpy", line 195, in script
    $ dare_point_o.inc(1,2)
  File "C:\Users\Rob_e\Desktop\AshfordAcademyRedux-0.2.0-pc\AshfordAcademyRedux-0.2.0-pc\renpy\ast.py", line 882, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\Users\Rob_e\Desktop\AshfordAcademyRedux-0.2.0-pc\AshfordAcademyRedux-0.2.0-pc\renpy\python.py", line 1913, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/images/canon/events/bath.rpy", line 195, in <module>
    $ dare_point_o.inc(1,2)
NameError: name 'dare_point_o' is not defined

Windows-8-6.2.9200
Ren'Py 7.1.0.882
Ashford Academy Redux 0.2.0
Sat Apr 27 23:12:45 2019

Ps Clever  use of stress by the way
Title: Re: AAR Releases / Bugs (current version: 0.2.0)
Post by: dreamchaser on April 29, 2019, 12:17:38 am
Sorry to say, but you just found the one that has already been found:

Found and fixed. Until I cut a new version, please don't answer "There you are!" in the event bath11, or the game will crash.

 ;)

I was waiting for more bug reports. If nothing else pops up, I'll go ahead and cut a new version that does nothing else but fix this one in a day.  ;D
Title: Re: AAR Releases / Bugs (current version: 0.2.1)
Post by: dreamchaser on April 29, 2019, 09:18:28 pm
New Version: 0.2.1

Well, I had really hoped to squash more bugs with a new version, but since the only known bug is a crash and was reported twice, here is a new version that does almost nothing but fix it.  :)
Title: Re: AAR Releases / Bugs (current version: 0.2.1)
Post by: Skrudzas on May 01, 2019, 05:16:07 pm
Yeah, I must say it's all working very well, even with goldo's event pack

Buying all buildings even let's you maintain all variables at 100, which wasn't the case before
Title: Re: AAR Releases / Bugs (current version: 0.2.1)
Post by: Flagon on May 14, 2019, 02:39:45 am
Minor bug: Gym event 14 is missing a return command at the end, so it immediately plays the dialogue for event 15 instead of moving on with the day.
Title: Re: AAR Releases / Bugs (current version: 0.2.1)
Post by: dreamchaser on May 20, 2019, 07:17:44 pm
Minor bug: Gym event 14 is missing a return command at the end, so it immediately plays the dialogue for event 15 instead of moving on with the day.
Thank you. I have fixed it in my code.
Title: Re: AAR Releases / Bugs (current version: 0.2.1)
Post by: Dariusm1994 on May 21, 2019, 05:51:07 pm
Any mods for this version of the game? i am in year 4 with nothing to do because i unlocked everything
Title: Re: AAR Releases / Bugs (current version: 0.2.1)
Post by: dreamchaser on May 21, 2019, 07:56:13 pm
All the mods that work with Ashford Academy should work just as well with AAR.  8)

Nobody has made a mod specifically for Ashford Academy Redux yet, though.
Title: Re: AAR Releases / Bugs (current version: 0.2.1)
Post by: mezz on September 08, 2019, 11:39:16 pm
Hey, how's it going?  Love the remake...thanks for your work! :)
Title: Re: AAR Releases / Bugs (current version: 0.2.1)
Post by: Troqu on November 03, 2019, 11:09:05 pm
Finally remembered to check this out and man AAR is good. I hope you're still plucking on dreamchaser.
Title: Re: AAR Releases / Bugs (current version: 0.2.1)
Post by: dreamchaser on November 09, 2019, 12:13:10 pm
Thank you for the praise, glad to hear it.  :)

Its been lulled to sleep a bit, but I have not forgotten it, there will be a new version...
Title: Re: AAR Releases / Bugs (current version: 0.3.0)
Post by: dreamchaser on December 30, 2019, 08:23:15 pm
New Version: 0.3.0

Well, the long awaited new version is finally here, narrowly before the year is out.  :)
The changelog is about a mile long, so go take a look! I sorted the changes into different categories to make them a bit easier to parse.

I definitely have more plans for the next big version (0.4.0), but for now: Download it, try it out, and report any major bugs so they don't have the chance to stick around.  ;)
I curtailed my betatesting to be able to release it, so I am relying on all of you for that. The game is way too big for me to test out all potential pathways by myself anyways.  ::)

Old save games are not compatible. You have to start a new game in 0.3.0

There is a lot of new content hidden in the release, so here are some hints to find some of the biggest chunks of it:
- Gather some support amongst the staff, and just a little bit of deviance. Then look into the office on Wednesdays. You might see and hear something interesting. It is well worth listening to.
- When a business proposition is offered to you, go ahead and implement it. It is a good one, and will lead to the principal thinking of a most interesting proposal.
- and a bit more specific for this last one: There is a pretty interesting new event in class.
To access it, you need lust>50, behavior<60, must not be of outlook nice/charming and must want to corrupt the students.
As your character explains, it does need some patience. But you do get a nice payoff if you stick to it, and let your idea seduce you to the dark side. Take care: If you are evil, the event won't start its first run until you have been evil for some time.
(If you picked "Yes, for the good of the students" at game start, you are playing with the safety net of not being able to turn evil. Sorry, but there is no way to experience the full event then.)

EDIT: Don't activate bdsm punishments. It crashes on weekly effects (already fixed locally).
Title: Re: AAR Releases / Bugs (current version: 0.3.0)
Post by: dreamchaser on December 31, 2019, 03:00:20 pm
New Version: 0.3.1

Before I am heading off to celebrate the new year, I have quickly cut a new version. Because of course I found a crash in the game shortly after I had made the release...  :'(

Apart from that, polished up the sensuality location a bit more, which should keep it from running out of steam at high lust as quickly.

Save games are compatible back to 0.3.0

Enjoy, and happy new year!  :)
Title: Re: AAR Releases / Bugs (current version: 0.3.1)
Post by: Hizor on January 01, 2020, 03:40:48 am
Surprised to see development on Ashford is still going! Awesome!
Title: Re: AAR Releases / Bugs (current version: 0.3.1)
Post by: LelouchLives` on January 02, 2020, 05:57:35 am
Enjoying this version of AA, thank you for creating!  I have an old version with some characters that aren't in yours?  Hinata the pink haired girl, Asugi the blonde and then scenes with Rina the swimmer.  I guess I had downloaded some other independent mod?  I miss those characters/scenes from your version, not to take away from your work.  I'm really enjoying the game!
Title: Re: AAR Releases / Bugs (current version: 0.3.1)
Post by: Skrudzas on January 02, 2020, 11:11:37 pm
Enjoying this version of AA, thank you for creating!  I have an old version with some characters that aren't in yours?  Hinata the pink haired girl, Asugi the blonde and then scenes with Rina the swimmer.  I guess I had downloaded some other independent mod?  I miss those characters/scenes from your version, not to take away from your work.  I'm really enjoying the game!
Those are from goldo pack
It still works with AAR, you just need to download it
Title: Re: AAR Releases / Bugs (current version: 0.3.1)
Post by: jerricho13 on January 07, 2020, 05:26:10 am
Hi, Dreamchaser.  I'm a long time fan of AA and I'm glad to see you breathing life back into the game.

Thanks for all your work and I look forward to your future endeavors!
Title: Re: AAR Releases / Bugs (current version: 0.3.1)
Post by: dreamchaser on January 07, 2020, 05:52:59 pm
Thank you, I always enjoy hearing praise.  ;D

I am still playing through the current version of the game myself, fiddling with little bits, and adjusting the difficulty some.
I'll cut a new version once I have finished my playthrough. Or before, if somebody finds a proper bug.  ;)
Title: Re: AAR Releases / Bugs (current version: 0.3.1)
Post by: Bloodly on January 08, 2020, 09:20:52 pm
Code: [Select]
I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/images/base/data/buildings.rpy", line 2, in script
    init python:
  File "game/images/base/data/buildings.rpy", line 10, in <module>
    stat_influence={"stress":"-1.5*v","sexual":0.2})
  File "game/script/classes/building.rpy", line 6, in __init__
    prepend_class=True,**kwargs)
TypeError: __init__() got an unexpected keyword argument 'stat_influence'

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

Full traceback:
  File "game/images/base/data/buildings.rpy", line 2, in script
    init python:
  File "E:\Iomega HDD\flash and games\Ashford Academy-all\AshfordAcademyRedux-0.2.1-pc\renpy\ast.py", line 914, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "E:\Iomega HDD\flash and games\Ashford Academy-all\AshfordAcademyRedux-0.2.1-pc\renpy\python.py", line 2028, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/images/base/data/buildings.rpy", line 10, in <module>
    stat_influence={"stress":"-1.5*v","sexual":0.2})
  File "game/script/classes/building.rpy", line 6, in __init__
    prepend_class=True,**kwargs)
TypeError: __init__() got an unexpected keyword argument 'stat_influence'

Windows-8-6.2.9200
Ren'Py 7.3.5.606
 
Wed Jan 08 20:24:38 2020


Any ideas?
Title: Re: AAR Releases / Bugs (current version: 0.3.1)
Post by: dreamchaser on January 08, 2020, 11:33:41 pm
That looks weird!

I am assuming this happens on first game start up?
So you can't play the game at all?
You are really on version 0.3.1?

I could of course redownload the game to try it myself. But honestly, if it crashed on Windows on startup, way more people would complain...

If it doesn't crash on first startup, what did you do that triggered the crash?

This is initialization code, so it really shouldn't depend on being on a certain place in the game.

Weird...  :o

EDIT: One idea which I have: Did you maybe extract the game into the same folder you had an older version in? If so, old files might be confusing Renpy. Try extracting the game into another folder!
Title: Re: AAR Releases / Bugs (current version: 0.3.1)
Post by: caffarella on January 09, 2020, 04:57:32 am
Downloaded 0.3.1 version,
Startup are fine in my place,
i reached year 6 without any error here
Title: Re: AAR Releases / Bugs (current version: 0.3.1)
Post by: dreamchaser on January 09, 2020, 08:49:10 pm
Bugfixes collected so far:
- apply_entrance_dilution got applied twice for students getting added midterm, which means they pulled down stats too much
- keep effects of entrance_req_focus from applying weekly, since they apply each day
- improved logic of how an event is picked when dresscode is none - no more nude students other than at dormitory/pool/bath ;-)
- tuition income now bottoms out at 0, instead of turning negate when reputation is below 0

Together with quite a bit of balancing, that is enough that I am going to cut 0.3.2 this weekend, even without any crashes popping up.  ;)
Title: Re: AAR Releases / Bugs (current version: 0.3.2)
Post by: dreamchaser on January 11, 2020, 11:58:51 am
New Version: 0.3.2

Some small bugfixes, though nobody found any crashes.
Additionally, some balancing, all of it making things just a little bit easier. Mainly reputation and stress management.
Some small content additions. Nothing worth replaying for, but nice just the same.
As always, see the changelog (https://www.henthighschool.com/ashford-academy/ashford-academy-redux/msg49581/#msg49581) for more details.

Downloads are in the 1. post (https://www.henthighschool.com/ashford-academy/ashford-academy-redux/msg49580/#msg49580)
Save games are backwards compatible to 0.3.0

Enjoy!  :)
Title: Re: AAR Releases / Bugs (current version: 0.3.3)
Post by: dreamchaser on January 19, 2020, 08:37:14 pm
New Version: 0.3.3

Some small bugfixes, mainly related to modding. If you don't intend to use mods, there is no need for you to upgrade (though it fixes a crash if you unlock the sensuality location with inhibition<40).
As always, see the changelog (https://www.henthighschool.com/ashford-academy/ashford-academy-redux/msg49581/#msg49581) for more details.

Downloads are in the 1. post (https://www.henthighschool.com/ashford-academy/ashford-academy-redux/msg49580/#msg49580)
Save games are backwards compatible to 0.3.0

Additionally, I have made a very simply mod for people who don't like the patience corrupting the school normally takes. See the 1. post for the link to the new mod "easyMode", maintained by me.  :)

Enjoy!  :)

EDIT 20.1. 12:50 : I have reuploaded the files since I forgot to disable developer mode.
For anybody who downloaded it earlier, you can manually set "config.developer = False" in game/script/game_data.rpy instead of redownloading the game.
Since I had to reupload anyway, I also updated the documentation on how to add mods to the game.
Title: Re: AAR Releases / Bugs (current version: 0.4.0)
Post by: dreamchaser on January 02, 2021, 05:47:12 pm
New Version: 0.4.0 - catch them all
Finally, the new version is here!

The focus of this release is the new event gallery (game wide, in the menu) / seen events (per save game, in the planning screen).
So the game is now trying to give you a strong motivation to explore as much of it as possible, since you can watch everything you ever discovered whenever you want.
Hand in hand goes a very useful new screen in between events: It shows the event you just experienced (with its short description) and tells you anything new you unlocked about it.
That screen also shows you if the game has given you new options (like an unlock) or if your outlook has changed.
If you have enabled the "More Numbers" preference, it also shows any stat changes the event produced, giving you more immediate feedback for your actions than earlier game versions did.

The game now has 3 bad ends (for low stats), so there is now a way to lose the game.
There are quite a few new pictures around, a little bit of new text content, and the seduction logic of Susan and Marina got overhauled.
The sensuality events will now give stronger effects.
There should not be any placeholder pictures left anywhere.
Late game, you will have a higher money income than in older game versions.
For more details, see the changelog (https://www.henthighschool.com/ashford-academy/ashford-academy-redux/msg49581/#msg49581).

Downloads are in the 1. post (https://www.henthighschool.com/ashford-academy/ashford-academy-redux/msg49580/#msg49580)
Save games are NOT backwards compatible, please start a new game.
All mods that worked for 0.3 should continue to work. While there are a few API changes (see changelog), I am sure no existing mod used those values (they don't matter to classic mods at all).

Enjoy, and report any bugs you find!
Title: Re: AAR Releases / Bugs (current version: 0.4.0)
Post by: jer360x on January 03, 2021, 02:38:44 pm
I don't get when I have this promt at begin of game:
What is your name (are you male)?

How I supose to tell it that I'm or that I'm not a male.
Title: Re: AAR Releases / Bugs (current version: 0.4.0)
Post by: dreamchaser on January 03, 2021, 04:06:38 pm
I don't get when I have this promt at begin of game:
What is your name (are you male)?

How I supose to tell it that I'm or that I'm not a male.
*laughs*

Read that prompt carefully again: it's "(you are male)". That's not a question, it's a hint that you are playing a male character.  :)
Title: Re: AAR Releases / Bugs (current version: 0.4.0)
Post by: Enroch on January 03, 2021, 04:30:45 pm
I don't get when I have this promt at begin of game:
What is your name (are you male)?

How I supose to tell it that I'm or that I'm not a male.
*laughs*

Read that prompt carefully again: it's "(you are male)". That's not a question, it's a hint that you are playing a male character.  :)
It might make it more legible if you put the clarification outside the question, like "What is your name? (You are male.)"
I've had that confusion several times too, had to re-read the statement each time to realize what it was actually saying. XD

On the topic of fixing up text, I found a number of typos that could be remedied. Also ran into a couple of bugs, but I don't understand them enough to give a description or report, so here's just the typos for now:

That's all I've got for now. Keep up the good work!
Title: Re: AAR Releases / Bugs (current version: 0.4.0)
Post by: dreamchaser on January 03, 2021, 05:59:54 pm
Thank you very much for the constructive feedback, Enroch!

Prompt changed, all listed typos fixed, and removed the debug line in the dormitory "Go away" event.
If you think of a way to describe the other problems you spotted, there's a good chance I'd be able to figure them out from even a pretty vague description.
Title: Re: AAR Releases / Bugs (current version: 0.4.0)
Post by: hornguy6 on January 04, 2021, 03:59:56 am
Is there a way to skip the screen between events? I know you worked hard on it, but right now I'm getting kind of annoyed with how much I have to click just to get to the next event.
Title: Re: AAR Releases / Bugs (current version: 0.4.0)
Post by: dreamchaser on January 04, 2021, 07:20:19 am
Is there a way to skip the screen between events? I know you worked hard on it, but right now I'm getting kind of annoyed with how much I have to click just to get to the next event.
Thank you for the suggestion. I'll add in a preference for it.

Edit: preference added
Title: Re: AAR Releases / Bugs (current version: 0.4.0)
Post by: Redon on January 04, 2021, 07:54:49 am
Just thought I'd throw up this error message it threw at me.

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

While running game code:
  File "game/script/dse-schedule.rpy", line 62, in script call
    call events_run_period from _call_events_run_period
  File "game/script/classes/event.rpy", line 466, in script call
    call run_event(events.pop(0),True) from _call_run_event_1
  File "game/script/classes/event.rpy", line 429, in script call
    call expression _event from call_expression_event_1
  File "game/images/canon/events/sensuality.rpy", line 227, in script
    $ inhibition_d.dec(0.4)
  File "game/images/canon/events/sensuality.rpy", line 227, in <module>
    $ inhibition_d.dec(0.4)
NameError: name 'inhibition_d' is not defined

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

Full traceback:
  File "game/script/dse-schedule.rpy", line 62, in script call
    call events_run_period from _call_events_run_period
  File "game/script/classes/event.rpy", line 466, in script call
    call run_event(events.pop(0),True) from _call_run_event_1
  File "game/script/classes/event.rpy", line 429, in script call
    call expression _event from call_expression_event_1
  File "game/images/canon/events/sensuality.rpy", line 227, in script
    $ inhibition_d.dec(0.4)
  File "D:\Games\AshfordAcademy\renpy\ast.py", line 914, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "D:\Games\AshfordAcademy\renpy\python.py", line 2028, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/images/canon/events/sensuality.rpy", line 227, in <module>
    $ inhibition_d.dec(0.4)
NameError: name 'inhibition_d' is not defined

Windows-8-6.2.9200
Ren'Py 7.3.5.606
Ashford Academy Redux 0.4.0
Mon Jan 04 02:02:00 2021
Title: Re: AAR Releases / Bugs (current version: 0.4.1)
Post by: dreamchaser on January 04, 2021, 11:22:35 am
New Version: 0.4.1

So quickly because there is 1 crash in 0.4.0 that will always happen in a sensuality event which becomes available once you have a deviance>40.

Complete changelog, since there really isn't much else:
- Added a preference for the event result screen. By disabling it, you can avoid having that screen show at all - the game will directly transition to the next event or the day planning screen.
Bugfixes:
- fixed crash in a sensuality event
- removed a spurios line writing out debugging information in a dormitory event
- fixed typos reported by Enroch

Downloads are in the 1. post (https://www.henthighschool.com/ashford-academy/ashford-academy-redux/msg49580/#msg49580)
Save games are backwards compatible to 0.4.0
Title: Re: AAR Releases / Bugs (current version: 0.4.1)
Post by: alpha_and_omega on January 04, 2021, 07:37:32 pm
There is a wrong image link for a sport field event (see attachment).

Behavior: 55
Morale: 100
Academics: 100
Athletics: 56
Deviance: 0.8
Inhibition: 75
Stress: 4.9

Policies: No dresscode
Title: Re: AAR Releases / Bugs (current version: 0.4.1)
Post by: dreamchaser on January 04, 2021, 08:02:45 pm
There is a wrong image link for a sport field event (see attachment).

Behavior: 55
Morale: 100
Academics: 100
Athletics: 56
Deviance: 0.8
Inhibition: 75
Stress: 4.9

Policies: No dresscode

Thanks for the report. Problem found and fixed locally.

Should be a very rare occurance though, and doesn't result in a crash, just in the picture not showing up. So way less urgent to fix then the crash was.  :)
Title: Re: AAR Releases / Bugs (current version: 0.4.1)
Post by: OutofUniqueNames on January 11, 2021, 05:10:21 pm
Here's what i've been able to find in my (many) playthroughs for errors. (Love the game, btw!)

Lust has a cap at 200 displayed, but it randomly stops going up between like 105-120

"Enyoing Dessert" Event (Cafeteria)
Should be Enjoying


multiple typos in "Forced Corruption" Event (Class)

"So tell me true Anna: How much of this was planned"

tell me true doesn't sound that bad actually, but it should probably be "So tell me the truth Anna:"


"And with that fig leave of an excuse, you start..."
Should be fig leaf


"Pair Dance" Event (Sensuality)

One of the possible texts for this event has a slash after a period.

Switching to Nude dress code has a typo.

"Expect the sexual atmosphere... , and your repuration to suffer."

should be reputation.
Title: Re: AAR Releases / Bugs (current version: 0.4.1)
Post by: dreamchaser on January 11, 2021, 06:25:06 pm
Thank you for reporting those typos!
All fixed locally, except for "tell me true" - that was intended, and I still like how it reads.

Lust cap of 200 is misleading - this is a purely calculated value. In 0.4.2 lust and stress won't display any max value, to keep that misunderstanding from happening.
Title: Re: AAR Releases / Bugs (current version: 0.4.2)
Post by: dreamchaser on January 16, 2021, 06:00:58 pm
New Version: 0.4.2

This will most likely be the final 0.4.x version.

Changelog:
API Changes:
- removed event.img documentation - this is an internal class and should only be called by img_e (the existing documentation was plain wrong, too)
- added period_name keyword option to dp_choice, so that mods can add new activities to periods
Bugfixes:
- if you got the blowjob at the start of the game, Susan and Marina would not dress up in sexy outfits later on
-- fixed game start to set the variable
-- fix on loading an existing save game added
- sports_field23: could reference a non-existing image in rare cases
- removed max value for stress and lust, as these are purely calculated stats (only affects new games)
- dev mode, gallery event screen: don't crash if event variable is a hash or list
- fixed typos reported by OutofUniqueNames

Downloads are in the 1. post (https://www.henthighschool.com/ashford-academy/ashford-academy-redux/msg49580/#msg49580)
Save games are backwards compatible to 0.4.0
Title: Re: AAR Releases / Bugs (current version: 0.4.2)
Post by: Scooterboo on January 27, 2021, 11:53:57 am
The clubs->"showing of" event should be called "showing off"
Title: Re: AAR Releases / Bugs (current version: 0.4.2)
Post by: aaror on February 26, 2021, 04:47:49 am
2 questions:
1. Is there a good list of mods that work with this (you mentioned a Goldo one).
2. Are you interested in being told of minor typos or unclear text?  The mouseover text for stats could be rewritten for example.
Title: Re: AAR Releases / Bugs (current version: 0.4.2)
Post by: dreamchaser on February 27, 2021, 12:23:08 am
2 questions:
1. Is there a good list of mods that work with this (you mentioned a Goldo one).
2. Are you interested in being told of minor typos or unclear text?  The mouseover text for stats could be rewritten for example.

The combined event pack (link in the first post) is your best bet. That's a compilation verified (though not by me) to work fine with AAR.
You can also take a look at https://www.henthighschool.com/ashford-academy/wiki/game/mods, (https://www.henthighschool.com/ashford-academy/wiki/game/mods,) or at any other mods made for Ashford Academy Classic. In principle, everything should work.
If something doesn't, tell me, and I'll check whether there is a way to further improve compatibility.

And yes, I am always interested to hear about typos or badly written text. Though any improvements will only appear in 0.5, which is some way out yet.

@Scooterboo: I've fixed the typo of course, thanks for reporting it.
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