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Author Topic: AAR Releases / Bugs (current version: 0.2.1)  (Read 18278 times)

lokan

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Re: Ashford Academy Redux (current version: 0.1.4)
« Reply #60 on: January 16, 2019, 02:16:52 am »

hay where is it debug button?
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dreamchaser

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Re: Ashford Academy Redux (current version: 0.1.4)
« Reply #61 on: January 16, 2019, 05:09:42 pm »

There is none.
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LokiVoid

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Re: Ashford Academy Redux (current version: 0.1.4)
« Reply #62 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.
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dreamchaser

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Re: Ashford Academy Redux (current version: 0.1.4)
« Reply #63 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?  :)
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Tsapas

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Re: Ashford Academy Redux (current version: 0.1.4)
« Reply #64 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.
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dreamchaser

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Re: Ashford Academy Redux (current version: 0.1.4)
« Reply #65 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.
« Last Edit: January 26, 2019, 07:51:31 pm by dreamchaser »
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OGustavo27

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Re: AAR Releases / Bugs (current version: 0.1.4)
« Reply #66 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 !
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nonokab

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Re: AAR Releases / Bugs (current version: 0.1.4)
« Reply #67 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.
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dreamchaser

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Re: AAR Releases / Bugs (current version: 0.1.4)
« Reply #68 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.
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dreamchaser

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Re: AAR Releases / Bugs (current version: 0.1.4)
« Reply #69 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 !
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Skrudzas

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Re: AAR Releases / Bugs (current version: 0.2.0)
« Reply #70 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
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dreamchaser

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Re: AAR Releases / Bugs (current version: 0.2.0)
« Reply #71 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.
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LokiVoid

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Re: AAR Releases / Bugs (current version: 0.2.0)
« Reply #72 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?
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dilbert

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Re: AAR Releases / Bugs (current version: 0.2.0)
« Reply #73 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.
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LokiVoid

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Re: AAR Releases / Bugs (current version: 0.2.0)
« Reply #74 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 :)
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