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Author Topic: [Archived] Brothel King - Old thread  (Read 89245 times)

oratorio

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Re: Brothel King - Playable version (alpha) - Download and information
« Reply #195 on: May 11, 2017, 07:05:01 pm »

Unique girls
Right now, there are too few girl packs out there to make girls unique. If there were more girl packs, you could go the unique route, but then you'd also have much less chance of running into the same girl twice (I have coded girl generation in a way as to avoid duplicates when possible), so it might be a moot point then.

Pytfall has many girlpacks, most of which work at least okay in Brothel King. I am currently running 77 girls with no errors from the girls although some are pretty skimpy on pictures.

https://www.pinkpetal.org/index.php?board=8.0

I still seem to get lots of duplicates so I'm not sure if they are all being used or if some get priority.
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Dybbuk

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Re: Brothel King - Playable version (alpha) - Download and information
« Reply #196 on: May 11, 2017, 07:14:33 pm »

How about Sill (or the current trainer) alerting the MC when a girl needs some rest? I mean, she already supervise the slaves to prevent them from running away.

Sound interesting. The trainer could sort this out or recommend a schedule when asked.

Regarding the incentive of setting a sensible schedule, my issue is that it is easy when you have a few girls, but when you reach higher levels and you have 10 or 12 girls it takes forever to see if the girls are working or not, and their energy level to see if with their current libido and the number of customers, they will work until they collapse (in the real world, they wouldn't do it, although in the real world I wouldn't be running a brothel with 12 hotties,  ;D). I would mind scheduling myself if there was an easy way of seeing all the info in one screen, like the schedule of the girls with their remaining energy.
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pustherif

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Re: Brothel King - Playable version (alpha) - Download and information
« Reply #197 on: May 11, 2017, 07:21:46 pm »


Hi, duplicate files. Delete the file:
D:\Users\pusth\Downloads\Brothel_King-0.11\Brothel_King-all\game\spells\BKhelp.rpy
or just change its extension to .txt and see if this fix your bug.
Anyway, that file should not be there.  ???


Yeah i copy the patch files to wrong place, my bad :)
Thanks! :)
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Chris12

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Re: Brothel King - Playable version (alpha) - Download and information
« Reply #198 on: May 11, 2017, 08:21:47 pm »

Hi Goldo,

Thanks a lot for fixing my problem. The new patch does the trick. The shortcuts are new to me, I think they should help.

Also, I found your thoughts on game design very interesting. As for spells, I just took a quick look at the other classes, and I hope I understand it a bit better now.

I guess the biggest problem I see is that Charisma seems to be the attribute with the most intrinsic value for running a brothel, and Speed is second. On the other hand, both Strength and Spirit aren't really necessary per se, while Charisma and Speed would help even a Mage or a Fighter quite a lot.

How about getting rid of an Attribute, if you have trouble balancing them? I guess this would be how I would try it: (merge Speed and Strength)

Strength - Better Fighting, More Actions
Spirit - Spells, Hypnosis, Magic Stuff
Charisma - Better Training and more influential Conversations

That way, each attribute would have a clear use for everyone. From there, you could even make the classes just starting bonuses. Or you can keep each class having their own abilities. I guess it depends on if you prefer a system like morrowind, with a character defined by their stats, or D&D, with clear distinctions between classes. Considering that this isn't an RPG, going the Morrowind Route might be less work for something that isn't the focus of the game, and probably also easier to balance. If players all start to put their points into just one attribute, simply swing the nerf bat. ^^
« Last Edit: May 11, 2017, 08:23:31 pm by Chris12 »
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Goldo

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Re: Brothel King - Playable version (alpha) - Download and information
« Reply #199 on: May 12, 2017, 10:40:13 am »

I guess the biggest problem I see is that Charisma seems to be the attribute with the most intrinsic value for running a brothel, and Speed is second. On the other hand, both Strength and Spirit aren't really necessary per se, while Charisma and Speed would help even a Mage or a Fighter quite a lot.

How about getting rid of an Attribute, if you have trouble balancing them? I guess this would be how I would try it: (merge Speed and Strength)

Strength - Better Fighting, More Actions
Spirit - Spells, Hypnosis, Magic Stuff
Charisma - Better Training and more influential Conversations

That way, each attribute would have a clear use for everyone. From there, you could even make the classes just starting bonuses. Or you can keep each class having their own abilities. I guess it depends on if you prefer a system like morrowind, with a character defined by their stats, or D&D, with clear distinctions between classes. Considering that this isn't an RPG, going the Morrowind Route might be less work for something that isn't the focus of the game, and probably also easier to balance. If players all start to put their points into just one attribute, simply swing the nerf bat. ^^

Hi and thanks for your insights!

About attributes
- Charisma is important, but not as good as you might imagine: the effect is subtle (1 point of Charisma increases interaction results by 10%, so even with 10 points in Charisma you 'only' get double the bonus), and there is nothing Charisma does that Spirit and Strength based players can't achieve with a little more time. On the other hand, Strength affects various things behind the scene, such as brothel security, security events, girl submission, and the like. Both Strength and Spirit are useful for 'combat' during story events. So all in all, I don't think attributes are super unbalanced, but I could do a better job of conveying to the players what each does
- Merging Speed and Strength: That would give too much of an incentive to increase Speed, which is a pretty powerful attribute in its own right (not to mention that everyone would roll warriors ^^). I should perhaps rename it though, because events that require physical feats like running in fact test the Strength attribute, which could be confusing.

About player classes
I can't do away with the player classes, as they are an important part of the story and affect game events... I suppose I could make class 'indifferent' outside of events, and do away with starting stats, but I feel it takes away from the feel of the game.
I'd be more interested in making class matter to the gameplay, right now they do feel like there is little difference between them outside of story events...

How about Sill (or the current trainer) alerting the MC when a girl needs some rest? I mean, she already supervise the slaves to prevent them from running away.

Sound interesting. The trainer could sort this out or recommend a schedule when asked.

Regarding the incentive of setting a sensible schedule, my issue is that it is easy when you have a few girls, but when you reach higher levels and you have 10 or 12 girls it takes forever to see if the girls are working or not, and their energy level to see if with their current libido and the number of customers, they will work until they collapse (in the real world, they wouldn't do it, although in the real world I wouldn't be running a brothel with 12 hotties,  ;D). I would mind scheduling myself if there was an easy way of seeing all the info in one screen, like the schedule of the girls with their remaining energy.

Energy and scheduling

Well, I could have sworn I had added information on girl energy to the schedule screen... I 'll look into it.
As for Sill warning the player when a girl is low energy, that's definitely the way I want to go about it if I keep the scheduling system. While we're at it, can you think of any other warnings Sill could convey that would help the player? I'm thinking canceling a day's rest if a girl's energy is back to full (kind of the opposite mechanism).

Sorry if I don't follow all the suggestions, but please keep them coming! I really enjoy discussing with you guys  :)

Note: oratorio, I'll have to check how unique girl generation works again and get back to you
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Chris12

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Re: Brothel King - Playable version (alpha) - Download and information
« Reply #200 on: May 12, 2017, 02:49:25 pm »

Oh, so Charisma isn't that strong. (I kinda regretted not roling a Rogue ^^) On the other hand, maybe it's because I played a mage, but I did just fine without any strength at all, and thought it was the weakest attribute. I messed up freeing the girl being assaulted in the thieves guild, but that's probably because I had put all my points into Speed at that point, and not one into spirit. ^^

Classes
So you plan to put more focus on the class system. Sounds very interesting. At the moment, it seems to me that the most efficient way is to put points into Speed and your class Attribute, and ignore the rest. Do you want to keep it that way, or encourage (or even force) players to spend points in other attributes? I guess that is what the "old spell system" vs "new spell system" boils down to. Both can work, in the end it's a matter of balancing. But I think that decision will hugely influence how you then design the classes.

I'd be more interested in making class matter to the gameplay, right now they do feel like there is little difference between them outside of story events.

I'll throw in one more idea: I guess from a strategic point of view, you could see the attributes, or classes as a whole, as opportunities for players to play the game more like how they want it to. For instance, different kinds of players I can imagine are:
*) Wanting to interact a lot with your girls or not
*) Wanting to go adventuring or rather concentrate on the business aspect
*) Wanting to go wide vs. tall

Then, the adventurers go Strength/Warrior, the money grubbers go Mage/Spirit (maybe 'Intellect' would sound better then), and the Trainer kinda guys go Rouge/Charisma. And speed determines how much you like micro-managing. Something kinda like that.

Do you want to be the Classes be independent of the above? So, lets say there can be adventuring rouges and business warriors, and both are again different from adventuring warriors and business rougues?

Energy Management
The energy is in the schedule, but hard to read because the color is similar to the background. On that matter, I really liked to use the "Day off"-encouragement to give someone desperately needing rest a day off without having to change the schedule. The only disadvantage is that it uses an action point, and may end up spoiling the girl, so I had to time it a bit. This mechanic might work just fine as a Neutral Action that does not consume an action point, if you want to offer more options for Energy Management.

Sorry if I don't follow all the suggestions, but please keep them coming! I really enjoy discussing with you guys  :)

Likewise. :) Please fell free to ignore or even shoot down anything I say. I only want to convey how I played the game and what seemed strong or weak to me - if I ever sound rude, please tell me. I'm actually very glad you want to go your own way, because I think creativity works way better like that. ^^
« Last Edit: May 12, 2017, 03:07:45 pm by Chris12 »
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Chris12

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Re: Brothel King - Playable version (alpha) - Download and information
« Reply #201 on: May 12, 2017, 04:04:27 pm »

Hm, I got curious about Renpy and decided to play around a bit.

I managed to do the transition thing I mentioned before, setting the time to an arbitrary value (just for entering the Girls screen, as proof of concept). I had to change BKmain, at label main_wait_for_input (line 456) and label girls (line 607). I moved the with Dissolve a few lines down in "girls" so that the girl_tab fades in right away. As long as the images are in the cache, it looks pretty cool (to someone impatient like me, anyway ^^). In the long run, it would probably help to preload the thumbnails when switching them for the next day.

Important: Dissolve needs to be with capital 'D' in the script, since with a small d it seems to be just a predefined standard transition.

I guess it should be possible to add a new Section to the Preferences Screen, set some kinda variable there and then call the Dissolve function with that variable. That should leave the story mode unaffected.

I added my version of BKmain. It is based on the patch from yesterday.

Edit: Here's the preloading version of refresh_pictures (in BKgirlclass):
Code: [Select]
        def refresh_pictures(self): # Every girl folder MUST have at least one pic with the 'profile' tag to be displayed properly
           
            try:
                if self.profile: renpy.stop_predict(self.profile.path)
            except AttributeError: pass
           
            try:
                if self.portrait: renpy.stop_predict(self.portrait.path)
            except AttributeError: pass
           
            if not self.naked:
                self.portrait = self.get_pic("portrait", "profile", and_not = "naked")
                self.profile = self.get_pic("profile", "portrait", and_not = "naked")
           
            elif self.naked:
                self.portrait = self.get_pic("portrait", "profile", and_tag = "naked")
                self.profile = self.get_pic("profile", "portrait", and_tag = "naked")
           
            if not self.profile: raise AssertionError, "No profile or portrait picture exists for " + self.fullname + "."
           
            try:
                if self.profile: renpy.start_predict(self.profile.path)
            except AttributeError: pass
           
            try:
                if self.portrait: renpy.start_predict(self.portrait.path)
            except AttributeError: pass

Not sure which is which, so this preloads both profile and portrait. That one if at the end is probably pointless, but I don't know how Errors work in Renpy so I decided to play it safe. Edit: I tested it a bit and after a few days got an AttributeError. The try-statements fix that, though maybe there's a better way to go about it. TBH, I thought that the if statement would check for that already.

Anyway, your sourcecode looks very good. I guess the one thing that separates you from a professional programmer is having a boss/customer telling you to implement some crazy new feature. It takes a real pro to make something professional under such constraints. ;) Jokes asides, it looks pretty good to me. Everything is neat and tidy inside classes.
« Last Edit: May 12, 2017, 05:03:20 pm by Chris12 »
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Goldo

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Re: Brothel King - Playable version (alpha) - Download and information
« Reply #202 on: May 13, 2017, 06:26:35 am »

Hm, I got curious about Renpy and decided to play around a bit.

I managed to do the transition thing I mentioned before, setting the time to an arbitrary value (just for entering the Girls screen, as proof of concept). I had to change BKmain, at label main_wait_for_input (line 456) and label girls (line 607). I moved the with Dissolve a few lines down in "girls" so that the girl_tab fades in right away. As long as the images are in the cache, it looks pretty cool (to someone impatient like me, anyway ^^). In the long run, it would probably help to preload the thumbnails when switching them for the next day.

Important: Dissolve needs to be with capital 'D' in the script, since with a small d it seems to be just a predefined standard transition.

I guess it should be possible to add a new Section to the Preferences Screen, set some kinda variable there and then call the Dissolve function with that variable. That should leave the story mode unaffected.

I added my version of BKmain. It is based on the patch from yesterday.

Edit: Here's the preloading version of refresh_pictures (in BKgirlclass):
Code: [Select]
        def refresh_pictures(self): # Every girl folder MUST have at least one pic with the 'profile' tag to be displayed properly
           
            try:
                if self.profile: renpy.stop_predict(self.profile.path)
            except AttributeError: pass
           
            try:
                if self.portrait: renpy.stop_predict(self.portrait.path)
            except AttributeError: pass
           
            if not self.naked:
                self.portrait = self.get_pic("portrait", "profile", and_not = "naked")
                self.profile = self.get_pic("profile", "portrait", and_not = "naked")
           
            elif self.naked:
                self.portrait = self.get_pic("portrait", "profile", and_tag = "naked")
                self.profile = self.get_pic("profile", "portrait", and_tag = "naked")
           
            if not self.profile: raise AssertionError, "No profile or portrait picture exists for " + self.fullname + "."
           
            try:
                if self.profile: renpy.start_predict(self.profile.path)
            except AttributeError: pass
           
            try:
                if self.portrait: renpy.start_predict(self.portrait.path)
            except AttributeError: pass

Not sure which is which, so this preloads both profile and portrait. That one if at the end is probably pointless, but I don't know how Errors work in Renpy so I decided to play it safe. Edit: I tested it a bit and after a few days got an AttributeError. The try-statements fix that, though maybe there's a better way to go about it. TBH, I thought that the if statement would check for that already.

Anyway, your sourcecode looks very good. I guess the one thing that separates you from a professional programmer is having a boss/customer telling you to implement some crazy new feature. It takes a real pro to make something professional under such constraints. ;) Jokes asides, it looks pretty good to me. Everything is neat and tidy inside classes.

Hey, thank you... I don't think it's deserved in any way, but I'll take the compliment still. ^^

There are SO many things I would do differently if I started the game from scratch with what small knowledge I have accrued now... But yeah, not gonna happen  ;)

I like the idea of faster dissolve (incidentally, I didn't know you could use Dissolve() as a class and set a custom duration... It's cool! Maybe 'Fade(duration)' would work too?). If it suits everyone, we could just keep your version, although it probably wouldn't be much work to let players set a custom duration using a simple variable in the option menu.

As for the preloading version of refresh_pictures, I'm a little confused as to how it works, but I trust you that it does, right? :) Do you notice a significant difference in loading speed when using it? I'll make sure to update the method then.
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Dybbuk

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Re: Brothel King - Playable version (alpha) - Download and information
« Reply #203 on: May 13, 2017, 09:39:55 am »

Energy and scheduling

Well, I could have sworn I had added information on girl energy to the schedule screen... I 'll look into it.
As for Sill warning the player when a girl is low energy, that's definitely the way I want to go about it if I keep the scheduling system. While we're at it, can you think of any other warnings Sill could convey that would help the player? I'm thinking canceling a day's rest if a girl's energy is back to full (kind of the opposite mechanism).

Sorry if I don't follow all the suggestions, but please keep them coming! I really enjoy discussing with you guys  :)

Note: oratorio, I'll have to check how unique girl generation works again and get back to you

Hey! Didn´t see the energy there, my bad... That´s what happens by playing based on previous versions experience without checking things thoroughly.  ::)
No need to apologise regarding following all suggestions. It is your project, so it is up to you ;). The energy there certainly will help a lot with the scheduling, and the keyboard shortcuts help a lot as well.

About Sill's warnings... Not sure. She may tell you that a girl is being overworked lately, or that she looked tired at lunch time or during her morning chores. Also she could warn the player if a girl's mood changes direction (from positive to negative, or the other way around). A button for automatic warning for each girl (like the one for the allowance) will help prevent Sill popping a lot of warnings everyday when you have a full brothel.
An option not involving the trainer could be a warning sign (or a tired face...) when the energy is low in the scheduler, or next to a girls name in the girls screen.

Not sure if any of the ideas is worthy... I am more of a critic than a "fixer"  ;D
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Chris12

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Re: Brothel King - Playable version (alpha) - Download and information
« Reply #204 on: May 13, 2017, 11:37:30 am »

There are SO many things I would do differently if I started the game from scratch with what small knowledge I have accrued now... But yeah, not gonna happen  ;)

Hehe, yes there are often parts like that in a software project, especially if you're using a new language or framework. But often, the alternatives would even have pitfalls of their own. The grass is always greener on the other side. ^^ Unless there's a catastrophic reason that forces you, it's almost always better to roll with what you have, especially in personal projects.

According the Renpy documentation, Dissolve (there's Fade as well, btw!) are both global functions returning transition instances. I guess especially the latter might help because you don't have to fade in a black screen manually. ^^ And the fade out should work with the hotkeys. Take a look at https://www.renpy.org/doc/html/transitions.html if this interests you.

I also experimented a bit with the fade times. What worked best for me was to make the fade to black shorter (0.15) while the fade in of the new screen longer (0.30 at the moment). It's still fast, but also looks smoother.

As for the preloading version of refresh_pictures, I'm a little confused as to how it works, but I trust you that it does, right? :) Do you notice a significant difference in loading speed when using it? I'll make sure to update the method then.


With the preloading in place, it worked a lot better. To test that yourself, take a savegame with many girls and check if the transition to the girl screen is smooth after taking a turn. (The one I posted has five girls, if you need one.)

Sometimes I felt it was still preloading the background. It's more noticeable with short fade times, because then renpy seemingly tries to catch up and does not fade at all. But I also found one Remedy for that:

config.image_cache_size = 48

If you add that line to options.rpy, you increase the number of images Renpy is allowed to buffer (originally, this seems to be just 16, or even 8, depending on the version). Since you have many small images, (The star in the girls screen, the mood indicators, the thumbnails for the girls and locations, ...), I think there is no harm in increasing this a bit. I tried 48 and the memory usage just went up from 340MB to 390MB for me. That's more than worth it, I think.


Finally, as for start_predict, I took it from https://www.renpy.org/doc/html/displaying_images.html . It seems to just tell Renpy to always try keep that image in the buffer, until you tell it to stop_predict again. So I did just that - throw out the old profile/portrait from the buffer, switch to the new ones, then add those to the buffer.

As long refresh_images() is the only place where the image gets switched, everything is fine. It would be problematic if you manually set the portrait to something else (without stop_predict()), because then Renpy would keep that image in the buffer indefinitely. (or at least until you restart the game. Kinda like a memory leak)

I guess you could add the Images and Backgrounds you see every day with start_predict and just keep them there. But if the cache_size is big enough, I hope Renpy is smart enough to throw out other images first that only get used on occasion. Then again, maybe it's not, considering that the buffer is very small by standard. There's probably no point for a fancy strategy when the engine is originally for visual novels.

I guess for now I would just increase the buffer size and hope that is enough. If you REALLY wanna know, you can define config.debug_image_cache = true and "Ren'Py will print the contents of the image cache to standard output (wherever that goes) whenever the contents of the image cache change.", according to https://www.renpy.org/doc/html/config.html .



Finally, please let me say one more time that I don't want to force my code or philosophies on you. I'm glad if you like and use one of my suggestion, but please just ignore them if you don't. :)
« Last Edit: May 13, 2017, 12:05:00 pm by Chris12 »
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oratorio

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Re: Brothel King - Playable version (alpha) - Download and information
« Reply #205 on: May 13, 2017, 02:41:07 pm »

Couple of minor issues with the latest fix:

You can now increase skills past their stated max when leveling up.
Perk window closes each time you choose a perk even if you have more perks to assign (not necessarily a bug, just a change in behavior).

Great work Goldo.
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Dybbuk

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Re: Brothel King - Playable version (alpha) - Download and information
« Reply #206 on: May 13, 2017, 07:33:56 pm »

Found an exception at the end of the day.


(click to show/hide)
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Haywood Jablome

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Re: Brothel King - Playable version (alpha) - Download and information
« Reply #207 on: May 14, 2017, 06:47:34 am »

I signed up here just now specifically for this game. Very impressed with what you've done so far. If you need help with testing I'd be glad to contribute. Noticed a problem with Katara from the megapack, she crashes the game whenever you see her in town or the market unless her image names are manually edited. The developer used underscores to number the images (profile_, profile_1, profile_2 etc) and removing the underscore from the unnumbered ones ("profile_" to "profile") fixes the encounter crash at least although i've had end of day crashes since. Possibly coincidental and unrelated, here's the latest one.
(click to show/hide)

Can that be fixed in this save or do I need to restart?

Update, bought Katara and she still has image issues. Got this crash because of a missing image, there are no ecchi images in the pack at all.
(click to show/hide)
« Last Edit: May 14, 2017, 07:04:07 am by Haywood Jablome, Reason: New info, avoiding double post. »
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oratorio

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Re: Brothel King - Playable version (alpha) - Download and information
« Reply #208 on: May 14, 2017, 07:08:17 am »

You can now increase skills past their stated max when leveling up.

Hey Goldo, mostly ignore this one. Just realised what is going on and it is not new behavior. When running an aura, things look a little wrong in the skill level-up page. Current value shown includes the aura. Maximum value does not. You are able to increase past the maximum value because the real skill level (not including the aura) is still lower than your maximum.

EDIT: I just trained constitution. It said it went up. It was 1 after training. I will check more. Trained a different girl in constitution and hers went up.
« Last Edit: May 14, 2017, 07:51:52 am by oratorio »
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Goldo

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Re: Brothel King - Playable version (alpha) - Download and information
« Reply #209 on: May 14, 2017, 08:16:58 am »

EDIT: I just trained constitution. It said it went up. It was 1 after training. I will check more. Trained a different girl in constitution and hers went up.

That seems very strange. Can you send me the saved game?

I signed up here just now specifically for this game. Very impressed with what you've done so far. If you need help with testing I'd be glad to contribute. Noticed a problem with Katara from the megapack, she crashes the game whenever you see her in town or the market unless her image names are manually edited. The developer used underscores to number the images (profile_, profile_1, profile_2 etc) and removing the underscore from the unnumbered ones ("profile_" to "profile") fixes the encounter crash at least although i've had end of day crashes since. Possibly coincidental and unrelated, here's the latest one.
(click to show/hide)

Can that be fixed in this save or do I need to restart?

Update, bought Katara and she still has image issues. Got this crash because of a missing image, there are no ecchi images in the pack at all.
(click to show/hide)

That seems strange... I am not aware of any reason why underscores would break the tagging system. I'll have to check, but it might be something else. As for the 'ecchi 2' image, there's no way the game would have invented that path, so it must have existed at some point... I'll try to add a cheat that can recover girl pics after they have been changed. I think that could be useful.

I'll try and send a hotfix for the various issues sometime tomorrow (including Chris12's changes). Since my computer crashed, I'm still working on a public computer most of the time, so I can't really do any testing at the moment.
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Looking for the latest 0.2 patch? It's right here: (it will always be right here :))). !!!Do not use with 0.15!!!
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