FruitSmoothie Wrote:Saved games aren't loading from the start up menu, though they seem to be working fine from ingame. I mean if you save and advance a day ingame, then try to load game from the ingame menu it'll go back to the day before. But if you restart your browser, it erases your saved data now. I tried starting a new game and loading a save from the ingame window instead of the Load/New game start up weindow, but it said there was no saved data.
Using Firefox for example, I also tried Chrome and the same problem.
This worked fine before the latest patch.
JustDoug Wrote:Minor bug: If breeding produces offspring and one of the monsters involved was on their last breed/harvest, using 'R' while trying to name the new arrival brings up the 'One of the monsters...' no-more-for-you alert as if you were trying to use the hotkey for 'Breed.'
Opinion: UX flow needs a lotta work but the basics and ideas are really promising.
Tips: get rid of those tiny windoid-closing 'X' targets. Buttons should be quick to target, easy to hit, located using a common scheme, hotkeyed if it makes sense and not get in the way of flow. Oh, and informative pop-ups like those, "You just got a consumable..." should not force an interruption to close them or hang around longer than the parent windoid.
Ironvein Wrote:
This game is very much beta, the stuff you are mentioning are finishing touches. The creator needs to focus their priorities to making a good game engine first (where the work is done), and then cosmetic touches such as those.
HartistaPipebomb Wrote:When you satisfy a client it calls a function to remove the monster reference from your "owned monsters" that splits the array at the point immediately before the monster and immediately after the monster on that array, then glues them back together. What's happening is that I am somehow gluing the first part in twice, so the new array isn't "first half, second half" it's "first half, first half, second half". Since the array is just storing references to the monsters any changes to one entry on the array will affect the other, which is why it's not a "true duplication", it's a duplication of references to the monster.
EDIT: It ends up the solution to this problem is easy, there's an as3 "splice" method that I can use, whereas I was attempting to "slice" and then "concatenate". I'll check to see if this fixes the problem.
Fakesley Wrote:Looks neat so far. I have a few questions:
Will there be a male player character? I'm fairly sure the answer is no because of the huge amount of extra work needed, but if you decide to add a futa option, you might be able to reuse some of the animations.
Funny how many (adult) games these days are more likely to include "women" with penises than regular men.
As for the story/setting: What do the clients actually do with the monsters? Force them to fight (either in war or against each other)? Kill and eat them? Keep them as sex slaves? All three options sound pretty messed up.
Ironvein Wrote:you need to suspend you disbelief and just enjoy the game.
HartistaPipebomb Wrote:The clients have sex with them, but don't worry the monsters invariably like it. The monsters feed off of the energy of fulfilled desires (hence why they grow in power when you feed them sex juices). Having sex with them is actually the most constructive way you can use them; they could feed off of negative desires, like the desire to kill someone else, and an atmosphere of too much oppression will make them react violently. As a preview of the further storyline: basically there is a goddess of chaos and a goddess of order, and the followers of the goddess of order created the empire (of which Delilah is a member). The empire got too strong and enforced oppressive policies on the entire world, so in retaliation the goddess of chaos created the monsters to rape and pillage. The breeders try to strike a balance: they capture and restrain the monsters from raping random people, but they try to match the monsters to people in a controlled manner so they can still fulfill their desires. This setting stuff will all make it into the story-line eventually.
HartistaPipebomb Wrote:As far as male player character, it's an addition I'd like but it's not on the table just yet.
Fakesley Wrote:I have no problem with that, but a good explanation is better than having to suspend disbelief. I was just wondering if an official answer to my question would actually be available.
JustDoug Wrote:The problem being that it might be the monster-in-the-middle being removed. He's using a poor man's dooubly-linked list approach, time-honored and approved by the Ancient Ones, only using an array of pointers to the objects and concentating... Well it's old school, but works once you figure it out.
Aside to the Author:
The sol file is... Well, it looks like you're doing something with XML mixed in with binary and... It's pretty horrid looking,whatever it is. The Test Dialog text and some of the monster description strtings are spinkled genrously over it, making up the majority of the file.
Might I suggest a function using a sol 'save' object, each element/var property a transcrib/ed|able object of the monster's values, with another array of item object properties for inventory? By using an array of objects, you get procrustrean properties as a bonus, allowing saves to span versions and variable number of elements a lot easier, provided you don't remove properties from the transcribing object(s) and handle setting sane var default values if they don't get read in (duing the loaing function, I'd say).
HartistaPipebomb Wrote:I am 95% positive that the way I handle the arrays now (using the splice function) is really the simplest and most ideal way. I've actually already fixed the duplication problem, I just haven't uploaded the fix yet.
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