Harem Collector (RPG MAker VX Ace)- Updated 13/02/2019

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Re: Harem Collector (RPG MAker VX Ace)

Postby GreySage » Tue Dec 03, 2013 8:55 pm

Some quest bugs I found:
Ain't No Party Like A Search Party - already addressed
I completed Scholastic Excellence, but when I completed Manor Invasion both of them moved back into my "Incomplete"folder. Manor Invasion tells me to praise 2 girls, while Scholastic says "Missing stage description"
I also have Hour of the Beasts in my incomplete folder without getting Yamamaya to love.
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Re: Harem Collector (RPG MAker VX Ace)

Postby RunningAroundInCircles » Tue Dec 03, 2013 11:01 pm

First of all I must say that you're about to make a really good game reaaaally good. Great work!

Second: Am I just too stupid or why can't I find a way to get to the next day, once the story is exausted. I think I read something like this in some post, but I can't find any further clue.
I NEVER run against walls.
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Re: Harem Collector (RPG MAker VX Ace)

Postby Zaiaku666 » Tue Dec 03, 2013 11:39 pm

Did you grab the timeturner dev item?
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Re: Harem Collector (RPG MAker VX Ace)

Postby DK2 » Wed Dec 04, 2013 1:28 am

NoMoshing Wrote:
You see, someone in the Hongfire thread asked me why I don't encrypt the game. While the answer is kind of long and complicated, this sort of help is a huge and unexpected side benefit. Thanks!


And I like that it makes it easier to give accurate and descriptive feedback. I also will look through it looking for bugs on my own now and then, so yay open file!

It also makes getting things onto the Wiki correctly much easier. Especially when it comes to items and skills. Too much time to properly test and verify things and it lets me prep new pages for new content (I still hold off a bit after the public build is released before adding in new content, I like making people suss things out a bit and discover things on their own.)
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Re: Harem Collector (RPG MAker VX Ace)

Postby NoMoshing » Wed Dec 04, 2013 5:38 am

DK2 Wrote:It also makes getting things onto the Wiki correctly much easier. Especially when it comes to items and skills. Too much time to properly test and verify things and it lets me prep new pages for new content (I still hold off a bit after the public build is released before adding in new content, I like making people suss things out a bit and discover things on their own.)


I appreciate that. I used to play Kingdom of Loathing for many years and I know there are some people who love obsessively testing things to figure out what they do, which is part of the downside of the open source game thing.
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Re: Harem Collector (RPG MAker VX Ace)

Postby Lurkingchar » Wed Dec 04, 2013 10:22 pm

@NoMoshing
This is random but why that avatar in front of your name? It looks familiar but I can't think of where (or if) I've seen that avi.
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Re: Harem Collector (RPG MAker VX Ace)

Postby NoMoshing » Thu Dec 05, 2013 7:08 am

Lurkingchar Wrote:@NoMoshing
This is random but why that avatar in front of your name? It looks familiar but I can't think of where (or if) I've seen that avi.


Oh, you mean Tau-chan? She is a Tau from Warhammer 40k, only made much sexier. I forget where I got the avatar from, but it's not original to me.
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Re: Harem Collector (RPG MAker VX Ace)

Postby DK2 » Mon Dec 09, 2013 3:49 am

If you want to help NoMosh keep the bug report emails in check and help others look for bugs for him, there is now a Bug report page on the Wiki under the "Game Development" header on the main page. Or click here
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Re: Harem Collector (RPG MAker VX Ace)

Postby Lurkingchar » Wed Dec 11, 2013 11:18 pm

1. As for the effects like rage and such, is there a way to make the game distinguish between stats inflicted by enemies and stats you activate yourself?
2. Do you have a site for the company you created a while back?
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Re: Harem Collector (RPG MAker VX Ace)

Postby DK2 » Thu Dec 12, 2013 2:10 am

@NoMosh for your last blog post
For the issue of Luck accidentally blocking positive effects, set the percentage change to 1000%. It would require a difference of over 9000 between LUK scores for there to be a chance of failure. Chance = X + (a.LUK - b.LUK)/10. If X = 1000 (Ace accepts values even higher me thinks) then Stealth and Martyrdom will not fail.

I'm pretty sure that if the difference between AGI of the party and enemy is high enough, the enemy may not act until the next round but I'll test it out. Making the enemy go last can be helpful at times though, mainly be denying them from getting hits in before getting piled on.

As for using those to modify SP and EX parameters, I have no clue.
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Re: Harem Collector (RPG MAker VX Ace)

Postby NoMoshing » Thu Dec 12, 2013 5:53 am

Lurkingchar Wrote:1. As for the effects like rage and such, is there a way to make the game distinguish between stats inflicted by enemies and stats you activate yourself?


Not without a script, unfortunately.

2. Do you have a site for the company you created a while back?


I've gone and registered badkittygames.net, expect a functional website in time for the 1-year anniversary in February.

DK2 Wrote:@NoMosh for your last blog post
For the issue of Luck accidentally blocking positive effects, set the percentage change to 1000%.


That's helpful for skills at least, but there are some cases- booze items, food items and raw reagents- where consuming always grants a negative effect but has a percentage chance of a positive effect. Just sucking it up is an option though, as those items probably aren't going to affect overall game balance in a very significant way.

I'm pretty sure that if the difference between AGI of the party and enemy is high enough, the enemy may not act until the next round but I'll test it out. Making the enemy go last can be helpful at times though, mainly be denying them from getting hits in before getting piled on.
As for using those to modify SP and EX parameters, I have no clue.


The online help didn't mention that (I think). There are two main solutions I'm looking at going forward, but they both have drawbacks:

1) Have anything in the game that generates a buff or debuff state for Agility and Luck have a secondary effect that improves or penalizes the EX and SP parameters in question, or

2) Make my own buffs and debuffs in the state editor, which do exactly what I want parameter-wise, but lose that nifty stacking/degrading interaction that buffs and debuffs currently have.

Either solution would involve just giving characters with exceptionally high or low Luck/Agility bonuses or penalties to the SP and EX parameters in question as a very not-granular means of dealing with it.
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Re: Harem Collector (RPG MAker VX Ace)

Postby DK2 » Fri Dec 13, 2013 3:25 am

NoMoshing Wrote:
DK2 Wrote:@NoMosh for your last blog post
For the issue of Luck accidentally blocking positive effects, set the percentage change to 1000%.


That's helpful for skills at least, but there are some cases- booze items, food items and raw reagents- where consuming always grants a negative effect but has a percentage chance of a positive effect. Just sucking it up is an option though, as those items probably aren't going to affect overall game balance in a very significant way.


Well making the negative always occur just takes ramping up the 100% to ensure the negative will always happen. For item use between party members I doubt the difference in LUK will be that great. I've done some testing on differential LUK with one a 999 and another a 1 and toying with Certain Hits v Attacks. While I didn't spend too much mental effort into the numbers, interparty state effect seem to be less effected by LUK differences than party-monster LUK differences. 1 LUK against 500 LUK monster almost never applies a State that has 80% success. 999 v 500 hasn't failed yet. When applying states to each other, 999 was 16/20 in applying to 1. and 1 was 19/20 in applying to 999. This is all skills and I've yet to test items yetbut it looks like the game treats party-party State changes differently than party-monster.

I'm pretty sure that if the difference between AGI of the party and enemy is high enough, the enemy may not act until the next round but I'll test it out. Making the enemy go last can be helpful at times though, mainly be denying them from getting hits in before getting piled on.
As for using those to modify SP and EX parameters, I have no clue.


The online help didn't mention that (I think). There are two main solutions I'm looking at going forward, but they both have drawbacks:

1) Have anything in the game that generates a buff or debuff state for Agility and Luck have a secondary effect that improves or penalizes the EX and SP parameters in question, or

2) Make my own buffs and debuffs in the state editor, which do exactly what I want parameter-wise, but lose that nifty stacking/degrading interaction that buffs and debuffs currently have.

Either solution would involve just giving characters with exceptionally high or low Luck/Agility bonuses or penalties to the SP and EX parameters in question as a very not-granular means of dealing with it.[/quote]

I'm thinking wrong system for the skip AGI thing, ignore that.

Yeah, losing that 25%/50% stack would suck. Could compromise a bit and go for a State that's a 33% +/- and add thematic ex/sp parameter changes. Though I really don't see all that much buff stacking when I play, so I'm not attached to it. I can keep my ATK buffed with Assault but that's all I buff because Dead is such a useful State to inflict. It's a tough call, I would go for new States but that's just my 2 sil.
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Re: Harem Collector (RPG MAker VX Ace)

Postby Lucky777 » Sat Dec 14, 2013 2:26 pm

DK2 Wrote:Yeah, losing that 25%/50% stack would suck.


Ayup
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Re: Harem Collector (RPG MAker VX Ace)

Postby Axel » Mon Dec 16, 2013 11:19 pm

Perhaps this comes off as a bit...expected, but I must ask this in full faith of the 151 lovely ladies planned on being added to the harem--what is your stance on these three things: A) Dark/Tanned Beauties B) Large/Thin Lovelies C) The utter lack of explosions?

To be direct, I mean "Large" as more similar to the lovely Aphrodite, as exhibited on Olympus Overdrive: http://www.olympusoverdrive.com/comics/ ... 20copy.PNG
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Re: Harem Collector (RPG MAker VX Ace)

Postby NoMoshing » Tue Dec 17, 2013 8:12 pm

Axel Wrote:Perhaps this comes off as a bit...expected, but I must ask this in full faith of the 151 lovely ladies planned on being added to the harem--what is your stance on these three things:


Most of your questions have been answered on the blog, so next time check there before asking if you please.

A) Dark/Tanned Beauties


This was actually a whole thing not long ago- a couple people called me out for not having black characters in the game. In the latest version, Penelope and Yamamaya have been changed to be tanned looking, though I'm behind on updating their sex scene cgs. There will be actual dark-skinned characters starting early in the new year.

B) Large/Thin Lovelies


I'm not sure what you mean by "thin" as most of the characters are pretty petite already. As for larger women, I honestly hadn't thought much about it, but I can try to work it in.

C) The utter lack of explosions?


What? Throwing grenades and throwing spell around aren't good enough now?
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Re: Harem Collector (RPG MAker VX Ace)

Postby Axel » Thu Dec 19, 2013 6:49 pm

I mostly mean out-of-battle explosions. You know, the make-the-character-question-their-own-genre type of explosions. And my apologies, I did happen to check the blog afterwards and found myself feeling foolish.

What I meant by "thin" would be more along the lines of women that lack the more curved proportions of their equal or greater weighing competition, but make up for it with their flexibility among other things... I suppose flexible, or lithe, would have been better words than thin, sorry.
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Re: Harem Collector (RPG MAker VX Ace)

Postby Lurkingchar » Mon Dec 23, 2013 8:08 pm

Please tell me that in the next update the harem status will be back, like in the October release.
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Re: Harem Collector (RPG MAker VX Ace)

Postby Zaiaku666 » Mon Dec 23, 2013 8:25 pm

Dude, two more days, keep it in your pants till then. I know it's difficult but try.
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Re: Harem Collector (RPG MAker VX Ace)

Postby hoboy » Mon Dec 23, 2013 10:36 pm

Probably not the best place to post this, but - hey - I'm here so...read on the wiki that you can enter codes for buffs and such at the start (naming character). One mentioned was the reward code for finishing Dungeon Assault. I CANNOT get to the end - I reach the Forgotten temple level and when trying to exit (either through the door or using the teleportation fairy) it locks up...completely dead. Anyone get by that?
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Re: Harem Collector (RPG MAker VX Ace)

Postby NoMoshing » Tue Dec 24, 2013 6:29 am

Axel Wrote:I mostly mean out-of-battle explosions. You know, the make-the-character-question-their-own-genre type of explosions.


Sure, I can try to blow some shit up. No problem.

What I meant by "thin" would be more along the lines of women that lack the more curved proportions of their equal or greater weighing competition, but make up for it with their flexibility among other things... I suppose flexible, or lithe, would have been better words than thin, sorry.


Well, the problem with that with regard to 3DCG is that there is only so much that the program lets you do by default, and what that program can be modded with is limited to what other people completely unrelated to Harem Collector decided to craft into mods. While Gurotaku has been amazing for doing all the cg modeling and mod-hunting, and occasionally we really luck out on a mod (see: the sex scene in the bakery), things like the extreme ends of the bell curve are likely to be outside 3DCG and Gurotaku's ability to model. Very lithe or slender characters make this even harder, as I want to do as much as possible to avoid any part of the work being interpreted as lolicon.

Don't get me wrong, 3DCG is a great solution given Harem Collector's limited budget and large scope. For example, the gangbang scenes would never have happened if I had to commission every picture from an artist. But I'm getting pretty tired of ramming my head up against the limits of the program every so often, and I'm really hoping that after "proving myself" with HC I'll be able to raise the money for better art, to better represent more things the fans and I are interested in seeing.

Lurkingchar Wrote:Please tell me that in the next update the harem status will be back, like in the October release.


Yes, actually. I figured out what was going in the code to prevent them both from appearing, and I *think* I fixed it. There was a small bit of code I had to redact for the two scripts to run copacetic-ally, but I have no idea what that code was referring to- it seems to work, but time and exposure will tell. My ability to test my own work is small, especially compared to the fifty or so people I can count on for detailed bug reports.

hoboy Wrote:Probably not the best place to post this, but - hey - I'm here so...read on the wiki that you can enter codes for buffs and such at the start (naming character). One mentioned was the reward code for finishing Dungeon Assault. I CANNOT get to the end - I reach the Forgotten temple level and when trying to exit (either through the door or using the teleportation fairy) it locks up...completely dead. Anyone get by that?


Really? Huh, I'll look into that when I have more time.... If it helps at all, the dungeon in Dungeon Assault is randomly generated with each new floor. You could always try again from an older save or start right over if need be.
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