LarsR Wrote:Hi Ivan, First of all, once again, thanks for the great game! And thanks for continuing to improve it. I can't thank you enough
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Glad you like it really
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LarsR Wrote:I want to help you with the dialog writing in the game, there are some places where it is not very good. I'd love to help you fix that!
Please be welcome! I'll surely improved it with help! Your ideas for the toad is great, i could choose your second change (the one you prefered). I also liked it. But as
2spikes said, there are certain dialogues I want to see 'from the perspective of the enemy', so its like we are forcing them to screw up our virgin Princess
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Its a way we can get dirty without making Peach so 'lewd', like she is wanting sex like crazy.
LarsR Wrote:I think the dialog for the toads can actually be improved even more. A more complex dialog would be nice, where each option opens a few other options. Some options could only be available when peach is a nymph and/or horny enough. I would love to help with that, if you're interested.
I like the idea, you can surely help with the 'hierarchy choosing', that is, selecting an option to open more options. So it will be like the princess is talking to him and opening more choices. I just cant program it right now, or I'll delay the production of world 8 levels.
LarsR Wrote:If such dialog code is in a single place, I could even code that for you, which would be easier for you than if I described the changes and you had to code them. I'd just need the current dialog code to start with.
You dont have to worry about the mechanics of the dialogue code, really. I can do it quite fast. I use something like (just for curiousity):
- Code: Select All Code
if (obj.notice) {
if (Dlg.d(obj,0,0,1,"Enemy","Security: Hey, CUNT, time to leave this room! (PRESS "+KeyEvents.getNextText()+")","fBackside"))
{obj.gotoAndPlay("goToTalk");}
if (Dlg.d(obj,Dict.nextKey,1,2,"PeachNotTalking","(CHOOSE A NUMBER)\n1) I wont leave! \n2) Stroke his dick!"))
{obj.gotoAndPlay("goToBreath");}
if (Dlg.d(obj,1,2,0,false,false,"fEXIT",false))
{Snd.soundFX("peachno2");obj.gotoAndPlay("goTake");Player.lock(null,true);}
if (Dlg.d(obj,2,2,0,false,false,"fEXIT",false))
{obj.gotoAndPlay("goSuck");Player.lock(null,true);}
} //if notice
Sorry about the 'lack of tideness'. The post changes my tabs and makes it less readable.
The first parameter is obj (the object itself, like the creature). The most important parameters is the second, third and fourth: 'Dict.nextKey,1,2'.
It says: 'if you press SPACE, the state 1 will become state 2'.
The thing is, I can kind of 'hierarchise' the above, so certain options will open yet another options. But again you dont need to worry about it.
LarsR Wrote:In fact, If I had the part of the code with the dialog text, I could improve the text of many dialogs in the game. For example, there are some minor errors in some speech bubbles, but they disappear before I can copy them.
Those code are scattered over almost 300 scenes :/ Its hard to find them. I plan creating variables for them (a kind of hash) so it will be quickly changed, as I have the project of tranlating the game! (i18n). But this is reeeeeally a thing for the future/far future!
What you can do is just to go to the gallery (with cheat mode), then check the scenes you want to improve. When the text bubble appears in, you can quickly press PRINT SCREEN, then paste in a image editor. I do this.
LarsR Wrote:I know I have asked you before to allow others to view and edit the source code of the game, and I do know it's not easy and you want to do that later if the code is more finished. However, I think it would already be great for small changes like this. And if you use github (or somthing similar), "pull requests" would make it extremely easy for you to see the details about each suggested change, and approve it or not.
You're right! The problem is the ancient way I organize the code (due to the nature of Flash games). They generally have 'inner script code' instead of just external code like *.java. My plan is to externalize everything, so all dialogues will be in a file like Dialogues.as (its a convention to call 'as' for actionscript, like .java for java). For now, please use the gallery method. I know there are scenes out of the gallery, like bed scenes, but then you can use the printscreen method.
I use github, but for java projects.
LarsR Wrote:Anyway, I'd like to end this post by thanking you for the great game again
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I appreciate all your suggestions and opinions, thanks!
2spikes Wrote:I regret mentioning the click thing at all XD Not sure why you went on that tangent. I was just trying to be thorough in saying everything that might have happened. I am aware of all the things you mentioned and I said I obviously tried clicking back within the window (if I even clicked out of the window at all to begin with). I only mentioned it because it could've been what caused whatever glitch.
Oh I see! Yes, it can be the culprit. But hmmm I havent found any glitch directly related to this. We are then back to the starting point.
2spikes Wrote:The point was everything else I mentioned. Point was, the same glitch happened again with the freezing or whatever you want to call it (which manifests itself differently but in effect is really the same), and like I said, it has a clear element of randomness to it.
I hate that
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The randomness of appearance just makes me nuts trying to reproduce them. I think I will only be able to catch your bugs when I have enough time to just play the game fully, like I am the player now. My current problem is that I dont have time for that. I'll surely do that once I have time (perhaps after day 17).
2spikes Wrote:I tried to provide more information by including every step I did till the glitch happened, though I doubt doing all those steps, even with all the options, would make the glitch happen again in exactly the same place, as I don't think it's a particular place/action which causes it (other than in the case of like Toadsworth).
Hmm now that you mention the toadsworth case again..... Once I get the error (I havent tested it today because I'll be travelling back to my work place, as I am in the end of my vacation - I even donated blood today, as I like to help people), once I get it, I'll then correlate the error with the save system, as other glitches might have the same root as the Do Over system.
2spikes Wrote:I've tried this before. The point of me bringing up the glitch again, besides the fact that it happened again, was that it didn't pertain this time for sure to any of the presumingly corrupt save slots. Going in or out of fullscreen doesn't solve the issue. This is the first time it happened actually OUT of fullscreen btw because previously I played fullscreen every time. This time I was just testing the "last resort" option.
Ok got it!
2spikes Wrote:I understand what you're asking me. I felt I communicated from the very first post and many times after that this is impossible. I can't "reproduce" the glitch, and all the ones I can I've otherwise listed. I posted full descriptions of what happens, I posted all the options I play with (including character options), I uploaded my save file, I further elaborated on things I tried and how I've tried them, and now in the previous post just in case I provided literally every move I made (using my options and the third save file) and exactly where it happened again and how.
Right! So please wait me to reach my home so I can test your settings in a 'full game play'. Then I can feel those ugly glitches.
2spikes Wrote:There's really nothing else I can do on my part, but it is a serious (the most serious) issue.
It sure is! Let them with me!
2spikes Wrote:Right, absolutely! All those other things would obviously be additional; I simply tried to elucidate the point on what I feel their value would be in terms of whatever kind of depth/additional level of engagement the game would bring.
Great! The depht/engagement level will surelly rise!
2spikes Wrote:Well, regarding all this, whatever the reasons, I honestly wouldn't know of any other way to make things not confusing besides having it the way I described....Put simply in terms of what the problems is, currently there's no balance or clear understanding of what's fixed and what's changeable, and therefore what's supposed to be as part of the game and what's happening or something that's in response to changes I made
You can at least give me how those screens should be divided. Like, what would remain in the outfit screen? What would remain (or have new) in the showroom screen? Will both have the 'peach in a mirror' model? If so, the showroom would show the current 'dressed' (or not) princess, while the outfit room would show no model at all until we click in a powerup button? We have more problems with them being divided up in two different screens:
- In the outfit room, if there is no model until we click in a powerup button, what happens if we click 'apply to all powerups'? We arent seeing any model until we click in a powerup button!
- If we prefer to make the model appear all the time in the outfit room, which default clothing will appear there? The current outfit? But this is what happens currently in the 'old' showroom, right?
- If the new showroom doesnt have buttons that have been there before (like boob size), since we moved to the outfit screen, people will start complaining about having a way to see bigger boobs right in the showroom screen, so they can play with her animations (walk, jump, crouch...) in that screen.
- In the new showroom, as we wont have 'change outfits' anymore (the left/right outfit selector), some people will start asking for those there, so they can visualize how she will be dressed in the showroom.
We will end up with almost the same buttons in the showroom and the outfit screens.
So, again, its a discussion not so easy to be addressed, also because of the 'buried up concept' since 2012. People are accustomed to do 'everything' in the current showroom/outfit screen.
What I can think about it right now is to let the showroom as is (calling it 'SHOWROOM' instead of 'OUTFIT ROOM'), then I duplicate that screen, but now calling 'the new outfit screen', but with a different background, like a closet. But without the 'peach in the mirror'. It would have clothing and powerups selectors, BUT NOT the buttons 'drop earring, drop crown, nail color'...So it will be just a setting page, like the OPTIONS screen, to set powerups. People can then configure heels, garter, powerups, etc. (which will be common to all powerups that has dress-like outfits). There will be a message saying that all those options will only be set when a powerup is taken (like it is currently in the 'old' outfit room).
People can still see her with different boob sizes, nipple sizes, etc, in the showroom, but again, those are ONLY FOR viewing (we cant change her size definitelly in that screen, this is since the beginning of the game creation!). Also in the showroom, people can click in 'right now' options, like 'drop earrings' and 'drop crown'.
If you have a better idea, please depict it.
2spikes Wrote:One thing for sure I will say is that perhaps lingerie (or at least heals) shouldn't count towards her taking more or less damage or not and she should just be able to wear that whenever with user preference.
The game code is not like that, unfortunatelly. But you can deactivate 'Lingerie Can be Shred' in the options (option "NO"). So she will be hurt, without losing her heels, garters, etc.
2spikes Wrote:One thing I forgot to mention is that on top of all those things being in one menu, already serving like 4 different purposes where you mention there shouldn't be any overlap (with no real way of really knowing that), there's also customizing her body (breast and belly size). This I'm guessing can be changed how you'd like? Then there's also the min/max settings in the options? I think all those things should be on yet another screen called "Character Customization" so people can choose how they would ever want her to look at all parts of the game. So the "pregnancy" and "asshole" options for example would also be there.
Those screens were made in a time we dont have many options! Thats the 'problem'! The game improved so much that we have tons of options now. So your idea is more than welcome. Its expected to have those special screens, I just want ideas on how to make them properly. For example, the Character Customization could be the current Outfit room (the new Show Room idea above), so people can select things they want RIGHT NOW to happen. So if they want her to have the biggest belly, even without being pregnant, they can just set it. The Character Customization can then have those MIN MAX options (then I could remove those in the current OPTIONS screen).
2spikes Wrote:To make it simple, without any details as previously tried to be provided, I just think where there needs to be a clear distinction is between character customization options for the users which are always available and customization options which pertain to outfits (not including "naked" as having it there also confuses things) which obviously only apply to when you have whatever powerup.
I got it, but why not including naked in the outfit screen? What happens if people dont want her to wear anything all the time?
2spikes Wrote:Finally, for further sense and consistency, a mushroom should technically be what gives her her traditional dress, but at this point, given that the mushroom has a different purpose, perhaps too many parts of the game would have to be changed for this to work, but honestly everything revolving around these aspects are confusing and would imo have to be rethought.
The red mushroom makes her boobs bigger (and soon, her ass too, in a 50% chance) so this is a buried in concept since Playshapes times. I wont be changing this, sorry.
As for the OUTFIT mushroom (the pinky one like in 1-3 level), this gives her the 'pink dress powerup' setting already (if its set as a CLASSIC DRESS, she will be wearing it). The 'soccer mushroom' (the black and white one like in 1-1) gives her the 'SOCCER powerup' in the outfit screen. The default is Striker outfit.
2spikes Wrote:Good luck once again! There are some easy glitches I think to fix which were listed in those original long edits. Hope everything comes together and I hope this project really pays off for your somehow. I'm really glad there are people like you willing to do this. The following may sound trite, though it's not, but the world would be a much more miserable place without people like you willing to do things for truer incentives than those monetarily driven. It's always great though of course when in the context of our society, whatever you're doing can also help you in that way, and hopefully it does in some shape or form.
Thank you! Well, we do what we could
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I'll try my most, as I am a player as well!