[ALPHA-RELEASE (.09)][GuideMe] Random Mazes

Webteases are great, but what if you're in the mood for a slightly more immersive experience? Chat about Tease AI and other offline tease software.

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Re: [ALPHA-RELEASE (.09)][GuideMe] Random Mazes

Post by reddestiny »

First, I'm sorry I did not speak English well.

MistressExit.src

> if( mistressExit_rudeEdges <= 0 ) goto CMFT_ci
> ...
> CMFT_c1:
Spoiler: show
Image
https://s4.postimg.org/y7bsakuu5/image.jpg
ci -> c1 ?
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Re: [ALPHA-RELEASE (.09)][GuideMe] Random Mazes

Post by desertfox »

Thank you for the bug report and I think you are right in the typo there.

On mobile here but second one is just a story continuation and a new maze theme, which is just different ambient audio and corridor screenshots and themed teases. Mostly thought it's just more stories and some more wandering around from point to point to do story. Honestly I haven't touched it in a bit and worried I don't want to finish it off, have been enjoying exploring hypnosis stuff for a bit instead of tease and denial.
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Re: [ALPHA-RELEASE (.09)][GuideMe] Random Mazes

Post by bobhill »

I have a couple additional random encounters, and revised some of the previous ones I posted - for anyone interested.

Download file and extract on top of your main "Mazes" folder. It adds to the Common, Images, and Scripts subfolders. You need to download the previous two zip files I posted, which have the image sets for the original 8 scripts and the Random Slideshow script/images. Just to be super clear, this zip also contains a modified driver of the Random Slideshow script ("Jackie.scr"), so you you do need to download the previous Random Slideshow file, also - or delete Jackie.scr from this download. Note: you do not need to anything to the Jackie#.scr files, if you have them already. Here is the download.

Second, I modified desertfox's Auto Tease that uses a model image set, where the user divides the image set into subfolders and each subfolder gets a random stroking style, such as slow, fast, edging, etc. The auto tease runs off of the Amberleigh script, so like the previous Random Slideshow I posted, in my game, I added multiple copies of the Amberleigh script to the Random Encounters folder, to increase the frequency that the AutoTease is selected. You can add/delete per your preference: go to Guides/Mazes/Mazes/Scripts/random_encounters folder and add/delete "Amberleigh#.scr", where # is a number value. The zip is pre-loaded with 2 copies. If you want to add more, copy/rename one of the files with a # value, not the main script (Amberleigh.scr). There are a lot of pre-loaded image sets, but, you can add or substitute your own image sets in Mazes/Images/RANDOM/subfolders. Look at the Images/RANDOM folder for examples or in the comments of AutoTease.xml (in the Common folder) for more detailed instructions.

As before, I have tried to thoroughly debug, but have probably missed some issues. Please let me know if anyone finds anything.
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Re: [ALPHA-RELEASE (.09)][GuideMe] Random Mazes

Post by desertfox »

Welp, this is quite awesome, going to grab this and throw it in. It's pretty awesome to see things get expand on and improved!

I tried to do some work over this last weekend on it and had everything opened up and ready to go but then lost my privacy so couldn't actually do anything, arg. Hopefully I can find some time this weekend, I kind of just need to do an end sequence and I think I can sort of wrap it up and have the next chapter out. At least I'm still going faster than game of thrones is getting out.
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Re: [ALPHA-RELEASE (.09)][GuideMe] Random Mazes

Post by bobhill »

desertfox wrote: Fri Sep 15, 2017 12:05 am At least I'm still going faster than game of thrones is getting out.
Haha! Yes, that is fortunate! Glad to help and I am very excited to hear you may have additional story-related content! I also have some longer/multi-part random encounter scripts in progress, but haven't had time to finish those. (TBD) :yes:
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Re: [ALPHA-RELEASE (.09)][GuideMe] Random Mazes

Post by desertfox »

Ha yeah, I have a sort of story arch planned out to finish and a lot of 'lore' sort of done but finding time is rougher. Kids getting older so getting way harder to subtly be working on stuff around the house now and usually am shot by late night or looking to get some gaming time in.

I wanted to leave it with a more open way to randomize the maze but wanted to story mode into it a bit since I find the guided content a lot more fun and there are lots of amazing random teases out there already. I want to be quick about it but need to give an ending of some sort or it's all for not if you spend long enough in the thing it needs to pay off.

Well, one day. I look forward to working through your stuff, I haven't even played most of it, I just glanced at a few teases and the girl selection in the files and new I didn't want to spoil anything at all!
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Re: [ALPHA-RELEASE (.09)][GuideMe] Random Mazes

Post by DerpZerp »

First off, awesome work (my favourite teasing experience so far). After running into Foxy the 3d time unfortunately it would not progress:
Spoiler: show

Code: Select all

function pageLoad() {
        jscriptLog("ShowScriptPage: starting...");
        var jScript;

        if ( guideSettings.getCurrPage() != guideSettings.getPrevPage() ) {
          var page = getNextPage(); // Get the next page to be displayed
        }
        else {
          var page = scriptVars.get("scriptData");  // Just reload the last page
        }

        // Check for a gotoPage command
        if ( page.hasOwnProperty("GotoPage") && page.GotoPage == true ) {
          jscriptLog("ShowScriptPage: Going to page " + page.text);
          overRide.setPage(page.text);
          return; // And go to it.
        }

        // Check for an Exit command (exit the script)
        if ( page.text == "exit" ) {
          var temp = scriptVars.get("onScriptExit");
          if ( temp == undefined || temp == "" ) {
            temp = "GuidemeScripts";  // Default to GuidemeScripts but log a message
            jscriptLog("ShowScriptPage: Exiting... onScriptExit not set so defaulting to " + temp);
          }
          overRide.setPage(temp);
          return; // And go to it.
        }

        // Okay. We're not exiting or going to some other page so we must have
        // a page of our own to display. So display it. What are you waiting for!
        if ( page.text == undefined ) { // Display an error page 
            overRide.addButton( "GuidemeScripts",  "OK",  "",  "",  "", "");
            overRide.setHtml("A fatal script error occured. See the jscript log file for more clues.");
            overRide.setImage("Common/Oops.png");
        }
        else {
          // First add any global buttons defined
          jscriptLog("ShowScriptPage: page.globalButtons.length=" + page.globalButtons.length);
//          for (var i=0;i<page.globalButtons.length;i++) {   // For when guideme gets fixed and puts them the way we said them
          for (var i=page.globalButtons.length-1;i>=0;i--) {  // Because guideme puts them backwards
            jScript = "onButtonClick(" + page.globalButtons[i][0] + ", " + page.globalButtons[i][1] + ")";
            jscriptLog("Adding global button \"" + page.globalButtons[i][0] + "\" with target = runScript and jscript = \"" + jScript + "\"");
            overRide.addButton( "runScript",  page.globalButtons[i][0],  "",  "",  jScript, "");
          } 
          // And any local buttons 
          jscriptLog("ShowScriptPage: page.buttons.length=" + page.buttons.length);
//          for (var i=0;i<page.buttons.length;i++) {   // For when guideme gets fixed and puts them the way we list them
          for (var i=page.buttons.length-1;i>=0;i--) {  // Because guideme puts them backwards
            jScript = "onButtonClick(" + page.buttons[i][0] + ", " + page.buttons[i][1] + ")";
            jscriptLog("Adding local button \"" + page.buttons[i][0] + "\" with target = runScript and jscript = \"" + jScript + "\"");
            overRide.addButton( "runScript",  page.buttons[i][0],  "",  "",  jScript, "");
          } 
  
          jscriptLog("ShowScriptPage: Got image=" + page.image + ", text=\"" + page.text + "\", delay=" + page.delay + ", metronome=" + page.metronome);
  
          // Set the page text        
          overRide.setHtml(page.text);
  
          // And the page image
          overRide.setImage(page.image);
          
          // Do we have any audio to play
          if (page.audio != "" ) {
            jscriptLog("ShowScriptPage: Adding audio " + page.audio + " and loop=" + page.loop);
            overRide.setAudio( page.audio,  "",  "",  "",  "",  "",  page.loop-1, "");
          }
  
          // Do we have any video to play
          if (page.video.filename != undefined &&  page.video.filename != "" ) {
            if ( comonFunctions.fileExists(page.video.filename) == true ) jscriptLog("ShowScriptPage: Playing video file \"" + page.video.filename + "\" startAt=" + page.video.startAt + " stopAt=" + page.video.stopAt + " atEnd=" + page.video.atEnd );
            else jscriptLog("ShowScriptPage: Video file \"" + page.video.filename + "\" not found");

            overRide.setVideo( page.video.filename,  page.video.startAt, page.video.stopAt,  page.video.atEnd,  "",  "",  0,  "");
          }

          // And the delay and metronome if applicable
          if ( page.metronome > 0 ) overRide.setMetronome(page.metronome, 4, 0, "");
          if ( page.delay > 0 ) overRide.setDelay( "runScript",  page.delay,  "",  page.timer,  "",  "",  "");
        }
        // And that, as they say, is that!
      }
Last notes on the console, there are no buttons neither is there a delay.

ShowScriptPage: Got image=undefined, text=" A voice drifts inside your head as you enter.<br/><br/> <span style="color:#069af3; font-size:110%;"><span>myName</span>! You... you have returned! That... is amazing!<br/><br/></span> <span style="color:#069af3; font-size:110%;">Please, hurry, come find me!</span>", delay=0, metronome=0
ShowScriptPage: page.buttons.length=0
ShowScriptPage: page.globalButtons.length=0
I was looking forward to whatever happens when you meet foxy the 3d time, but I will return to the maze.
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Re: [ALPHA-RELEASE (.09)][GuideMe] Random Mazes

Post by desertfox »

Got a little ambitious with foxy trying to do stuff, seems the most bug riddled. I'll make a note to check in with it and see if I can figure out what went wrong with it or can duplicate it, has been a while. I think other people have been able to get through it so obviously have something odd going on there. I think overall I just need to structure it a bit differently and let you get into her area more often and/or at will.

Last weekend I managed to get about half way through doing an end video for the second part, going to hopefully get some time this weekend to see if I can get it near done. Still need a tease sequence to place the video a part of for the ending and I think I might have enough to let it go into the wild.

So slow, slow progress.
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Re: [ALPHA-RELEASE (.09)][GuideMe] Random Mazes

Post by DerpZerp »

geforceguy01 wrote: Sat Sep 30, 2017 7:52 pm Say, can any of you guys create and seed at torrent for Random Mazes or The Maze? It now seems Mega no longer allows downloading of it, perhaps unless using a paid account. If a torrent is linked, I'll be happy to seed it.

Also, is Random Mazes yet playable using GuideMe 3?

:wave:
I am now seeding this and I think you still have to use GuideMe 1.5 still.
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Re: [ALPHA-RELEASE (.09)][GuideMe] Random Mazes

Post by Frozen88 »

I'm very happy, that this project isn't dying.

It's my favourite project on this site :wave:
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Re: [ALPHA-RELEASE (.09)][GuideMe] Random Mazes

Post by DerpZerp »

geforceguy01 wrote: Mon Oct 02, 2017 3:36 pm Right on. Can you please post the torrent as a link or an attachment so we can all grab it? Then I and others can seed it. It'd also be handy if desertfox himself would include the torrent in his original post.
DerpZerp wrote: Mon Oct 02, 2017 7:16 am I am now seeding this and I think you still have to use GuideMe 1.5 still.
I didn't post a link because desertfox uploaded the torrent file and I am simply seeding that one. However it would be helpful if desertfox included the torrent link in the main post instead of the current location in the 3e reply.
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Re: [ALPHA-RELEASE (.09)][GuideMe] Random Mazes

Post by desertfox »

Yeah I don't think I posted a torrent or anything, just put the stuff up on mega. Not really sure on how mega works with how much bandwidth it allows or anything, so if someone has a torrent going I'll put the link up to it on the first post.

As for updating to the latest guideme what I'm going to do is just wait until playful guy does his new release for the script engine and update there as well. No progress on part 2 though, didn't get to it last weekend and this weekend won't be free to do so either. My schedule's changed a lot from when I started on it so it's hard to find the an intersection of time when I have energy to do stuff and I can leave porn up on my monitor :)
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Re: [ALPHA-RELEASE (.09)][GuideMe] Random Mazes

Post by DerpZerp »

desertfox wrote: Wed Oct 04, 2017 10:40 pm Yeah I don't think I posted a torrent or anything, just put the stuff up on mega. Not really sure on how mega works with how much bandwidth it allows or anything, so if someone has a torrent going I'll put the link up to it on the first post.

As for updating to the latest guideme what I'm going to do is just wait until playful guy does his new release for the script engine and update there as well. No progress on part 2 though, didn't get to it last weekend and this weekend won't be free to do so either. My schedule's changed a lot from when I started on it so it's hard to find the an intersection of time when I have energy to do stuff and I can leave porn up on my monitor :)
I have attached the torrent I created for you.
Attachments
Mazes.zip.torrent
(11.22 KiB) Downloaded 331 times
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Re: [ALPHA-RELEASE (.09)][GuideMe] Random Mazes

Post by DerpZerp »

@DesertFox

Maybe an odd question, but I was interested in making some teases as well, but I was wondering what do you use to get the nice collection of photos. Preferably I'd like to use multiple photos of the same session/location for each model just like you did for the awesome maze.
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Re: [ALPHA-RELEASE (.09)][GuideMe] Random Mazes

Post by desertfox »

DerpZerp wrote: Thu Oct 05, 2017 4:12 pm @DesertFox

Maybe an odd question, but I was interested in making some teases as well, but I was wondering what do you use to get the nice collection of photos. Preferably I'd like to use multiple photos of the same session/location for each model just like you did for the awesome maze.
Pretty much just downloading image packs from empornium. A lot of met art and other type packs there or also looked for mega packs of girls I was looking for that had image sets. Most were really high res so just used xyplorer to do bulk renaming and irfanview (image program) to resize them, for a couple of the zoom in's I just cut out sections of the high rez photos.

Some of the other ones were straight up googling for random things I've stumbled on, reddit has an occasional gallery or image I liked, also a few sites listed on some threads on this site talking about where to find photos.

For some of the room set up ones I actually would just google image search for locations that sort of looked like the photo shoot. Like doing foxi's room there is a surprising amount of photo shoots that take place in front of white brick walls so was able to find some of that. Othertimes i'd do a search for like "brown floor white walls wood couch" and actually honed in on pictures to use.
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