[RELEASE] Technical Forms - Complete Edition

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Re: [RELEASE] Technical Forms - Complete Edition

Post by avatarbr »

richman2 wrote: Wed Jun 22, 2022 12:50 pm Hey avatarbr,

a combination of job trouble and flu got me so while I did find some time to play a bit (you always find the time for that) I didnt find the time and motivation to get into Technical Forms again. Apologies for that. Would you mind loading up what you did and I'll look after and implement say in the course of summer?
Hey, don't worry. I took that time to learn more about the code (You can ignore my previous questions about that*), and to make more content. The House have now 45 encounters :whistle:

Now I will make the last day (will left open for future updates), but I think it's enough for the next release. The good news is, I was able to test it, and after a few adjusts, looks like everything works.

I think I understand the code enough now to make a separated file with all the changes in the main files, so will be easy for you to edit. Maybe will need just a few timing adjustments.

The only thing I am not sure yet is how to implement the new random dojo/pool teases to play only when no other is available anymore.

Anyway, I think you can play that new content without spoiling yourself looking at the code.




* Just to be sure, RenPy treats all the files like a single one, right? I can put all my 'config' code (defaults, defines, etc) inside a separated file and will be used when needed?
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Re: [RELEASE] Technical Forms - Complete Edition

Post by richman2 »

avatarbr wrote: Wed Jun 22, 2022 6:39 pm
richman2 wrote: Wed Jun 22, 2022 12:50 pm Hey avatarbr,

a combination of job trouble and flu got me so while I did find some time to play a bit (you always find the time for that) I didnt find the time and motivation to get into Technical Forms again. Apologies for that. Would you mind loading up what you did and I'll look after and implement say in the course of summer?
Hey, don't worry. I took that time to learn more about the code (You can ignore my previous questions about that*), and to make more content. The House have now 45 encounters :whistle:

Now I will make the last day (will left open for future updates), but I think it's enough for the next release. The good news is, I was able to test it, and after a few adjusts, looks like everything works.

I think I understand the code enough now to make a separated file with all the changes in the main files, so will be easy for you to edit. Maybe will need just a few timing adjustments.

The only thing I am not sure yet is how to implement the new random dojo/pool teases to play only when no other is available anymore.

Anyway, I think you can play that new content without spoiling yourself looking at the code.




* Just to be sure, RenPy treats all the files like a single one, right? I can put all my 'config' code (defaults, defines, etc) inside a separated file and will be used when needed?

Sounds great! Isn't it a great feeling to get deeper into the coding stuff and discover new mechanics? I'm pretty sure you had that expierence before with all your other projects but for me it was the first time.
As for your question: Yes renpy treats all files as if they are one. Separating files is just for own management not for renpy.
I remember you asked for the difference of define and default. As I got it back in the times it's like that:

default creates and sets a variable to a certain value IN CASE this variable is not yet existent.
define (was it this command?) will again and again create a variable with the certain value - even if it existed before.

It seems like a tiny difference but it is huge. In case you do not have a exact timeline but encounter x could happen sooner or later or again and again but basically every time you might want to set a variable that catches the fact that this encounter has happened to not let it happen again. So somewhere at a place which is called for sure (bedroom or start file or right before the encounter when it could be called first time you write: "default encounter_happened=False"
Never in the code you talked about the encounter but now you set the encounter to "did not happen yet".
Right after;
if encounter_happened==False:
#encounter tease and at the end:
$encounter_happened=True

Now imagine the code brings you again there and there is:
default encounter_happened=False
NOW the code recognizes...wait! There is already a variable encounter_happened! And it is set True.
Cause a variable already exists, I won't creat it again/ change it's value to False.
Hence everything runs smothly, your following if statement will reveal the encounter already happened and everything is fine.

With "define" the code would arive there again but doesn't care whether the encounter_happened variable already exists and which value it has. It will create (set) a variable encounter_happened to value False. Although it was already existent and it's value was True.

Disclaimer: That's what I got from learning but it might not be perfectly true :lol:


*make sure whether defaults AND defines are taken whereever they are in the code. I vaguely recall that defines are "read" by code instantly whereever they are while default statements are only implemented when the code, which runs up to down line by line actually comes across a default statement OR it stands at the very beginning of the code.

So to be more precise: Yes the code treats all files as one but still until commanded otherwise (jump/ call...) it will start at the beginning and then read line by line. Exceptions are... "defines" (I think) and some (not many) other commands.
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Re: [RELEASE] Technical Forms - Complete Edition

Post by richman2 »

avatarbr wrote: Wed Jun 22, 2022 6:39 pm
The only thing I am not sure yet is how to implement the new random dojo/pool teases to play only when no other is available anymore.
I remember we talked about.
To be precise: You mean we have x "non random/ mandatory dojo teases" and y old school "random" dojo teases (implemented by me but not using the separate file mechanism. We also have now z new random dojo teases which use the new mechanism with one file each.
Question: How to call a z tease then and only then when x are all done and maybe also y are all done. That would be easy.
Difficult is to say: Out of z do not call a tease twice until all z had been done.

For "start considering z only after all x and y had been done" you would just check with an if statement whether all former teases with their specific names had been set False (the all have ...._done or ..._enable variables). If the are all "done" or "enable"==False then you start the module that reads the flenames and selects randomly a filename to call the label with that filename.

Now what I did to prevent a z tease occur twice was to write a
default newrandomdojotease1_enable=True
default newrandomdojotease2_enable=True
default newrandomdojotease3_enable=True
...
in the main code

and at the end of the new dojo files
$newrandomdojotease1_enable=False


Hithereto nothing special. The magic happens by also writing a label
label pickotherdojotease:
#mechanism to pick a random dojotease

and then in every file (say newrandomdojotease1 file at the beginning:

if newrandomdojotease1_enable==False
jump pickotherdojotease


This means:
At first all files are enabled. Then say file 1 is called, gets played and at the end ..._enabled=False

Imagine it is called again. Files is called, it is checked and code says: wait! enabled=False so it had already been picked. In that case jump to label pickotherdojotease which means: pick again randomly.

There is one case where you get an infinit eloop though. In case each and every file available (tease) had been played and hence all are _enabled=False the code will jump again and again to "pickanotherdojotease" and dont understand there is no active one left.

Therefore you need to add after label pickanotherdojotease an before the mechanism:
if newrandomdojotease1_enable==False and newrandomdojotease2_enable==False and newrandomdojotease3_enable==False and 4 and 5 and ... ==False:
"no more teases available"
#do something else/ leave the dojo
else:
start random selection mechanism


As I said before: I am sure there are way more elegant coding solutions for that. Cause this breaks with the principle to be able to add new files without changing the main code. But as you are the only one using this I would be a way to go.

A different one would be to add a counter which counts up with ever tease in z done.
So at the end of every teasefile in the dojo you say $randomteasecounter+=1

and instead of checking all the names as in the example above (if newrandomdojotease1_enable==False and newrandomdojotease2_enable==False and....)
you just check

if randomteasecounter=10 (in case there are 10 tease files available)
#leave dojo cause all teases had been done
else:
start random pick mechanism

To get the 10 (or whatever number) automatially you could read the no of elements in the list where the file names are read in to create the lables to be called.
Some of what I've written should be implemented somewhere I think. Check the old dojofiles you gave me and I edited... but not sure if I provided you with those edited already. Lost track of that.

Anyway, hope that helped!
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Re: [RELEASE] Technical Forms - Complete Edition

Post by avatarbr »

Hey,

Really, every new trick you learn, you want to review everything to see if you can implememt that :lol:

Yeah, the default, define,etc thing I figure out, but the default not running first if on a separated file could be a problem. The random phrases are huge and would like to put that alone (and make sure would work everywhere I call it).

But I will test later to see if it works the way I want. I got errors when I tried to put a default in a test file, and that default was already in another file, so I am not sure how thats works too.

About the random dojo, I forgot to say, the new 45 teases are in one single file, and there are already a random jump for these.

Like this:
Spoiler: show

Code: Select all

$dojomorernd = renpy.random.choice(['avmorernd1', 'avmorernd2', 'avmorernd3'])
jump expression dojomorernd

label avmorernd1:

$dojotrainingav1 = renpy.random.choice(['randtease1', 'randtease2', 'randtease3', 'randtease4', 'randtease5', 'randtease6', 'randtease7', 'randtease8', 'randtease9', 'randtease10', 'randtease11', 'randtease12', 'randtease13', 'randtease14', 'randtease15'])
jump expression dojotrainingav1

label avmorernd2:
$dojotrainingav2 = renpy.random.choice(['randtease16', 'randtease17', 'randtease18', 'randtease19', 'randtease20', 'randtease21', 'randtease22', 'randtease23', 'randtease24', 'randtease25', 'randtease26', 'randtease27', 'randtease28', 'randtease29', 'randtease30'])
jump expression dojotrainingav2

label avmorernd3:
$dojotrainingav3 = renpy.random.choice(['randtease31', 'randtease32', 'randtease33', 'randtease34', 'randtease35', 'randtease36', 'randtease37', 'randtease38', 'randtease39', 'randtease40', 'randtease41', 'randtease42', 'randtease43', 'randtease44', 'randtease45'])
jump expression dojotrainingav3
So, really only need to call this file when all the others are done. That one would not be placed as 'done'.

The only problem would be if a new 'custom' dojo encounter will be created later. But, while no one more is creating, we can control that.


Anyway, I will need to slow down too, because some IRL things, but I think I will send you a copy of what I have so far, so you can take a look at least.
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Re: [RELEASE] Technical Forms - Complete Edition

Post by popss »

I had a crash when the tease was looking for "catsnake140.mp3". On looking I found that "catsnake140.wav" was there, but not the .wav version. So I copied the .wav version and renamed it .mp3. After that it all worked without any problem.

While I'm here can I just add my thanks to you for a wonderful tease.
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Re: [RELEASE] Technical Forms - Complete Edition

Post by avatarbr »

popss wrote: Sun Jun 26, 2022 8:46 am I had a crash when the tease was looking for "catsnake140.mp3". On looking I found that "catsnake140.wav" was there, but not the .wav version. So I copied the .wav version and renamed it .mp3. After that it all worked without any problem.

While I'm here can I just add my thanks to you for a wonderful tease.
Oh, that is a classic error. I still don't know why voices are mp3 and beats are wav.
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Re: [RELEASE] Technical Forms - Complete Edition

Post by avatarbr »

richman2 wrote: Thu Jun 23, 2022 8:37 pm
...
Hello,

I think I finished everything. Maybe there still some adjusts to make, but I think I can upload so you can take a look.


The file is big, because:

1) there are a lot of images of the new girls

2) There are some video files. Not sure if we should keep, since it's a small part of the project with a largue file pack.

3) There are so new audio files too.

Anyway, I made a readme file, so you can understand what I tried to do.

https://mega.nz/file/gdpH1RjY#dCdZQLDkY ... p-AzRw80bg

EDIT: Forgot some things in a tease (that is just one file to replace the other): https://mega.nz/file/gQoxnJhB#IdHS0uFG- ... UacCmVp0e4


I don't know if it's a good idea, but I made some images to split the story in chapters: https://mega.nz/file/QYpQTZbR#meB6n5y5N ... 6VMMWs2qXA
I think will help to get feedback, getting an idea of where you are. We could move the side story early if there are not much content is some parts.

Should be easy to implement (I hope it's just that):
Spoiler: show

Code: Select all

label bedroom1: #your bedroom
    if daycount==6:
        show chapter2 at truecenter with dissolve
        $renpy.pause(2.0, hard=True)
        hide chapter2

    if daycount==14:
        show chapter3 at truecenter with dissolve
        $renpy.pause(2.0, hard=True)
        hide chapter3

    if daycount==16: #The time 'stoped' at Nanako place, so this is far from day 14.
        show chapter4 at truecenter with dissolve
        $renpy.pause(2.0, hard=True)
        hide chapter4

    if daycount==21:
        show chapter5 at truecenter with dissolve
        $renpy.pause(2.0, hard=True)
        hide chapter5

    show bedroom at truecenter with dissolve
Last edited by avatarbr on Thu Jul 07, 2022 9:43 pm, edited 2 times in total.
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Re: [RELEASE] Technical Forms - Complete Edition

Post by Bright_Sprinkler »

Hey,

is there a download of the complete game, runnable and the newest version?

There are so many links sprinkled across all of the posts and I am not sure what I need and what not.
Knowing what to download would suffice as well.

Thanks in advance :-)
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Re: [RELEASE] Technical Forms - Complete Edition

Post by avatarbr »

Bright_Sprinkler wrote: Tue Jul 05, 2022 2:19 pm Hey,

is there a download of the complete game, runnable and the newest version?

There are so many links sprinkled across all of the posts and I am not sure what I need and what not.
Knowing what to download would suffice as well.

Thanks in advance :-)
I think that is the last version(2.5): https://mega.nz/file/AsozgIBB#h83-FUqUh ... lsETX68up0

Anyway, my links are not the final 'product', always look at richman2 links. I just create the files without editing the 'main' files.

Later we should create e new threat to post a new version too.
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Re: [RELEASE] Technical Forms - Complete Edition

Post by avatarbr »

Hey, I decided to start a new tournament (the real, like the original). I think its needed to move the story at some point.

But because I found a way to create something unique, different from the original and easy to create various matches. All at the same time :innocent:

I wil test here first, but now I want to ask to everybody to suggest some girls for the matches. I don't want to create only with my preferences. Extra points for anyone who writes 3 or 4 lines to her to say in the match :lol:
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Re: [RELEASE] Technical Forms - Complete Edition

Post by mandarynkorian »

Maybe the tournament hosted by some world region where there are girls from specific region/country. For example south america, south/north/middle africa or more specific like single country.
That gives some interesting possibilities to play with. You can take regional thing into plot. Every country has something different.
Some words and lines of language can be placed in dialogs. Some girls can speak only in local language (not the english).

Latin america and Mexico is an interesting place IMO.
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Re: [RELEASE] Technical Forms - Complete Edition

Post by richman2 »

avatarbr wrote: Fri Jul 08, 2022 12:30 am ...
So first: I really like your stuff! Great work. When it comes to dialogues - even if just random lines but especially if it makes up a story - you're way better than I could ever be. Also the setting for Destiny's house I like very much and the girls as well.

Didn't play through everything yet. As I said I'll be busy for the foreseeable future but still I wanted to implement as much as I could today, where I found some time. Before I note several things, this is a version which includes a lot of stuff you made. It's called 3.0 but ctually it's more ike a 2.8 or something.

https://mega.nz/file/V9IUgLwB#rtpX_Fvsd ... 2JmPJg6nLs

Some notes:
- I placed Pietra in the library and she is followed by the kinky script. Not the most elegant way, but I think it works

- in general I tried to place the smallroom competition, Kaho Regime, Training Regime, kinky things and Destiny and everything in the right order. Also smaller things like the onsen tease. But didn't check yet if everythings works as intended.

- Desitny's house is a neighouring place to the shrinekeeper's woodhut as you suggested and it gets activated after Destiny sidestory part 7. Quite late I guess and don't know if such a massive part which is like a whole nicely crafted world in itself should be activated only with such a massive dependence. Could you think about better dependencies? Also, I would adjust some of the storytelling about the village dependencies. As of now Destiny's house is not that much related to the village. To do so would be better though I guess. Maybe it would be better to make it accessible from the lake.

- I think in some if not all of your random teases (like dojo but also others) in the "rdteasexx_end" section there should be a "scene bg_black" command before the return. Otherwise the last picture remains.

- Question: Is it intentional that in destiny's house the option screen is not used anymore?

- After playing the Dreamscape RPG I found it quite compelling to allow for x strokes instead of an edge (at least, say, if daily edge is still low) instead of an edge. From a player's perspective I find it quite hard to just start the game / day and have to edge immediately... Therefore I think to provide an alternative would be great. Implemented that in my "timededging" screens but would do so also in your static menus that ask you to edge.

- Tried to bind in Destiny's house in a smooth way - no big deal but I think it works.

- Had here and there small errors, but overall from what I tested you really did a great job! Basically nothing to change! WOW!


Did not play that much and not in a "realistic" setting, i.e. without manipulating variables. Will do so in the coming days but wanted to share the whole thing with you as I really apreciate your work and feel somewhat sorry to not work on it earlier.

Edit: Didn't put in your chapter slides cause read too late but like the idea, will implement
Last edited by richman2 on Sun Jul 10, 2022 6:38 pm, edited 1 time in total.
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Re: [RELEASE] Technical Forms - Complete Edition

Post by richman2 »

Bright_Sprinkler wrote: Tue Jul 05, 2022 2:19 pm Hey,

is there a download of the complete game, runnable and the newest version?

There are so many links sprinkled across all of the posts and I am not sure what I need and what not.
Knowing what to download would suffice as well.

Thanks in advance :-)
As avatarbr pointed out it's work in progress. The version he linked (2.5) is playable. Depending on your tolerance for errors and your knowledge how to fix small errors using the console, you can also download newly linked 3.0 but be aware the closer you come to the end, the less stringent and closed the story gets and the more probable also major errors get.

The plan is, also as avatarbr pointed out, to open a new thread once the thing is kind of finished. But that could be months ahead, like end of year or something. So as I said depending on your tolernce and skills for errors you can try 2.5 or 3.0 but don't be disappointed the closer you get to the end.
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Re: [RELEASE] Technical Forms - Complete Edition

Post by markus »

Hey there! :wave:

I didn't even played yet :blush: , that's mostly because of it seems to grow and grow, ... and grow! :w00t:

So, I'd like to wait until I hear a 'ok, at least for a while we are done'.
Just to explain why,... that is because I'd like to replace the pictures of it before I play (don't mind me, I have a more special taste which I know most people wouldn't enjoy as much as those well selected pictures which are in it, ... no criticism AT ALL about the pictures, just not my cup of tea).

But this is something which I like to comment about:
richman2 wrote: Sun Jul 10, 2022 6:26 pm - After playing the Dreamscape RPG I found it quite compelling to allow for x strokes instead of an edge (at least, say, if daily edge is still low) instead of an edge. From a player's perspective I find it quite hard to just start the game / day and have to edge immediately... Therefore I think to provide an alternative would be great. Implemented that in my "timededging" screens but would do so also in your static menus that ask you to edge.
If an edge comes immediately (without a 'warming up') then this sounds to me more like a balancing problem.
Aren't those softwares around here to tell you what to do?!
I mean, ... wouldn't that soften/undermine the whole purpose?
If it's up to me to decide if I do X strokes or an edge, then the whole concept of telling me what to do becomes shaky.
Let me exaggerate this example, ... you could also say 'stroke how ever you want' kick out any beats and display some pictures. :no:

Just my two cents, ... but to me such 'alternatives' are not a good idea, and I really hope that this will not be implemented (OR, ... maybe make it optional, ... if there would be a setting to switch such alternatives on/off I'd be fine with it completly, 'optional' is always great! 8-) )

Best greetings and my best wishes for this promising project, :wave:
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Re: [RELEASE] Technical Forms - Complete Edition

Post by avatarbr »

richman2 wrote: Sun Jul 10, 2022 6:26 pm So first: I really like your stuff! Great work. When it comes to dialogues - even if just random lines but especially if it makes up a story - you're way better than I could ever be. Also the setting for Destiny's house I like very much and the girls as well.
Hey, thanks. To be fair, all these quotes are from my TeaseAI House of tease, and I collect a lot of phrases from scripts from reddit GWA and old teases, just adapting to fit better in the context.

The parts I wrote, I did try my best to translate to english, but I would like to have a native speaker read proof these parts.

Didn't play through everything yet. As I said I'll be busy for the foreseeable future but still I wanted to implement as much as I could today, where I found some time. Before I note several things, this is a version which includes a lot of stuff you made. It's called 3.0 but ctually it's more ike a 2.8 or something.
Downloading now to take a look.
- Desitny's house is a neighouring place to the shrinekeeper's woodhut as you suggested and it gets activated after Destiny sidestory part 7. Quite late I guess and don't know if such a massive part which is like a whole nicely crafted world in itself should be activated only with such a massive dependence. Could you think about better dependencies? Also, I would adjust some of the storytelling about the village dependencies. As of now Destiny's house is not that much related to the village. To do so would be better though I guess. Maybe it would be better to make it accessible from the lake.
That is perfect. And yes, I started thinking would be in the village, but when became to bigger, I realise would not make sense to stay there. I will look and change some things.

EDIT: I think there is just a few dialogues about the village. I changed like that:
Spoiler: show
Line 520

Code: Select all

    show destinymoody8 (3) at truecenter with dissolve
    #destiny "First, I don't know what your Mistress think about you coming to the village, but I have a deal with her, and when I call you here, you are free of any consequences." #Change this if not placed in the village.
    destiny "First, you are even allowed to sleep here, if so I decide."
    hide destinymoody8 (3)
    show destinymoody8 (5) at truecenter with dissolve
    destiny "Second, when I invite you here, you are MINE! I can do whatever I want to you. God, I can even make you cum and let you make it up with your Mistress later."
    destiny "I said you are mine here, but cumming without your Mistress presence it's your problem.{w=2} But don't worry, your chances to cum here are not bigger than in the Temple."
    hide destinymoody8 (5)

About dependences, yeah...I was thinking about putting the Catie/Destiny sidestory way early, so the House unlock soon. But I think we need someone playing from the start to get the full picture.
- I think in some if not all of your random teases (like dojo but also others) in the "rdteasexx_end" section there should be a "scene bg_black" command before the return. Otherwise the last picture remains.
I will look, but it's possible with the random pictures. Only later I figure how to hide random pictures correctly

EDIT: I see you already fixed.

- Question: Is it intentional that in destiny's house the option screen is not used anymore?
Damn, I forgot that. I remember about the screen in the middle, but at the same time I learned how to create a new one and did not decided what I would use. Then I forgot :lol:
I will look that too. Mine screen is only for the competition, so I will use yours.
- After playing the Dreamscape RPG I found it quite compelling to allow for x strokes instead of an edge (at least, say, if daily edge is still low) instead of an edge. From a player's perspective I find it quite hard to just start the game / day and have to edge immediately... Therefore I think to provide an alternative would be great. Implemented that in my "timededging" screens but would do so also in your static menus that ask you to edge.
Yes, I remember one day I could not sleep because I did not get an edge (Shunka was not available anymore). But I thought was because I loaded a new version to test or something like that and the new content would prevent that problem.

But Dreamscape gave me some ideas too. I start to try a 'progression menu', more to help people to not miss content. But it's hard to find the correct variables to track progression.

- Had here and there small errors, but overall from what I tested you really did a great job! Basically nothing to change! WOW!
Thanks....like I said, I loaded that one on a test file. I clean a lot of errors and made a quick way to pass the days to test the progression.

Edit: Didn't put in your chapter slides cause read too late but like the idea, will implement
No problem, that is more for the 'final version', to help people to give feedback about balance (like 'there is no much content in the Shrine part', so we could move some parts to that.).


Now, about the competition, like I said, I tested my idea and it's worked. I will hold that, so we don't get lost with all the new things (and it's not done yet). But I start to write the dialogues and
Spoiler: show
not sure if you will agree, but I bring Anri back to bring you to the competition. Another thing you said some time ago, about changing the main Mistress, I made some dialogues mentioning that, not a big deal, just to implement the idea. I start to think about a auction after the competition, but you could choose your new Mistress in a way. It's just an idea, since this would create a big work to continue the story, like always have a 'if' to determine who is the actual Mistress. I still don't know if it's a good idea.
I stoped the competition for now, because I played some edge focused teases and like it a lot, and of course wanted to implement that now :lol:

Not sure if will fit the story, but since I will not create the 'story' and will just adapt some teases, I will ask authorization to the authors to use it. If they say no, I don't need to worry if will fit or not. If they agree, I will see a way, maybe just create a add-on to someone to ínstall' (I will try to use only actual pictures from the game, so will be only a text file).
Last edited by avatarbr on Sun Jul 10, 2022 9:29 pm, edited 2 times in total.
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