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Re: Pilgrim Quest

Posted: Thu Aug 24, 2017 12:08 am
by 1of1
d3vi0n wrote: Wed Aug 23, 2017 2:39 pm
1of1 wrote: Wed Aug 23, 2017 2:21 pmAnd what I did was giving network-access to the folder where GuideMe is located. So I was able to start GuideMe from other pcs. With installing version 3.1 of GuideMe that ability somehow vanished though. But that's another problem. So since version 3.1 I can start teases only on the local drive where GuiceMe and the guide itself are located anyway. And as I said, the error never occured before in any other tease.
So it works, when you start Pilgrim Quest locally on the pc (not over network), where GuideMe and Pilgrim Quest itself are located? At least you could play this way then... :wave:
No, it's not working. That's my problem, when I start it locally, the explained problem occurs (being stuck at the start of the tease) ;-)
On network I can't start it at all anymore, the java-engine will just shutdown with an error message. But that's not the problem here.
philo wrote: Wed Aug 23, 2017 5:46 pm
1of1 wrote: Wed Aug 23, 2017 2:21 pm And what I did was giving network-access to the folder where GuideMe is located. So I was able to start GuideMe from other pcs. With installing version 3.1 of GuideMe that ability somehow vanished though. But that's another problem. So since version 3.1 I can start teases only on the local drive where GuiceMe and the guide itself are located anyway. And as I said, the error never occured before in any other tease.
I think from memory GuideMe uses relative paths and creates a full path to access a file.
If you map a network drive to a letter and access it that way, I would expect it to work.
If you navigate to a network location via a machine name and share it probably will not.
I would guess that is the issue you are having with Pilgrim Quest.
Ah, maybe that's the reason why accessing it over the network it's not working after updating. I had in mind there was something to do, but I forgot what to make it working in network again. Will have to figure it out again in detail.
I'll give it a try then, maybe the smaler problem of the two will then already be solved ^^

Re: Pilgrim Quest

Posted: Thu Aug 24, 2017 4:28 am
by d3vi0n
1of1 wrote: Thu Aug 24, 2017 12:08 am
d3vi0n wrote: Wed Aug 23, 2017 2:39 pmSo it works, when you start Pilgrim Quest locally on the pc (not over network), where GuideMe and Pilgrim Quest itself are located?
No, it's not working. That's my problem, when I start it locally, the explained problem occurs (being stuck at the start of the tease) ;-)

Your log shows, that in your case GuideMe searches for a "\Network-Adress\". So you're still doing something different from other users, who have no problem playing Pilgrim Quest. My only guess is: because of your way of running GuideMe or your network configuration, GuideMe gets confused where the path to the tease data is (>> Network-Adress) and Pilgrim Quest needs that path to write .save files and read the different .js and .xml script files. Maybe try, what philo suggested and see if that works. I have no idea what else it could be, since you're using start.bat and the correct GuideMe v0.3.1 version. Pilgrim Quest works fine, when run "normal" (aka locally) with GuideMe.
Mr.styr wrote: Wed Aug 23, 2017 7:10 pmI suggest a challenge: (...) Edge and hold from 0sec and +10sec each time until total holding time will be 1 minute. But if U continue and go to full 3 minutes, then U may cum right after 3min holding. Main idea is edge ladder and in choice between short ladder and stay denied or insane ladder and big (may be 100%) chance to cum in the end. For photoset I may suggest this model (...) Model is Eugenia Diordiychuk
Great model. I will definitely use her at some point :w00t: could be a nice fit for Blackstone Succubus

Image

And edge ledder is also a nice idea. Only thing: A sex demon might tease you to cum, but if you do that, it will kill you by sucking you empty. You're a pilgrim and only the goddess can allow you to cum during a ritual. So completing an encounter will never allow you to cum and it can't directly affect your chances in the end. It will "just" test your willpower (how long can you resist?) and earn you some energy which might help you in the ritual for your goddess.

Re: Pilgrim Quest

Posted: Thu Aug 24, 2017 9:54 am
by wellrested
Could the edge ladder be a ritual chamber, or do ritual chambers all have to be searching random pictures for one which meets the criteria?

Re: Pilgrim Quest

Posted: Thu Aug 24, 2017 10:43 am
by flash1338
wellrested wrote: Thu Aug 24, 2017 9:54 am Could the edge ladder be a ritual chamber, or do ritual chambers all have to be searching random pictures for one which meets the criteria?
Sounds like a great idea. But make it very expensive! :w00t:

Re: Pilgrim Quest

Posted: Thu Aug 24, 2017 11:33 am
by d3vi0n
flash1338 wrote: Thu Aug 24, 2017 10:43 am
wellrested wrote: Thu Aug 24, 2017 9:54 amCould the edge ladder be a ritual chamber, or do ritual chambers all have to be searching random pictures for one which meets the criteria?
Sounds like a great idea. But make it very expensive! :w00t:
At the moment... ritual chambers give you a random chance to cum card and these use the same game mechanics like a quest (just with a added slide limit and longer holding time at the end). But it is theoretically possible to expand the script and add "ritual chambers" with "special encounters" (with your goddess) instead of the normal chance to cum. In this case, they could use different mechanics and tasks - for example a edge ladder. These changes would require some work to expand the javascript functions in the game.

Personally I wanted the ritual to be "quick & simple". It is most likely, that the player collects "as long as possible" energy with questing or encounters and only starts a ritual if he reeeeally wants to finish the tease and get his ending for the day. If the ritual then is too complicated - because you don't know what to expect or how long it will go - it could ruin the fun (at least in my mind). My current solution leaves tension there (will you find a target within the limit? will she let you cum?) but the procedure to reach the end is clear and predictable. I personally wouldn't want "another unpredictable long encounter with new (and maybe difficult/impossible tasks". I just want to know at this point which ending i get. So far at least my thought process and reasoning for the current way, ritual chambers work. As a result for me an edge ladder would be a great mechanic for an encounter but not for the final ritual.

But I'm also thinking about expanding the ending at least a bit. I consider at the moment a "goddess folder" where you can add one or multiple pictures sets for your goddess and instead of just "holding the edge" at the end of a ritual you would instead - after reaching the edge - finally "meet" your goddess and she would count you down during your holding time (partially randomized), before she gives you her descision. Maybe she would also open the ritual. So the ritual would be the place where you meet with your goddess "face to face".

Re: Pilgrim Quest

Posted: Thu Aug 24, 2017 11:41 am
by Xyanaris
I love what you did with Pilgrim Quest :w00t:

I will definitely switch from Tease AI, is there any easy way to transform tease AI moduls into PQ encounters?

Keep up the good work ;-)

Re: Pilgrim Quest

Posted: Thu Aug 24, 2017 11:59 am
by d3vi0n
Xyanaris wrote: Thu Aug 24, 2017 11:41 amI love what you did with Pilgrim Quest :w00t: I will definitely switch from Tease AI
Awesome! I'm happy that you like Pilgrim Quest and thx for your feedback! :w00t:
In my mind Tease AI and Pilgrim Quest try to achieve very different goals. So there should be room for both. :innocent:
I personally don't see Pilgrim Quest in the same space or in direct competiton to Tease AI. :wave:
Xyanaris wrote: Thu Aug 24, 2017 11:41 amis there any easy way to transform tease AI moduls into PQ encounters?
A Tease AI module would be an encounter in Pilgrim Quest ... I never delved deep into writing modules for Tease AI, but they work a bit different and Tease AI uses a simplified but limited own scripting syntax (because of the different goals it tries to achieve). It is possible, but would require some work and understanding about GuideMe scripts to convert them. You would also need to make some changes to the text to fit better within the setting in Pilgrim Quest.

An encounter in Pilgrim Quest is more like a "normal" tease. The basic structure (pages, buttons and so on...) has more similarities with flash teases on Milovana and uses the same basic concepts. GuideMe Scripts just offer way more possibilities thx to the support for javascript and every encounter is basically a full GuideMe script. So every GuideMe tease or every flash tease on Milovana could be added as encounter in Pilgrim Quest.

If you're interested in creating your own encounters or importing Tease AI modules visit the MODS & TUTORIALS thread and most importantly play "Miss Tutorial" in Pilgrim Quest. She explains in more detail what you need to do, to create an encounter and also has some useful examples - including an example for using vocabulary, tags and instructions similar to the Tease AI dialogue system.

Re: Pilgrim Quest

Posted: Thu Aug 24, 2017 12:11 pm
by Xyanaris
Awesome! I'm happy that you like Pilgrim Quest and thx for your feedback! :w00t: In my mind Tease AI and Pilgrim Quest try to achieve very different goals. So there should be room for both. :innocent: I personally don't see Pilgrim Quest in the same space or in direct competiton to Tease AI. :wave:
Yes what i meant is that I personally am way more exited about the goal Pilgrim Quest trys to archive ( and i was really exited about Tease AI to beginn with :lol: )

Seems i have to lern how to write guide me scripts but dont except any custom encounters from me to be uploaded
I normally just write it for me alone and am to lazy to polish it for public. :-/

Re: Pilgrim Quest

Posted: Thu Aug 24, 2017 12:29 pm
by d3vi0n
No problem :wave: As long as you have fun... :wave:

If you have feedback, suggestions or just want to share your play experiences... this thread will be here for that ;-)

Regarding learning how to write GuideMe scripts:

Start small and don't expect to understand or know everything on your first day. Pilgrim Quest is a fairly complex tease and could be difficult to understand, if you never saw a guide me script or a milovana flash tease.

start small and simple. Here for example a very simple "Hello World" tease: mega.co.nz

Open HelloWorld.xml in an text editor (pleeease use something like notepad++ because it supports xml and javascript) and try to understand what you see. I bet you can already guess how it works.

A tease in GuideMe consists of a script file (.xml) and a media directory with all the additional "media" files (i.e. images or audio), but also - if needed - additional "script" files including xml, javascript, html or css. Each tease is composed out of multiple "pages" (beginning with a "start" page). Each page has some text (on the right), an image or video (on the left) and different buttons (on the bottom right). Your first step should be to learn which xml nodes are available (i.e.: how to add a button to a page or an audio file or an image file). Look at the official GuideMe Wiki (see offical thread) to learn more about the available xml nodes. When you get comfortable writing teases just with xml, start adding some simple javascript functions. Go step by step... and always look at the Wiki if you have questions. If you get a grasp on how things work, take a look on other guideme teases to get some inspiration.

Re: Pilgrim Quest

Posted: Thu Aug 24, 2017 1:48 pm
by Kristycookie
Super minor thing, but I was wondering if you would consider putting the latest version number in the thread title. That seems to be pretty standard for a lot of other project.

I'm really enjoying PQ, thank you so much for all your efforts!

Re: Pilgrim Quest - Current Build v0.6

Posted: Thu Aug 24, 2017 3:35 pm
by d3vi0n
Kristycookie wrote: Thu Aug 24, 2017 1:48 pmSuper minor thing, but I was wondering if you would consider putting the latest version number in the thread title. That seems to be pretty standard for a lot of other project.

I'm really enjoying PQ, thank you so much for all your efforts!
Didn't know i could edit that... thx for your suggestion. Latest version is now in the thread title. :w00t: :wave:

Re: Pilgrim Quest - Current Build v0.6

Posted: Thu Aug 24, 2017 7:12 pm
by Mr.styr
What is your main course about encounters? It will be added all in single piece in one patch? Or we we can install and test them by sohrt pieces in 2-3 every time? May be it will be one patch and dowloadable extensions with some demons every week? I'm waiting this demons very much :blush: :innocent:

Re: Pilgrim Quest - Current Build v0.6

Posted: Thu Aug 24, 2017 7:24 pm
by d3vi0n
it's done when it's done? ;-) don't know yet... :blush:

most likely I will upload an update as soon as I have one finished (similar to what i did with "Miss Tutorial"). Writing encounters requires writing more "story" and "dialogue" but english isn't my native language. So it takes me a while, especially if i'm not just "importing" some existing tease into an encounter. And I'm also suffering from beeing a perfectionist. I want my encounters to be awesome, utilizing everything what GuideMe has to offer. So it might take quite a while before I'm satisfied enough with my work to upload it. That was the reason I prioritized gettin "Miss Tutorial" ready, because it should allow other authors to start working on their own encounters.

So, can't promise anything for my encounters yet... we will see...
Just don't expect an update shedule as fast as the past weeks. Sorry, for that :innocent:

Re: Pilgrim Quest - Current Build v0.6

Posted: Thu Aug 24, 2017 9:02 pm
by Mr.styr
d3vi0n wrote: Thu Aug 24, 2017 7:24 pm it's done when it's done? ;-) don't know yet... :blush:

most likely I will upload an update as soon as I have one finished (similar to what i did with "Miss Tutorial"). Writing encounters requires writing more "story" and "dialogue" but english isn't my native language. So it takes me a while, especially if i'm not just "importing" some existing tease into an encounter. And I'm also suffering from beeing a perfectionist. I want my encounters to be awesome, utilizing everything what GuideMe has to offer. So it might take quite a while before I'm satisfied enough with my work to upload it. That was the reason I prioritized gettin "Miss Tutorial" ready, because it should allow other authors to start working on their own encounters.

So, can't promise anything for my encounters yet... we will see...
Just don't expect an update shedule as fast as the past weeks. Sorry, for that :innocent:
All is fine) U doing a great work and I'll wait all time what u need :-)

Re: Pilgrim Quest - Current Build v0.6

Posted: Fri Aug 25, 2017 12:12 am
by Ambossli
Mr.styr wrote: Thu Aug 24, 2017 9:02 pm All is fine) U doing a great work and I'll wait all time what u need :-)
If you want the experience of an encounter you can look at this Post

They don't have much text except for stroke to the beat or edge and especially the video encounter I just did for an crazy idea of myself (JOI videos)

And if you want to deactivate them or miss tutorial change the Weight of the encounter(s) in the the encounter.js

I updated my post to v0.6 to make it as easy as possible

@d3vi0n we need a better way to keep track which encounters are there than the core ones
Not everybody will read every post/thread