[RELEASE] Technical Forms - Complete Edition
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Re: [RELEASE] Technical Forms - Complete Edition
I liked this game, but it seemed too easy to me. Hopefully in the new version, the difficulty has been raised.
Re: [RELEASE] Technical Forms - Complete Edition
Hey avatarbr and also @MaoMao,avatarbr wrote: ↑Thu Sep 09, 2021 8:30 pm
I don't know if it's a bug or I messed something here (maybe you changed when should happens), but in the Library I did not got the holidays or the lessons with the girl there. I know there are because the older version had it. I only got the first interactions there.
One question, events are linked with days? Just want to know if I will not miss something if don't check every room every day.
- Spoiler: show
I checked the library menu - which is a mess and has ever been cause it overarchs so many stuff and I took a major turn on the meachnics there... Anyway. You're right! I messed up the menu... So I guess you even did not have access to the training sessions in the library? Did you? That would be a pitty.
https://mega.nz/file/cxpBxCiT#drvHXuv5E ... AhpOzoHWL4
Here are three *.rpy files you can use to replace the corresponding files in "Technical Forms\game" folder. I'll upload/replace the link to the whole version in my first post with a correct version for those who come after you. But for those who already downloaded the large file, the bug fix using the three tiny files might be the easier way to go. It's not a perfect solution as the menu still stays somewhat messy but I opted for a quick'n'dirty fix before more ppl download.
Even with the new files there are several steps necessary to get the holiday option:
- Spoiler: show
Then about your question on the new place dependencies. I'll also answer in a "spoiler".
- Spoiler: show
Last edited by richman2 on Fri Sep 10, 2021 11:39 pm, edited 1 time in total.
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Re: [RELEASE] Technical Forms - Complete Edition
richman2 wrote: ↑Fri Sep 10, 2021 9:02 pmavatarbr wrote: ↑Thu Sep 09, 2021 8:30 pmThats great, will download and add, i always liked that Holiday ;)Hey avatarbr and also @MaoMao,
I checked the library menu - which is a mess and has ever been cause it overarchs so many stuff and I took a major turn on the meachnics there... Anyway. You're right! I messed up the menu... So I guess you even did not have access to the training sessions in the library? Did you? That would be a pitty.
https://mega.nz/file/cxpBxCiT#drvHXuv5E ... AhpOzoHWL4
on my last play, i got to the new place completing arrival test....loving it all
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Re: [RELEASE] Technical Forms - Complete Edition
Thanks...that worked.richman2 wrote: ↑Fri Sep 10, 2021 9:02 pmHey avatarbr and also @MaoMao,avatarbr wrote: ↑Thu Sep 09, 2021 8:30 pm
I don't know if it's a bug or I messed something here (maybe you changed when should happens), but in the Library I did not got the holidays or the lessons with the girl there. I know there are because the older version had it. I only got the first interactions there.
One question, events are linked with days? Just want to know if I will not miss something if don't check every room every day.
- Spoiler: show
I checked the library menu - which is a mess and has ever been cause it overarchs so many stuff and I took a major turn on the meachnics there... Anyway. You're right! I messed up the menu... So I guess you even did not have access to the training sessions in the library? Did you? That would be a pitty.
Even with the new files there are several steps necessary to get the holiday option:
Then about your question on the new place dependencies. I'll also answer in a "spoiler".
Another question, probably impossible, but looking at the files I was thinking:
How hard would be to open for other people collaboration? Like, I want to create a encounter for the dojo, and that would play after all the official encounters already happened.
Would be possible to include a .rpy file and the images, if the game had a code for that? or the code need to be specific for a file?
Anyway, I was just thinking about the possibilities.
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Re: [RELEASE] Technical Forms - Complete Edition
The best way would be to store everything on github.How hard would be to open for other people collaboration? Like, I want to create a encounter for the dojo, and that would play after all the official encounters already happened.
Would be possible to include a .rpy file and the images, if the game had a code for that? or the code need to be specific for a file?
Anyway, I was just thinking about the possibilities.
Use a branches and pull requests for that. All should be doable.
They will probably not accept audio/video/picture content, but there are different ways of storing that.
Re: [RELEASE] Technical Forms - Complete Edition
I never used github and therefore don't know about the possibilities.avatarbr wrote: ↑Sun Sep 12, 2021 3:11 am
Thanks...that worked.
Another question, probably impossible, but looking at the files I was thinking:
How hard would be to open for other people collaboration? Like, I want to create a encounter for the dojo, and that would play after all the official encounters already happened.
Would be possible to include a .rpy file and the images, if the game had a code for that? or the code need to be specific for a file?
Anyway, I was just thinking about the possibilities.
As for renpy itself that's basically very easy as file names/ file places and stuff doesn't matter at all. All .rpy files in the game folder go effectivly into one big file when the game is started. The reason I split it up in a bunge of files was only cause I needed orientation when I picked up the project (understand the code and its sections) and then wanted to keep a structure.
So, technically it's not that difficult as long as it should not interact the the main story, which would mean you needed dependencies, flags and things.
Imagine a place where repeatedly and randomly teases show up. Say the dojo (after all dediacted story-relevant teases there are done) everytime you visit.... or the intimate room or the pool.
In a say "new teases.rpy" file (just to keep the file seperate from the others but as I said that doesnt matter at all) someone could write a new tease for the dojo like
label new_dojotease1:
show newpic1 at truecenter with dissolve
....
code
....
return
As for the dojo (if I remember correctly) and some other places like the pool what happens is, it is just calling labels randomly from a list of labels. And renpy works in a way that it actually doesnt matter in which file something is written.
So say currently there would be in the dojo section (simplyfied and not in proper coding) something like "randomly select a label name from ("tease1", "tease2", "tease3") then call that label"
What then is to be done in case a third person had written the "new_dojotease1" in a new (or inside any) file is, the list in the dojo with available teases must be amended. Now being (tease1, tease2, tease3, new_dojotease1)
Something like that is pretty easy. Would only get more difficult in case you want to make it more sophisticated like "dont pick same tease twice in a row or on same day".
As for pics:
Providing pics (in case you don't want to use pics already used) is necessary but easy. Just make the pic available in a folder (name of the folder doesnt mater) and put the folder into the root/images folder. That's it. The names of the pics must match the names in code.
tl;dr
It is abolutely possible. And - came to my mind - slightly more elegant way than mentioned above: I could build, say in the dojo, a line of code at a "safe place" storywise (i.e. after all story relevant dojo teaes are done) saying
call newdojoteaseselection
In a (preferrably) new file named however you wish there would be:
label newdojoteaseselection:
randomly select from ("newtease1", newtease2",....)
call selected
return
And the third person who wants to contribute writes (preferrably) in this file (but could be any) his tease with a name. Like
label newtease9:
...
return
And adds "newtease9" to the list of available teases in the above shown list so that it is then ("newtease1", newtease2", newtease9") As you notice the file names dont matter only the label names matter and are called.
That's it.
Name of pics must match the code but no overly complex folder structure necessary. Name of folder also doesnt matter just put them in /root/game/images/YOURFOLDERNAME/
For collaboration one could also think of making a "collaboration folder" and put all new pics in there.
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Re: [RELEASE] Technical Forms - Complete Edition
I'm very interested in the idea of being able to add some content into this game. Ive not Used RenPy before for editing but having a look over some of the code I feel relatively comfortable I could create something up.
My idea Richman2, would be anything I create I will direct IM you, so you can have a look over and see if it fits at all in one of your future releases. I've got a few ideas (that came to mind after reading recent comments on allowing others to contribute) that could make an interesting story arc and potentially allow ways for others to contribute as you mentioned in your last post.
No promises :) dependant on time and If things are as easy I'm hoping it initially seems. Will post when I have something.
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Re: [RELEASE] Technical Forms - Complete Edition
Would be possible to call from another folder and let call without the list of files names?richman2 wrote: ↑Sun Sep 12, 2021 12:23 pm
As for renpy itself that's basically very easy as file names/ file places and stuff doesn't matter at all. All .rpy files in the game folder go effectivly into one big file when the game is started. The reason I split it up in a bunge of files was only cause I needed orientation when I picked up the project (understand the code and its sections) and then wanted to keep a structure.
So, technically it's not that difficult as long as it should not interact the the main story, which would mean you needed dependencies, flags and things.
Imagine a place where repeatedly and randomly teases show up. Say the dojo (after all dediacted story-relevant teases there are done) everytime you visit.... or the intimate room or the pool.
So say currently there would be in the dojo section (simplyfied and not in proper coding) something like "randomly select a label name from ("tease1", "tease2", "tease3") then call that label"
What then is to be done in case a third person had written the "new_dojotease1" in a new (or inside any) file is, the list in the dojo with available teases must be amended. Now being (tease1, tease2, tease3, new_dojotease1)
Something like that is pretty easy. Would only get more difficult in case you want to make it more sophisticated like "dont pick same tease twice in a row or on same day".
As for pics:
Providing pics (in case you don't want to use pics already used) is necessary but easy. Just make the pic available in a folder (name of the folder doesnt mater) and put the folder into the root/images folder. That's it. The names of the pics must match the names in code.
tl;dr
It is abolutely possible. And - came to my mind - slightly more elegant way than mentioned above: I could build, say in the dojo, a line of code at a "safe place" storywise (i.e. after all story relevant dojo teaes are done) saying
call newdojoteaseselection
In a (preferrably) new file named however you wish there would be:
label newdojoteaseselection:
randomly select from ("newtease1", newtease2",....)
call selected
return
What I was thinking, to make simple to add new content, is to have a folder (like \RNDdojo where anyone could upload a file with a tease, and the game would call a random file from this folder, without need to add ' randomly select from ("newtease1", newtease2",....) ' , just something like 'select from \RNDdojo\ *.rpy'
That way, the game code don't need to be changed if someone create a single tease do add to the dojo.
Anyway, I think I finished the tease (maybe I left something in the woods to finish yet) and was great. Thanks again.
A few things:
- Spoiler: show
Re: [RELEASE] Technical Forms - Complete Edition
I have problems with "Edgecount" fail messege keeps popping up. I am the only one with this problem?
Re: [RELEASE] Technical Forms - Complete Edition
Sure! I myself will have only limted time going forward (that's why I targeted end of August for a release) but I'll look into in case you find the time.MaoMao3974 wrote: ↑Mon Sep 13, 2021 11:57 pm
My idea Richman2, would be anything I create I will direct IM you, so you can have a look over and see if it fits at all in one of your future releases. I've got a few ideas (that came to mind after reading recent comments on allowing others to contribute) that could make an interesting story arc and potentially allow ways for others to contribute as you mentioned in your last post.
No promises :) dependant on time and If things are as easy I'm hoping it initially seems. Will post when I have something.
I'll also DM you with some maybe helpful hints.
Re: [RELEASE] Technical Forms - Complete Edition
avatarbr wrote: ↑Wed Sep 15, 2021 1:29 am
Would be possible to call from another folder and let call without the list of files names?
What I was thinking, to make simple to add new content, is to have a folder (like \RNDdojo where anyone could upload a file with a tease, and the game would call a random file from this folder, without need to add ' randomly select from ("newtease1", newtease2",....) ' , just something like 'select from \RNDdojo\ *.rpy'
That way, the game code don't need to be changed if someone create a single tease do add to the dojo.
- Spoiler: show
EDIT: implemented...was easier than I thought, will describe in new post
Will answer in spoiler too:
- Spoiler: show
Last edited by richman2 on Thu Sep 16, 2021 11:41 am, edited 2 times in total.
Re: [RELEASE] Technical Forms - Complete Edition
Mhh could you specify? Like what does it say? In which part does it occur? Always or just if you approach one specific place? Is it saying more something like "name/ variable/ ... doesnt exist/ couldnt find" or something else?
Don't have the files at hand currently. But it might be I used at one or two places capital letter for the variable (or didnt although the variable was defined like that) - which would produce an error. Or it did not get implemented properly at the beginning in script.rpy but instead "somewhere" in the script as default although needed before.
Re: [RELEASE] Technical Forms - Complete Edition
Alright, take this neat piece of code which can be called in case you enter the dojo:
- Spoiler: show
in the /game folder you now have a "newteases" folder. And subfolders for newteases/dojoteases and newteases/poolteases and what you like.
say someone writes a dojotease. He names the file say mydojotease.rpy, writes his code which must start with label mydojotease and must end with return: and places the file in the newteases/dojoteases folder. That's it.
In case you enter the dojo and all story-relevant teases are done the command
call callnewdojotease
will randomly call a dojotease "file" from the newteases/dojoteases folder
Same goes for entering the pool area with
call callnewpooltease
which calls a randomly choses tease"file" from /newteases/poolteases folder
same could be done for other places
New pictures should be put in a folder named however you want and stored in /images. So images/mydojotease/pic1..2...3...jpg
I'll implement the "interface" for dojocalls in the next version.
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Re: [RELEASE] Technical Forms - Complete Edition
That is great. I was not really thinking in make anything too elaborated.richman2 wrote: ↑Thu Sep 16, 2021 11:33 am
Alright, take this neat piece of code which can be called in case you enter the dojo:
New pictures should be put in a folder named however you want and stored in /images. So images/mydojotease/pic1..2...3...jpg
I'll implement the "interface" for dojocalls in the next version.
Just wanted to add a few encounters to 'populate' some rooms. Just to encourage exploration, and maybe slow down the story ( I think I rushed to fast the story part).
I will take a look at some of the files and see if I find one good to be a 'template'
Re: [RELEASE] Technical Forms - Complete Edition
I will make a screenshot next time it appearsrichman2 wrote: ↑Wed Sep 15, 2021 9:14 pmMhh could you specify? Like what does it say? In which part does it occur? Always or just if you approach one specific place? Is it saying more something like "name/ variable/ ... doesnt exist/ couldnt find" or something else?
Don't have the files at hand currently. But it might be I used at one or two places capital letter for the variable (or didnt although the variable was defined like that) - which would produce an error. Or it did not get implemented properly at the beginning in script.rpy but instead "somewhere" in the script as default although needed before.
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