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Re: Pilgrim Quest - Current Build v0.6

Posted: Mon Sep 04, 2017 6:34 pm
by Bbianchi
Sounds very intresting, but after i name my character and try to continue, i get an unkown error, help!

Re: Pilgrim Quest - Current Build v0.6

Posted: Mon Sep 04, 2017 7:23 pm
by d3vi0n
You didn't read the installation instruction:
IMPORTANT: You'll need GuideMe v0.3.1 to run this tease (newer or older version won't work!) and please use start.bat to run GuideMe (never try to run guideme.jar directly, see F.A.Q. down below for detailed information)!
... and used the wrong GuideMe Version or didn't start GuideMe with start.bat

Re: Pilgrim Quest

Posted: Tue Sep 05, 2017 9:52 pm
by 1of1
philo wrote: Mon Aug 28, 2017 9:42 pm
1of1 wrote: Mon Aug 28, 2017 1:31 am
Spoiler: show
1. attempt)
net use Z: \\Network-Adress\Guide Me\java\bin\g$
path="./java/bin";./GuideMe_lib
start ".\java\bin\javaw.exe" -Xms3072m -Xmx3072m -Djna.library.path=.\GuideMe_lib -cp .\;.\GuideMe_lib -jar GuideMe.jar %1 %2
That was close

Try the following where \\philo-pc\win64 is a share to the directory where GuideMe is installed
The paths are relative paths so you need to start in the root directory of GuideMe
Spoiler: show
net use z: \\philo-pc\win64
z:
path=./java/bin;./GuideMe_lib
start .\java\bin\javaw.exe -Xms3072m -Xmx3072m -Djna.library.path=.\GuideMe_lib -cp .\;.\GuideMe_lib -jar GuideMe.jar %1 %2
Okay, I'm still doing something wrong. cmc.exe shuts down with an error 53 - path not found, even tough I copied that lines one by one into the start.bat :weep: :-(

I even went so far to install GuideMe completely new into another folder. I can start that one but still have the same problem that PilgrimQuest doesn't do anything ut showing me the startpage and then staying there. It's not working for me :(

Re: Pilgrim Quest - Current Build v0.6

Posted: Thu Sep 07, 2017 7:27 pm
by d3vi0n
Sadly, I have no idea how to help you with your network configuration. I'm not sure if it is even possible to play GuideMe or Pilgrim Quest the way you try to (remotely) start / run it. I hope you can solve your problem soon...

Re: Pilgrim Quest - Current Build v0.6

Posted: Sat Sep 09, 2017 10:20 pm
by 1of1
Well, there is finally a first good news.

I can start GuideMe from my pc again. Turned out he always tried to load the tease from network and not from its original data path. When loading a tease from the original path, it's working again.
And I finally even was able to start Pilgrim Quest as it's supposed to be. So maybe now I finally did a first step in resolving this issue :)

Re: Pilgrim Quest - Current Build v0.6

Posted: Sun Sep 17, 2017 2:12 pm
by Kafel
Hi all! I've been following pilgrim quest since it was posted on the webteases page. Really looking forward to this coming out! That said, I've been thinking about it a lot and I had an idea regarding encounters. I was thinking you might implement a side-quest feature. I was imaging it as an encounter you would have in the town with a random person who needs help with something. Then when you leave the town you have a random chance of finding whatever the person needs help with and complete the quest. It would be a way of unlocking encounters you wouldn't normally be able to have. Here's an example I was dreaming up earlier:

You find a man at the inn when you enter town. He approaches you and asks for help. He explains that he outlasted the teasing of a succubus in the wild and now it has a grudge against him. It keeps coming back to his home every night to tease him and tries to make him cum against his will and he's not sure how much longer he can hold out. He asks if you can find a way to take care of the succubus and rid him of the torture he endures every night. If you accept the quest you can then try to find an item to get rid of the succubus or try to face her without the item. Once you leave town you would then have a random chance to run in to the cave/house where the succubus lives and face the succubus. Once you find the succubus you tell it that you came to help the person from the town at which point she starts teasing you as punishment for seeking her out. If you can outlast the succubus then she tells you if you want to help the person in town she'll make a deal with you. The player would then be given the choice to either accept the deal or use the item he obtained from the town to dispatch the succubus. If he uses the item she's banished and the quest is completed but if he doesn't she tells him that she will stop teasing the person from the town if you agree to be teased by her randomly when you go exploring. Accepting the deal would unlock the new succubus as an encounter as a reward for helping the person in town.

Thoughts?

Re: Pilgrim Quest - Current Build v0.6

Posted: Sun Sep 17, 2017 3:34 pm
by mowlboon
Kafel wrote: Sun Sep 17, 2017 2:12 pm Hi all! I've been following pilgrim quest since it was posted on the webteases page. Really looking forward to this coming out! That said, I've been thinking about it a lot and I had an idea regarding encounters. I was thinking you might implement a side-quest feature. I was imaging it as an encounter you would have in the town with a random person who needs help with something. Then when you leave the town you have a random chance of finding whatever the person needs help with and complete the quest. It would be a way of unlocking encounters you wouldn't normally be able to have. Here's an example I was dreaming up earlier:

You find a man at the inn when you enter town. He approaches you and asks for help. He explains that he outlasted the teasing of a succubus in the wild and now it has a grudge against him. It keeps coming back to his home every night to tease him and tries to make him cum against his will and he's not sure how much longer he can hold out. He asks if you can find a way to take care of the succubus and rid him of the torture he endures every night. If you accept the quest you can then try to find an item to get rid of the succubus or try to face her without the item. Once you leave town you would then have a random chance to run in to the cave/house where the succubus lives and face the succubus. Once you find the succubus you tell it that you came to help the person from the town at which point she starts teasing you as punishment for seeking her out. If you can outlast the succubus then she tells you if you want to help the person in town she'll make a deal with you. The player would then be given the choice to either accept the deal or use the item he obtained from the town to dispatch the succubus. If he uses the item she's banished and the quest is completed but if he doesn't she tells him that she will stop teasing the person from the town if you agree to be teased by her randomly when you go exploring. Accepting the deal would unlock the new succubus as an encounter as a reward for helping the person in town.

Thoughts?
nice idea, maybe if you fail and cum (as in ruin) you dont loose the game but you start with a penalty for a few days?

Re: Pilgrim Quest - Current Build v0.6

Posted: Thu Sep 21, 2017 7:45 pm
by 1of1
By the way - which encounters are implemented so far?
The only encounters I had turned out to be "not implemented yet" (as far as I can remember, it was Medusa, Blackstone Succubus, Leech-Tongue Succubus, Forest Succubus, Spider Demon and Priestess of cum).

Re: Pilgrim Quest - Current Build v0.6

Posted: Fri Sep 22, 2017 11:23 am
by wellrested
That's right - in the last version to download there were no implemented encounters and just a few example ones.

There could be some in this thread if you know how to mesh them into the main tease (I don't).
viewtopic.php?f=26&t=20089&start=15

Re: Pilgrim Quest - Current Build v0.6

Posted: Fri Sep 22, 2017 12:57 pm
by Ambossli
I tried to make it as easily as possible.
So you just have to download the zip from mega. In there is a folder named: pilgrim quest. This folder has already the correct structure so you just have to unzip.

and then there is an zip file as an attachment of the post this contains the newest version of pilgrim quest with my encounters implemented. Also the correct structure.

So normally just put both zip files in the guides folder and unzip them first the one from mega and then the second one.

Re: Pilgrim Quest - Current Build v0.6

Posted: Mon Oct 02, 2017 10:56 am
by Juginda
I am not sure if I am right here to report an issue with the application. If not please help me finding the right place :)

When launching Pilgrim Quest everything goes fine as long as there are only static pictures. If I accepted a quest I can mark as match and so on. But when an animated gif shows up three things happen. The gif runs in slow motion. What I mean is that every picture of the gif overrides the current picture (of the gif) very slowly. In addition there is no timer at the top and the gif never disappears. I waited several minutes. Also I cannot press the 'mark' button. Sometimes i even cannot end the GuideMe programm normally and i have to force it by taskmanager. If that happnes then I also have to kill the process or otherwise GuideMe won't launch again.

I am using Windows 7 64 bit and GuideMe 0.3.1 for Windows 64 bit. If you need any further information to find out what is causign the issue I would be glad to tell you.

Cheers
Juginda

Re: Pilgrim Quest - Current Build v0.6

Posted: Tue Oct 03, 2017 8:26 am
by Ambossli
On Sunday I got the idea that desertfox's Random Mazes could work as "dungeons". So I started working on implementing it.
So far it works and desertfox allows me to put it online;).

So my question now is when/where should it "pop up"

In my test run I put it as and random explore event (like encounters). So you will find ruins and when you investigate them (you have to) you get in the maze. The maze is not to big/customizeable I started out with a 5*5 and 6*6. I also activated the map. But this can be changed maybe with an item?

So any ideas would be helpful and if there easy/small additions I will implement them before I start the upload today in the evening.

More information how to customize it I will post with the upload

Re: Pilgrim Quest - Current Build v0.6

Posted: Tue Oct 03, 2017 11:49 am
by Kristycookie
Ambossli wrote: Tue Oct 03, 2017 8:26 am On Sunday I got the idea that desertfox's Random Mazes could work as "dungeons". So I started working on implementing it.
So far it works and desertfox allows me to put it online;).

So my question now is when/where should it "pop up"

In my test run I put it as and random explore event (like encounters). So you will find ruins and when you investigate them (you have to) you get in the maze. The maze is not to big/customizeable I started out with a 5*5 and 6*6. I also activated the map. But this can be changed maybe with an item?

So any ideas would be helpful and if there easy/small additions I will implement them before I start the upload today in the evening.

More information how to customize it I will post with the upload
This sounds amazing! Thank you for your efforts :w00t:

Re: Pilgrim Quest - Current Build v0.6

Posted: Tue Oct 03, 2017 2:09 pm
by Mr.styr
Ambossli wrote: Tue Oct 03, 2017 8:26 am On Sunday I got the idea that desertfox's Random Mazes could work as "dungeons". So I started working on implementing it.
So far it works and desertfox allows me to put it online;).

So my question now is when/where should it "pop up"

In my test run I put it as and random explore event (like encounters). So you will find ruins and when you investigate them (you have to) you get in the maze. The maze is not to big/customizeable I started out with a 5*5 and 6*6. I also activated the map. But this can be changed maybe with an item?

So any ideas would be helpful and if there easy/small additions I will implement them before I start the upload today in the evening.

More information how to customize it I will post with the upload
It's a great idea. Your expansion pack may convert all random encounters into dungeons/mazes/temples or any another type of little adventure depends on wich person is in encounter card. Looks like something very attractive :love: :blush: :innocent:

Re: Pilgrim Quest - Current Build v0.6

Posted: Tue Oct 03, 2017 5:41 pm
by Ambossli
So in this post you find the dungeon ad-don
Mr.styr wrote: Tue Oct 03, 2017 2:09 pm It's a great idea. Your expansion pack may convert all random encounters into dungeons/mazes/temples or any another type of little adventure depends on wich person is in encounter card. Looks like something very attractive :love: :blush: :innocent:
Doesn't work quite like that might be possible but I'm not sure I had way more problems to get may head around the random maze tease then pilgrim quest. It still haven't completely.
It might be possible but I still would need the encounters to do so ;)
And that's still a problem I don't have ideas for these.

But I'm still open for more ideas for Pilgrim Quest. I think the Ruins thing opens some space for the world. I think it doesn't have to lead always in maze maybe you can find items there or higher chance for an encounter an other pilgrim maybe some one else has a few ideas what else to do with investigate Ruins