[Release] Triple X-COM: Crash Landing (1.1)

All about the past, current and future webteases and the art of webteasing in general.
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Which feature is important for the next tease?

Combat System
50
19%
Penis Length
16
6%
World Map
52
19%
Many alternative Endings
64
24%
Fetish Options Menu
85
32%
 
Total votes: 267

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Ahriman87
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Re: [Release] Triple X-COM: Crash Landing (1.0d)

Post by Ahriman87 »

MisterFlames wrote: Wed Jan 05, 2022 11:31 am
Ahriman87 wrote: Wed Jan 05, 2022 9:57 am
MisterFlames wrote: Tue Jan 04, 2022 7:11 pm

Did it roll back all progress or did only the day count change to day 8?
Yes, all progress was lost
That means that EOS didn't save the data to storage for some reason. Sorry that happened. :-/ Two reasons for that I know about are browser settings (like playing in incognito mode) and surpassing a storage limit of 1 kb. The latter shouldn't happen with the tease unless you input very long names.

I couldn't replicate the issue. Does the progress last when you save and restart the tease now?
Sometimes it happens again. For now i save in different slots and restart tease mor often
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Re: [Release] Triple X-COM: Crash Landing (1.0d)

Post by MisterFlames »

Ahriman87 wrote: Wed Jan 05, 2022 3:16 pm Sometimes it happens again. For now i save in different slots and restart tease mor often
I see. Please let me know if you find a pattern and I could look deeper into it. In the worst case, it's some issue with EOS itself.
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Re: [Release] Triple X-COM: Crash Landing (1.0d)

Post by quentin_sands »

First, thank you for the time and effort that went into this.
I don't play webteases very often, i'm more of a CH video fan, but this one caught my eye and I gave it a peek. And there went a couple of hours :lol:

Feeback -
Spoiler: show
Positive -
-Game structure - the idea of build up the ship, and advancing encounters w/the crew were great.
-The combat system works - pretty straightforward, a few twist options as you advance, and ability to 'build' your abilities (like making a critical-focused setup or a high defense setup)
-The settings options - ty for letting us remove CBT/feet for stuff we're not into. And ability to do some task length selection on the missions is good (not sure if that affects reward resources?)
-Progression - it did feel like getting through an intense encounter was rewarded. And the reward progressin unlocking the :love: encounters w/the crew was fun.
-Rest - incorporating the living quarters rest was good, sometimes a few minutes of real world rest were needed ;-)

Critical - (I think I've seen most of these points from others)
-Model types - most of them just weren't my thing. I tend to prefer the classic bikini glamour model/athletic milf type (Madison the engineer really stood out as a favorite, would have loved more similar crew & encounters), or the occasional Xtra-busty but still tight 'porn bimbo' look. the encounters (as far as I got) seemed to be mostly be either 'zaftig plus plus' or 'waify', neither is my thing. Just a personal preference. (wasn't sure if this changes if you progress further, the engineering sim room and the cave creatures were both nice changes)
-Encounter Image variety - the encounters could use a little more variety of images and some progression of being more revealed as the battle wages. The cosplay ideas were cool but would be better if, as the commander cuts away at her health, her costume is coming off (and maybe her fingers or 'weapons' (toys) are getting put to use). The idea that defeating them is driving them over the sexual limit.
-Resource management - man for a while I was swimming in credits and couldn't get 9 more resources for the world, it would be kind of a cheat but if that merchant girl gave the option to purchase one type of resource for another (at a loss, surely), it could help progress the game if the random loot rolls have taken a bad turn. (again, maybe that's an unlock if you invest more that I didn't get to?)
Overall - summary - liked the game more than the girls. Great work, fun design, thank you for the hours of work. If anyone can recommend something similar but that leans more toward the 'enhanced bikini model' body style, it would be fun to check out.
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Re: [Release] Triple X-COM: Crash Landing (1.0d)

Post by MisterFlames »

quentin_sands wrote: Thu Jan 06, 2022 2:57 pm First, thank you for the time and effort that went into this.
I don't play webteases very often, i'm more of a CH video fan, but this one caught my eye and I gave it a peek. And there went a couple of hours :lol:

Feeback -
Spoiler: show
Positive -
-Game structure - the idea of build up the ship, and advancing encounters w/the crew were great.
-The combat system works - pretty straightforward, a few twist options as you advance, and ability to 'build' your abilities (like making a critical-focused setup or a high defense setup)
-The settings options - ty for letting us remove CBT/feet for stuff we're not into. And ability to do some task length selection on the missions is good (not sure if that affects reward resources?)
-Progression - it did feel like getting through an intense encounter was rewarded. And the reward progressin unlocking the :love: encounters w/the crew was fun.
-Rest - incorporating the living quarters rest was good, sometimes a few minutes of real world rest were needed ;-)

Critical - (I think I've seen most of these points from others)
-Model types - most of them just weren't my thing. I tend to prefer the classic bikini glamour model/athletic milf type (Madison the engineer really stood out as a favorite, would have loved more similar crew & encounters), or the occasional Xtra-busty but still tight 'porn bimbo' look. the encounters (as far as I got) seemed to be mostly be either 'zaftig plus plus' or 'waify', neither is my thing. Just a personal preference. (wasn't sure if this changes if you progress further, the engineering sim room and the cave creatures were both nice changes)
-Encounter Image variety - the encounters could use a little more variety of images and some progression of being more revealed as the battle wages. The cosplay ideas were cool but would be better if, as the commander cuts away at her health, her costume is coming off (and maybe her fingers or 'weapons' (toys) are getting put to use). The idea that defeating them is driving them over the sexual limit.
-Resource management - man for a while I was swimming in credits and couldn't get 9 more resources for the world, it would be kind of a cheat but if that merchant girl gave the option to purchase one type of resource for another (at a loss, surely), it could help progress the game if the random loot rolls have taken a bad turn. (again, maybe that's an unlock if you invest more that I didn't get to?)
Overall - summary - liked the game more than the girls. Great work, fun design, thank you for the hours of work. If anyone can recommend something similar but that leans more toward the 'enhanced bikini model' body style, it would be fun to check out.
Thank you for your feedback :love:

Regarding model pictures for the random encounters, it was a little bit of a learning experience for me. The two main issues that made it very difficult to develop:

1. EOS doesn't handle random pictures very well, at least with the method I've used. (maybe someone finds a way to change pictures with code instead of in the editor, which would make a huge difference)

2. Fitting picture sets are hard to find. Especially in a context where it wouldn't make sense to see other people, cars, houses, etc. in the background. But I needed enough of them to not repeat too quickly.

In the future, if I include a similar combat system again, it will go in a different direction. I'm thinking about a tease with minimal story that is all about random combat. But more likely would be that future combat systems in my teases will include fewer but longer encounters with picture sets that are bigger and not random. :-)
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Re: [Release] Triple X-COM: Crash Landing (1.0d)

Post by Edgemycock »

MisterFlames wrote: Wed Jan 05, 2022 4:27 pm ..
Endless Mode is amazing. So much to explore and build. This is awesome, thank you for making this!
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Re: [Release] Triple X-COM: Crash Landing (1.0d)

Post by SerX »

Thanks to this wedtease, I began to enjoy cleaning my room and exercising :lol:
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Re: [Release] Triple X-COM: Crash Landing (1.0e)

Post by MisterFlames »

Update:
MisterFlames wrote: Sun Nov 21, 2021 6:45 pm [2022-03-27] Version 1.0e - Export/Import save files to/from a string :-)
I have just implemented a feature from my next tease into Triple X-COM. It lets you export your saves into a string and import saves from such a string.

Here is a quick guide:
Spoiler: show
To export a save, load the file and visit the Living Quarters. Look for the "Export" option in the save menu. It will output a string that you can copy and paste somewhere (in a notepad, etc.):

Image
Image

To import a save from the copied string, just paste it after choosing the "Import" option in the main menu:

Image
Image

If you get an error or the save won't load, there is something wrong with the string. In case you can't get it to work, message me the Import-String and I will look into it.
In my upcoming tease "Trouble on Demon Island", this system will allow for smaller save files (= more variables possible) and easier troubleshooting. I have implemented it here as a proof of concept and it seems to work just as planned. Thanks to Thamrill for some assistance in developing the code.

Important note: Don't use the characters ".", ":" and "#" in your name (or the name of other nameable characters) if you want to use this system. As of now, there is nothing that prevents you from doing so, but it will cause issues with Import/Export. (if you do anyways, you can just export, remove the special characters from the names in the Import-String, and import it like that)

Regarding the save bug:

Some players reported being unable to save their games anymore. For some reason, at some point, the state will be rolled back to an earlier point when reloading the page. I haven't found a fix, yet. I am also unsure if it's an issue with my tease or an EOS bug, but it is very likely being tied to the teaseStorage system of EOS rejecting saved variables for whatever reason.

Using this feature might be a decent workaround for the time being. Also, if you are affected, please consider sharing your Import-String with me so I can troubleshoot that bug some more.
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Re: [Release] Triple X-COM: Crash Landing (1.0e)

Post by MisterFlames »

Quick Ninja-Patch :w00t: :

During troubleshooting (thanks to Demonika for reporting it), I have found a strange bug with the current save system of Triple X-COM.

One result of it is, that the game can freeze during the save process, which is very bad and can break save files.

Therefore, I have added a text message when saving. It displays the ImportString that you can use to reload the save from the main menu. Use it instead of the normal load feature to avoid issues when you encounter such a freeze:
Spoiler: show
Image
This is also the potential cause of the save game bug some of you reported. I will attempt to update the save system to be more robust, without destroying all of your saves.
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Re: [Release] Triple X-COM: Crash Landing (1.0e)

Post by heinochen »

Thank you for the quick fix :-)
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Re: [Release] Triple X-COM: Crash Landing (1.0e)

Post by MisterFlames »

heinochen wrote: Sun Mar 27, 2022 7:54 pm Thank you for the quick fix :-)
I'm glad it helps. :-D

The migration to a better save system is almost done, powered by some valuable tips from fapnip. There is just one EOS-weirdness left I have to work around and I don't want to perform the update before I'm absolutely sure it's safe.

I won't have time to finish it before next Friday/Saturday. But after that update, any save/load issues should be resolved for good.
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Re: [Release] Triple X-COM: Crash Landing (1.1)

Post by MisterFlames »

Update:
MisterFlames wrote: Sun Nov 21, 2021 6:45 pm [2022-04-02] Version 1.1 - Big technical overhaul of the save system
Please let me know if the update causes any issues to your saved game files!

Here are some details:
Spoiler: show

What changed?

Previously, each save file contained roughly 50 seperate variables, for a total of over 100 stored variables (including global variables for settings, etc.). Due to a limitation of EOS, this was prone to cause issues. (see "The Save Bug" below)

Now, each save file is only one compact string which gets "unpacked" by a series of functions. If you are updating from an old version, the old save files are being converted to the new system and all of the redundant variables get cleared. This frees up a lot of space.

The "Save Bug"

I was hunting for that bug since the first player encountered it. After investigating a few of your save files and doing some tests, I was able to understand the issue: one or more of the stored variables were saved with a large amount of decimals!

This resulted in more space than neccessary being occupied and EOS blocked the game from storing more data after reaching a certain limit. I was aware of this limitation and tried my best to work around it, but I haven't calculated with decimal numbers.

With the new save system, every number gets rounded before being stored in a compact string. This should completely fix the "Save Bug".

Potential issues

The main limitation of the new system is, that it is probably incompatible with character names that contain certain characters (".", ",", "#"). That's why there now is a warning when entering a name.

It is possible that old save games with names that contain those symbols cause issues now. Due to limitations of EOS regarding JavaScript, I haven't found a way to automatically rule those issues out. So please let me know if you used one of those character for any reason in a previous version of the tease and are encountering issues right now.
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Re: [Release] Triple X-COM: Crash Landing (1.1)

Post by MisterFlames »

Quick hotfix. Now the save system just removes any ".", "," and "#" from names. Thanks again to fapnip for pointing me in the right direction. :wave:
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Re: [Release] Triple X-COM: Crash Landing (1.1)

Post by Veritas1966 »

Good game, but miss chance is way too high. 5-6 miss then a mission is already failed. But each enemy can dodge 4-5 attack already.
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Re: [Release] Triple X-COM: Crash Landing (1.1)

Post by MisterFlames »

Veritas1966 wrote: Fri May 27, 2022 6:15 pm Good game, but miss chance is way too high. 5-6 miss then a mission is already failed. But each enemy can dodge 4-5 attack already.
As we have learned from XCOM, a 90% chance means that you will always miss. :blush:

But maybe this helps:
Spoiler: show
With the "Precision Implant", you can increase the hit chance from 90% to 100%.
Spoiler: show
Available in the Tier 2 Medbay.
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Re: [Release] Triple X-COM: Crash Landing (1.1)

Post by digital1223 »

Sorry bout the thread necro, I just finished the tease and thought it was really well done. Kudos to the dev!

Got a few questions about the game, there will be endgame spoilers so I don't recommend unrevealing until story mode is completed:
Spoiler: show
How many endings are there? I noticed that I was able to get 2 of them. One from leaving the planet (without uncovering truth), and one from going past the last day without leaving planet.

From the first ending, I'm given the impression that there's a way to uncover truth too; does anyone have tips for that?

I've also heard a lot on the forums about explosions, but honestly I haven't figured out what everyone's hype was about. Concerns me a bit that I'm missing out on key content, unless we're talking about a 5th spell or something under Magic.

Similarly, people talk about varied gameplay; I've been facing the same tasks in fighting, am I missing something important? The gameplay is great, don't get me wrong, but I'm definitely feeling FOMO right now lol. I did kill 2 aliens early on without realizing that there could be potential consequences; felt a bit regretful every time I saw them back as zombies later. The loot wasn't even that good!

Are there further skills that are enhanceable under the captive alien, other than the first 3? I feel like they'd be hidden, but I definitely haven't encountered them.

What do people do in the end game? Other than gaining creds that we rapidly end up not being able to use. In story mode it's a very tight game, kept me on edge haha.
Overall, great game! Really enjoyed it. I did not expect to actually be more invested in the story than... y'know.
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