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Text based Slice of Life game, focused on the interactions between the player and the characters, as well as the developing relationships and stories between characters.

Link to the game: https://github.com/AntCDev/Another-Chance
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>>62460 (OP) 
Progress update. It's a bit later than i thought, but while waiting to get the pages approved, i tried to mess with some of the character AI, and this proved to not be a good choice, as i came across a few bugs, some created by these changes that i tried to make, and some that were already present. I fixed all of them, so overall i'd say it's a positive, not only for the extra bit of logic i gave them, but also due to fixing the issues that would've caused problems at another point otherwise. Anyway, i'll continue working more today, and tomorrow i'll post a more proper progress update, this one was more to set things up. And a Remilia as well.
Replies: >>62508
Holy shit, it's real. Do you have a compiled version lying around, or are we going to have to use git to compile it?
Replies: >>62484
>>62483
It's written in python so no need to compile it. Just download the files, run InstallWindows.bat, and then launch main.py to run it
Replies: >>62493
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name gave me flashbacks to a while back when someone came up with an idea for a cool sounding reverse corruption/purification game, then released an empty build and then died, many such cases
so what is this game? an era clone?
Replies: >>62486
>>62485
That sounds like an interesting idea, not sure how it would play out as i guess the game would have to focus a lot on the writing of the characters for it to work in the purification sense. And something like that, it's similar to EraTW, in the sense that it's a Slice of Life, but with more interactions between the NPC's
>>62460 (OP) 
how much content is there so far?
Replies: >>62490
Damn, congrats on going beyond the idea man stage.
I would consider hosting it on another platform than github though, they will take down repos that host porn content.
Replies: >>62490 >>62808
>>62488
Not much so far, the main systems are in place, but there aren't many things making use of all these systems. I hope that by M2, or the next month, it will have a lot more shape in regards to actual content the user can interact with.

>>62489
Thanks, and that does sound bad, i'll check on alternatives that allow erotic content. The main reason i was using github was my IDE, but since it's dying and i moved to using actual git, i shouldn't have an issue moving to another platform.
Replies: >>62500 >>62808
>>62484
If I'm reading this right all you have to do to launch it is run the InstallWindows.bat then run main.py with Python? If so that isn't working for me and I don't know why
Replies: >>62494 >>62495
>>62493
Yes that should be everything you need to run the game, can you run both of the files from the command line and tell me if you see any error or unusual message?
Replies: >>62496
>>62493
NTA, but when I run it (using InstallWindows.bat and then opening main.py), it immediately closes without any message or log file. I'm currently using Python 3.10.1 x64.
Replies: >>62496 >>62497
>>62495
This is exactly whats going on with mine, both the bat and py just open a prompt that instantly closes.
>>62494
Don't really know what this means, I attempted to run it using the directory in python command prompt if that's what you meant, I think I did that wrong anyways though as it just kept saying it couldn't decode bytes and gave a unicode error 'unicodeescape'
Replies: >>62497
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>>62495
>>62496
Please follow the instructions here.
There is also a link to the discord on the github, if you can also send me a message there wo i can more properly debug this. Once done i'll post the solution here, or just implement it in the code
Replies: >>62498 >>62499
>>62497
Also made a quick commit with a possible solution, so try downloading the newer version and checking if that one works.
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>>62497
Downloaded the update, makes the bat function now, but the main.py doesn't work on normal launch, doing the cmd drag makes it return this, which is odd because I swear I saw the bat create something with the name pyQt5
Replies: >>62501
This looks interesting, I'll try it out when I have some time. Good job OP!

>>62490
gitgud.io is pretty good last I checked.
Replies: >>62808
>>62499
Okay, so yeah PyQt5 is needed. Cna you do the process of drag and dropping the bat function and send me what it says? Perhaps there is an error in the installation
Replies: >>62503
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>>62501
This is what the drag returns, it already ran correctly before so its just telling me it already did what it wanted to, all I edited out was my name
Replies: >>62505
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>>62503
I think the issue is with the way you set up your python PATH, and with how the game works. I can think of a solution so this won't be an issue anymore, but it might take me a bit of time. For now here is a quick patch, you need to keep that PyQt5 folder on every game folder or update, but i'll try to implement the solution to this issue as soon as i can.
Got the game to launch after using the drag and drop method to see that apparently I had uninstalled python 3 at some point for no reason I can remember and then fixing my problem.

Minor nitpick the warning / disclaimer screen the text seems to be longer than the window and I can't seem to scroll.

Thanks for all your help in getting us started.
Replies: >>62508
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>>62462
Progress update for today. I mostly spent the day fixing bugs and enabling previously disabled functions of the game, most being simple enough to do, but i did ran into some bothersome bug once i enabled the movement, which resulted in characters duplicating and interacting with characters in other locations. This took me a while to debug, as at first i was ready to just give it a quick patch, but after a while more of debugging i did found the source, and with a quick fix everything worked well even without the patch. Besides that I added a few simple things such as the ability to follow characters, or have other characters follow you or one another, as i also started to think about how i wanted to handle mood, as for a bit i was considering making it modular like everything else, but i chose against it as i didn't saw too much benefit for this, so it should be a straightforward thing to implement once i think of all the possible moods and their behaviors. 
After that i also thought more about how i was running the game, as while the solution of just installing and running the scripts work well enough, they are easy to break as testing it out it did prove to be easy to break, so i think i'll start using virtual environments as soon as i understand how to implement them. 
And for last, i also worked some more on the traits, this time specifically on the way they affect the kind of actions the NPC's take with one another, not much to comment about this, it's rather time-consuming but not that complex. Anyway, here is another Remilia for today.

>>62506
That's an odd thing, do you mean the very first one you see upon opening the game? If so it should all be within the size of the window, again if you can send me a screenshot to see what the issue might be. But sure, if any other issue arise just tell me and i'll do my best to try and find a solution, or to fix it if it's a bug of the actual game.
Replies: >>62514 >>62538
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>>62508
Yeah not sure if it is a me issue as it is the kind of stuff that I presume would be polished out before an initial sharing. Text seems slightly too big for the boxes.
Replies: >>62522
>>62460 (OP) 
please add netorase and netorare content. thank you.
Replies: >>62523 >>62526
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>>62514
I think i see the issue, i think you don't have the font the game uses, and it just defaults to one with a bigger size, i'll check about implementing the font in the game files to avoid that issue. This is how it should look.
Replies: >>62530
>>62519
Yes, netorare is pretty much already in the game, with characters not having that much logic to be loyal to their partners, so with this the bigger challenge would be to keep it, but tame it down to it doesn't turn into a cuckfest like with AA2 for example. And for Netorase, that one might take a while to implement, but i'd like to also add it to the game
Replies: >>62532 >>62540
>>62519
Fall of a cliff and die. Best NTR content you'll ever get because now you're cucked on literally everything ever.
>>62522
Seeing as it seems to be just a me issue I wonder if I am missing the font or just need to reboot after reinstalling Py3 or potentially having a non-unicode system locale for playing picky h-games enabled.
Replies: >>62534 >>62535
>>62523
>netorare in the context of the player being the one NTRing someone else
I have to explain NTR/NTS/NTI now.
>NTR (netorare)
Either from the perspective of the woman cheating on her man or the man whose woman is cheating on him. The only sexual relationship here is between the cheater and the other man. As a verb, the other man is NTRing (stealing) the woman.
>NTS (netorase)
From the perspective of anyone involved but typically the man being willingly cheated on, though the woman doing the cheating is rare. The sexual relationship occurs between all three, and, as a verb, all three are engaging in NTS, though the other man is NTSing (taking) the woman.
>NTI (netori)
From the perspective of the other man, always. The sexual relationship is between the other man and the cheater. As a verb, the other man is NTIng (stealing from) the man. 
>Conclusion
When a player steals a woman from another man, that's NTI. When a player has a woman stolen from him, that's NTR. When a player or NPC willingly gives a woman they're in a relationship with to the other, that's NTS.
Replies: >>62535 >>62597
Linuxfag here,
did a quick skim of the code, and made it run.

In main.py:318 "NPCData" should be "NPCdata" so case aware filesystems can find it.

In general all filesystem paths should be made using Pathlib so they are translated for the OS that runs the code.

ex:
ModsPath = Path(".") / "SoL" / "Mods"

All in all, good work, seems a nice little project.
Replies: >>62534
>>62530
I looked deeper into the issues, and it's a protected font of windows so you should have it unless you messed deeply with that. Perhaps it's an accessibility option that you have that is forcing the change of the font, or making it bigger. Either way i added a possible solution, which contain the base font so you could try also installing it.

>>62533
Thanks for the feedback, i instead changed the directory name to NPCData to stick to the same standard to everything else, but it should have the same effect.  And i'l ltake that into consideration from now on, but it might take me a bit to replace every instance with pathlib
Replies: >>62537
>>62530
Forgot to mention that the font is in images/OtherResources/Segoe UI

>>62532
Yes, indeed those are the forms of NTR, NTI and NTR are a given, since you can form relationships and have the characters do stuff with others. And the characters can also form relationships, and you can do stuff with them. But NTS will take a while, as i need to implement complex actions for that to happen you would have to tell the character to go do lewd stuff with someone else, so they would have to keep in mind to go find said character, and then to try and do lewd stuff with it. So again, i would first need to implement the characters having intentions, more than tasks.
>>62534
Thank you so much for putting up with my nonsense, once again my playing of weird hentai games comes back to bite me in unexpected ways.

I think I turned that font scaling on like three years ago for a visual novel that turned out to be a literal novel in 6point font and then forgot to turn it off because it didn't seem to break anything until now.

Hopefully next time I post I'll have some actual game play related comments.
Replies: >>62538
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>>62508
Progress update for the day. For today, i spend a good amount of time fixing some issues and bugs with the code, nothing specially hard to solve or noteworthy to talk about, as while doing this i also continued to work on the way the traits affect the behaivor of the cahracters, with this not being specially hard but still needing a good amount of time and focus to think about what each trait will do, and how they might interact with one another or similar kind of situations. In regards to this, i'll also likely go back to messing with the game branches once more, so i can push progress into the experimental branch as otherwise i'm not sure if it'd be a good idea to go more than a day or two without updating because i'm working on a bigger thing like this, and an experimental branch would solve it. Anyway, besides that i also continued to think about how i'lll handle the complex actions/intentions, as i still have a good idea in mind about how i want to handle this, but there are a lot of details to account for. Still, there is still a long way to go for that, so for now i also turned my attention to the random NPC's, as i finally found a good source for random names, and i also made some progress on generating the random data to fill up the NPC's with, this was simple enough so not much to comment about it, i expect it won't take long to get it up and running, and if i fix my AI setup i might also add a generic image pack to go along with it. Anyway, here is another Remilia for today

>>62537
No worries, it's always good to debug these kinds of issues. And sure, any criticism, idea, or feedback in general will be greatly appreciated.
Replies: >>62567
Guess I'll wait until the game has been retard proofed.
>>62523
I wish you the best of luck. I'm skeptical that slice-of-life would be that engaging to me, but I'll try it with a bit of content
Make it possible to change screen resolution. Or make it auto-adjustable.
As it stands it is impossible to go past the disclaimer unless your screen is less than 1080 pixels high.
Add a simple name generator for random characters.
When the left side of the screen gets filled with RFC 001 RMC 11 RMC 12 RFC 20 its nigh impossible to tell at a glance where's the character of interest. (even if you mark the char with a star)
Also even after importing your premade characters into the game I spent two ingame days without encountering any of them. That might also be because the map is too damn big for the current state of the game.
Sometimes when I click GO BACK in the Character Maker, it crashes the game.
Sometimes the game crashes when I decide to go to the Home tile.
Change the colour of the text that represents the ingame time and date.
Oh and the thing that took me an hour to realise. If there are special characters in the path to the game's folder, the game wouldn't be able to locate PyQt5 folder even if it's there already.
Replies: >>62551
Oh and the last thing.
Designate the names of the different versions of the game to make it easier to report bugs specific to the specific version.
Replies: >>62551
By the way, if we're talking about the future, how's your game going to be different from, say, Lilith's throne?
Replies: >>62547 >>62551
>>62544
Isn't LT a modern fantasy setting RPG where you use weapons and magic to fight demons?
This is a slice-of-life
How would it be similar?
Replies: >>62549
>>62547
I'd rather call LT a roleplaying sandbox dating sim with a somewhat advanced sex and paperdoll systems.
Setting aside, what fun mechanics are you planning to add in the future?
Because as it is the gameplay loop is something hgg dwellers already saw and played a billion times in other projects.
Replies: >>62566
>>62541
I do plan on making different screen resolutions, one smaller, and likely two bigger, auto resizing the window is something i've been struggling since the inception of the game, but if i find a way to implement it i'll do it.
Yes, i thought i had disabled the random NPC's until i had fixed their randomness, like getting name, body characteristics, or traits. But yeah i'll be working on that promptly
I assume you mean right, and if you star them they should be on the top, might be a bug if not so i'll investigate that.
That's also a known issue, i'm in the midst of adding a index for the map so you know where some locations are, as well as a bit on the help layout to point you to the residential area where most characters default to.
That's also concerning, do you remember what you were doing when you opened the game maker, or you went back to home before those crashes?
That could be a neat idea, i'll see which color might look good for that.
That's also an issue, right now i'm not sure about possible solutions, but i'll investigate that and try to find a fix.

>>62542
I was thinking about that, but since i constantly am committing to the repo, i feel like it wouldn't be the best solution. But perhaps i'll just name it after the commit version.

>>62544
I did got some inspiration by Lilith's throne at first, but like the other anon said i think the end result differs a lot from it, at least until the last version i played. But for the general gameplay loop, i do plan it to be simple and not the most complex, a Slice of Life like mentioned in the title, so the main focus would be you interacting with whatever character you like, going around the day doing some kind of job  perhaps, getting items, upgrading some locations maybe to get new things to do with the characters, or such kind of thing. Most of this isn't in the game yet, but the system of you interacting with a girl, and her interacting back is already there, even if still green, but since that was the most complex one i don't think it will take me as long to implement everything else. Having said that, some related to work might take me a while as i do have a half finished one that has  been in the works for a few months, you'll see about it when i chose to release it.
Replies: >>62552
>>62551
Strange things I've encountered -- 
1) Characters listening to themselves.
2) Confusing way of showing who's going to do something to whom.
3) The order of state values on the left of the game window e.g. Favor or Discomfort is inconsistent -- the one you get first will stay at the top of the list, making potential future interactions with groups of characters harder to navigate.
4) When I try to woo a character by talking/skinship, they'll eventually get a visual representation of Affection?, I suppose, via pink hearts. Ok, understandable. But then a number of other characters enter the same tile, and some of them already have pink hearts even though I didn't interact with them before. What's that supposed to represent? Arousal?
Replies: >>62563
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>>62552
That is likely an error in the flavor text and not the actual triggering of the command, but just to be sure, when you see anything like that copy and send me the text so i can check that is indeed the case and fix it, or otherwise debug a bigger issue.
Same thing here, if you have some trouble with flavor text, send me what it says, and then your issue like what you tsaid of it being confusing
I see, it shouldn't be too hard to implement a set order, i'll add that soon enough
The pink hearths are indeed arousal, the ene below that is energy, and the one blow that is mood, blue for positive, red for negative. And yes the mood energy and arousal are shared between characters, so you can get a cahracter in a good mood, and they'll still keep that good mood while interacting with other characters, or the other way around also works, so likely they interacted with someone else before you found them.

>>62553
Thanks for the reminder, i had forgotten about replacing that bit of flavor text
>>62549
>paperdoll 
What the fuck. It's not text-only anymore?
>dating sim
What the fuck
What happened to LT in the past 4 years?
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>>62538
Progress update for the day. I worked some more on the random NPC's, and i think they are pretty much finished, i still have some things left like eventually adding backstory to them, or having archetypes of NPC's, but for now i think i'll leave them as they are, and while the list i thought i would be using didn't quite work out, i did manually pulled some names from a generator and used the names from there. As for the portrait pack, it will take me a while to make, but i've already gotten to it so it shouldn't be too long until i finish it, it won't be too accurate, but it will do in the meanwhile. After that i also worked on the options menu, implementing it, and a few options to pick from, mainly regarding the NPC's interactions, and the random NPC generation, not much to say about this, it was a bit complex to get the ratio of three inputs to stay locked at a 100% without making it hard for the user to edit as they want, but i got there in the end. Besides that i also worked on fixing more issues along the day, as i think i'll change the installation file from simply installing dependencies, to actually setting up and using a virtual environment to run the game, going along with a proper launch file so it is more intuitive on how to launch once installed. Overall i'm pleased with today's work, and like usual here is another Remilia.
Replies: >>62604
I ctrl+f'd to see if it was mentioned in the thread — is there now or will there be shota? I notice >>62553 mentioning a virgin tiny penis, but the target is very masculine, so definitely well through puberty at the very least, not shota.
I'm inclined to assume it'll be in.

Do you have a list of anything off the table? Presumably no scat, guro, or completely off-the-wall stuff like vore or inflation.
Replies: >>62572
>>62568
I'm fine with both shota and loli, in the game there is already a couple of lolis, and i plan on adding a shota as well. As long as the discussion of both remains here and doesn't spread to the discord, i don't mind either. Besides those, i'm open to all the ones you listed, i'm not sure how i'd implement something like vore or guro, but the others i can see being eventually implemented with a toggle, perhaps by me or someone else. Having said that, i still have a lot of things to work on before getting into more extreme kinks like those.
Replies: >>62575
>>62572
>i'm open to all the ones you listed, i'm not sure how i'd implement
Not the response I expected at all. I'm sure in that far off time if that happens, there'd be a toggle to hide such things. Out of sight, out of mind.
>how to implement guro
I'm remembering that whacky loli sim game where the point is to kidnap children (and have sex with them) but if you hit them with your car they just turn into a bloody smear on the road.
But on the topic of this game, a depressed little girl or boy that self-harms can certainly tread into guro if the player is able to encourage that behavior. Could even bully the depressed kid into suicide and fuck the body. Necro commonly falls under the umbrella of guro.
I honestly don't expect extreme things to happen though. If it does, I assume it'll be down an emotional manipulation route
Replies: >>62577
>>62575
Yes, anything that deviates from the normal kinks will be toggled off by default. And i think i know which game you mean. And those examples sound interesting, but more so for a character driven story, but maybe when working with the other extreme kinks i can indeed add a character, with custom events which you can use to promote said things, ending with what you said of the necro thing before just removing the character from that save, or maybe adding another way to preserve the body or such. Still, this is more just throwing ideas around for the far future, as for now i haven't even implemented violent actions, or non-con at all.
Replies: >>62590
>>62577
if you want you can go the LifePlay route and make it so that more extreme content are separated into downloadable modules/mods and claim it's made by an outside party.
Replies: >>62593
>>62590
Yeah, that's what i was thinking of doing for the less tasteful kinks. But i still like to think about how i'd go about implementing these, mostly so i can make sure that it's indeed possible to do, like with the filth one, i wasn't planning on adding it into the game at this point, but i still gave it some time to think on how it could work, and in the end i came up with the signals system that i have in place, so eventually a mod can use the passing time one to add like some filth meter to the characters or such.
>>62532
Harems. Interactivity between haremettes. I want to romance 150+ characters and have all of them be able to interact and commentate on our collective lovey-dovey harem shenanigans. If possible. Not need to go out of your way to make it possible if it would be too much effort.
Replies: >>62598 >>62599
>>62597
My bad, this reply was meant to go to OP.
>>62597
Proper harems, and not havign just romanced a bunch of characters, will be something i eventually add and when i do so i'll go for a harem policy's kind of thing, so tehre you can set up something like what you said of allowing the others to interact while you are having your fun with any number of them. So it will take a good while, but eventually it'll be there. Now, for the 150 characters, i might be more doubtful about that, not to have a hard limit, but the performance for so many might be an issue, specially since i haven't looked deeper into Python and multithreading to corroborate some issue i read about
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>>62567
Progress for the day. I started the day by trying to make up a more proper way of installing the game, mainly by setting things up in a virtual environment, this was a bit difficult, mainly due to my own lack of experience making bat files. Despite that i eventually got a decent enough script, which i tested and worked, but i wasn't sure if it was due to me already having everything installed outside of the virtual environment. So since i was also having some other issues, i thought about uninstalling everything and testing it out, and in the positive side it did work which was nice, but despite how i expected it to be easy to do a clean install, it gave me a bunch of issues which i had to figure out how to solve. Still, in the end i got everything working back up, and i once the installer and launcher was done, i thought about packing it up in a exe to make it even easier to make, but i couldn't find a good way to do it, so for now i left it at that. 
Besides that, and fixing the issues that arose with my local setup, i also continued to make more generic art, not much to say about this as it's mostly just making sure the images aren't too bad or a blurry colorful mess like i've gotten a few times. As while doing all of this i also started to debug some odd issues with the game, nothing that is specially obvious or game breaking, but still something that should be fixed. Overall a day filled with errors that had to fix, but i'm still pleased with having gotten a proper installer which should in theory suppress a good amount of the common issues with running the game.
Replies: >>62609 >>62626
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>>62604
Run the search with a word "geat" through the texts of your game. I saw it being used in a description somewhere and it was surely a typo of "get" but I was too lazy to mention it back then.
Also a big bug --
1. Create a new player character, any gender.
2.Click Details on the left side of the screen.
3. The only thing left visible is a background image, no panels or buttons.
It happens with imported characters as well, no way to check their description. Didn't check RFCs and RMCs yet.
Which leads me to a suggestion -- implement a way to exit menus by using a real keyboard buttons like Esc so that we can at least test if it's a true softlock or something else, by ESCaping the current screen or menu to the default one which is.. the screen where you move around town, I guess?
Replies: >>62626
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>>62604
Progress update of the day.Today was a bit of a slow day, mostly due to me trying to debug and fix some more issues i found while play testing the game for longer, none of them were notable enough for now, besides a couple related to the details menu, as i did this layout before i had standardized how i handle layouts and as such things are quite messy and patch-y, i managed to fix the issues, and even restore a part of the layout that was unintentionally disabled, but in the end i thought about just rewriting a good chunk of it to adhere to the same standards as the rest of the code, as again i ran into the same issues that led to the patches of the previous version, but this time i thought of better solutions for these, as well as changing the logic a bit to avoid issues with characters who lack a part of the details, like having no relations or such. Besides that i also started to play around a bit with the implementation for forced commands, as due to the modifications system i implemented some time ago, it wasn't as hard to make a proof of concept, as even if not tested within the actual game, the logic flow does work and using some dummy data it does what it should, so besides adding custom text for forced actions, it shouldn't be too hard to implement some basic non-con system, likely only available to the PC at the beginning. Anyway, here is today's Remilia.

>>62609
Found the typo that you meant, it was on the SoL/Commands/BasicCommands file, which does contain all the interaction commands, as well as their flavor text. For the bigger issues, it's what i described above, it'll be fixed when i finish rewriting that part of the layout. And that's a good suggestion, i' might implement two escapes as i have two ways to move from layouts, one to go to the previous layout you were in, and one to go right back to the main menu, shouldn't be too time consuming so i might do it with the next commit
Replies: >>62638
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>>62626
Progress update for today. I started the day by working for longer on the details menu, some more issues regarding mainly spacing arose, being bothersome enough where i considered doing the same patches i did with the previous version, or just writing everything from scratch, but in the end i chose against either of these and after a while of debugging i implemented the proper way to handle such issues, so with that everything regarding the details menu should work as intended with cleaner code.
Besides that, i also continued fixing a couple of issues around the code, as well as implementing some emergency escape keys, one for Ctrl+Shift+1 to go to the previous layout, and another for Ctrl+Shift+2 to go to the main menu. I can already see some situations where they will break stuff, but they are more for emergency use so better than nothing in those situations. 
And after that i also properly made and implemented the helpMenu, needing a bit more logic than just a label with text in the middle, mostly because i wanted to have a different styling for the question and the answers, and as far as i know there is no way to implement multiple styles to different text within the same label, i have considered making my own custom label to have just this feature, but for now it's above my current skill level so i'll have to revisit this at another time when i understand Qt and the way it paints on screen better. With all of that, here is today's Remilia too.
Replies: >>62667
Looks like a TW-like game, except with NPC interactions. Very basic though. Can't really make any comments because it's so unfinished, but have a few bug reports:
>ERROR NPC ACTION || can only concatenate str (not "NoneType") to str
Character ends up following forever and no longer "sleeps"/restore energy and convert gems.
>ERROR SOL REFRESH Favorite Location || 'Nia06 Room'
Character poofs and then never comes back.
>Error 'Level'
Error given at the level up screen. No gems are consumed upon leveling abilities. Negative submission is being converted to 1000 submission gems.
Replies: >>62667
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>>62638
Progress update for the day. I wanted to focus the day on doing a couple of QoL things, mostly to address the issue of characters seemingly disappearing, as there wasn't much feedback when a character was moving. This was a bit complex, not due to the code per se, as it would be easy to do, but more so for thinking a bout where and how i would add this data to the game's dicts, as i thought about adding the movement of the characters to the location data, but i chose against it, even if i still made a few adjustments to the dara structure of these. Still, in the end i found a place to put this data, and from there i went on to implement it, which led me to the messy state my GetFlavorText was, mostly as it used recycled code from the previous iteration of the game, so once more i rewrote this one from scratch, it wasn't too hard so after just some time i had everything up and running, as well as the flavor text for the characters moving. Once this was set up, and while testing, i came across what i thought at first was some bug with the flavor text, but after checking closer at what was happening, i noticed that once more i had some issues with the way NPC's are selected as idly which meant they were being refreshed every moment, which led to them moving with practically every refresh, i've got some ideas to fix this, but it'll need more  experimentation t o make sure there aren't odd issues with my fix. 
Besides that i was also thinking about how i would deal with having a timer for things like making a character stop following the PC or another character, as for a moment i considered adding some kind of proper tick or timer system, but in the end i thought it was a bit too complex for the moment as there wasn't much use for it, so in the end i'll just implement a basic and simple version of it for this. Besides that, there were a few more issues with trying to generate the male characters, but i think i can deal with those. Anyway, another Remilia for today.

>>62645
Yes, that was more or less the idea i had when i conceived the project, as i quite liked when the characters took control or did their thing, but that is rare in TW. And thanks for the bug reports. For the first one i'm not quite sure what caused it, but i'll try to hunt down the bug. For the second one i'll implement a solution for that as soon as i can tomorrow, i was thinking of a complex system for this, but as described i chose to not go that route for now. For the third i'm not sure if it's a proper bug, might be that the characters went to sleep, or to some other location, but for that i added the flavor text of where the character went, but i'll still investigate if some issue comes up. And for the fourth i can think of a solution, i'll implement it along the fix for the second issues.
Replies: >>62691
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>>62667
Progress update of the day. Today there wasn't much focus on what to do, rather i was just fixing and adding code everywhere that was needed, starting with implementing the proper functions to add locations, and to add connections between locations, this wasn't that hard to implement besides thinking of every small detail that had to go along with these. Still, with these done i also was able to test it out by giving every imported character a room if they didn't have a pre-established home, it works just as i intended so not much more to report about this. Besides that i also spent a good amount of time doing bug fixes all around, some aesthetical like the one that caused the enhance widgets to appear smaller the first time you go to the sleep layout, and some more important regarding the logic, namely the one that caused the NPC's to trigger their idle actions every refresh, it was a simple and common mistake, but it was hard to debug noneless. But once i had fixed this, a lot of weird behavior disappeared and everything worked just as intended. Besides those there were a lot more things to fix, but none worth mentioning, as i also started to think about changing the way i handle counters for stuff like the attention the characters give you, or the time they spend following you after they agree to do so, as until now i handle it on an amount of actions basis, but i think i'll change it to be by time amount and time passed, this should simplify things as i can just put this stuff close to the PassTime signal. Not much more to say as most issues were simple enough to fix, so here ia today's Remilia once more.
Replies: >>62706
Downloaded it and gave it a try, but it's really unpolished and seems to lean too heavily into mechanics of ERA games. It might be a better idea to cut down on those details in favour of making a more cohesive experience. 

That said, I'm rooting for you anon. I'll check in again for sure.
Replies: >>62695
>>62460 (OP) 
does it work on openBSD yet?
>>62692
Thanks, yeah it's still quite green, but i'll continue to work on the game to make it feel better tho play, and like you said i do want it to be a live with your waifu kind of game, so similar to the era ganes, ot things like AA2 and such,  i do have some ideas to make it feel unique to the others, but they'll take me a bit to implement.

>>62693
I don't really know, the only requirements is to have Python, and Qt, the former i guess it's possible to run, and the latter i found a few threads about people using it, so i think it should work.
>>62693
Nope.

Paths have been coded in microsoft style. 
The thing starts but you won't be able to play.

$ pdm run python ./main.py

5: ERROR INITIALIZE BASIC MOD || No module named 'BasicMod'
1: ERROR MAKER MENU INITIALIZE || No module named 'BasicTraits' || BasicTraits.py
2: ERROR INITIALIZE Locations || No module named 'BasicLocations' || BasicLocations.py
2: ERROR INITIALIZE Commands || No module named 'BasicCommands' || BasicCommands.py
2: ERROR INITIALIZE Abilities || No module named 'BasicAbilities' || BasicAbilities.py
2: ERROR INITIALIZE Traits || No module named 'BasicTraits' || BasicTraits.py
2: ERROR INITIALIZE Personalities || No module named 'BasicPersonalities' || BasicPersonalities.py
Traceback (most recent call last):
  File "/home/***/another-chance/./main.py", line 507, in <module>
    MainWindow()
  File "/home/***/another-chance/./main.py", line 341, in __init__
    for NPCFullID in os.listdir("NPCData"):
                     ^^^^^^^^^^^^^^^^^^^^^
FileNotFoundError: [Errno 2] No such file or directory: 'NPCData'

Replies: >>62704
>>62693
>>62696
Updated the game to use pathlib, so it might work now, i could also have missed a few paths to update so tell me if you find anything like that, and if it works or not too.
Replies: >>62738
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>>62691
Progress update of the day. I started the day by thinking a bit more about how to set up the different kind of relations the characters could have, and how they could get these states, as at firs i thought about adding another layer to the nature of a character to track the metrics these could use, such as fear, trust, attraction, and such, but they would overstep with the abilities so i chose against it. So with that in mind, i thought about how i could use the available abilities and other data to set up these relation kinds, and how i'd actually implement them, as i'm leaning towards making the same as fallen states, but automatically assigned depending on the latest actions of the character, and the abilities that they've leveled up. Still, while i was thinking about all of this, i also started to try and clean up the Path code i used for the game, i thought it'd be as simple as just importing the appropriate library and replacing the code where needed, but a few issues arose while doing this, oe of which was immediately evident as it crashed the game, but it didn't left any error or trace back behind so it was a bit hard to debug, but with some trial and error i eventually found a way to work around this. Then once that was fixed, i ran into more or less the same error, but thankfully this didn't crash the game, even if it did force me to abandon some way i used to display images on labels or buttons, which in the positive side meant that everything was cleaner and standardized. And once that one was dealt with, i almost ran into the same root issue one more time, but i managed to avoid it so i didn't waste much time. So once all of those issues were solved, and everything is up and running, i think the game should be able to handle better being ran into other OS's, as well as different languages and system locales. Anyway i still have some thinking and fleshing out to do regarding the relations types, so for now here is another Remilia
Replies: >>62717 >>62737
>>62706
Have you considered using a tag system for relationships?

Like maybe there could be tags like this for a relationship:

Labels that define family links: Mother, Father, Sister, Brother, Aunt, Cousin, etc

Labels that define types of friendship: Friend, Confident, Cooking Buddy, Party Partner, etc

Labels that define romantic relationships: Love Interest, Secret Crush, Lovers, Married, etc

Labels that define professional connections: Boss, Coworker, Business Partner, etc

Labels that define enemies: Rival, Bad Neighbor, Mean Ex, etc

The tags could be leveled up and if they get high enough you can combine them to make more powerful tags like for example:

Friend + Confidant = Close Friend
Coworker + Creative Buddy = Productive Duo
Friend + Rival = Frenemy
Friend + Mom = Best Friend Mom
Close Friend + Lover = Soulmate

And you can maybe lock some interactions behind tags.
Replies: >>62737
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>>62717
I quite like the idea, thanks a lot for suggesting it. And yes i do have some idea for commands or interactions that could be locked behind some of these. But for now i think i'll focus on implementing the system first, and eventually filling it out with more content like that

>>62706
Progress for the day. I focused today on doing more fixes all around, mostly regarding the style of the layouts, not much to say about these, they were small and simple for the most part so they didn't take long to debug and implement a fix.
Besides that i also started to think about implementing more common commands, as right now it feels like there isn't much to do with the normal characters outside of sexual scenes, and given the new system for handling relationships, it'd be good to have variety to trigger different kind of relationships without needing to go directly to a sexual scene for some of these. But while thinking about these, i also thought about another way of implementing commands which should in theory be simpler and more robust, but while implementing that, it naturally broke a bunch of things, specially since i was also changing the way i processed commands to make the logic make more sense for a couple of situations, like if a command fails due to one character not having enough energy, then the flavor text will reflect this just on the character lacking energy instead of on both.
I also got a suggestion on how to handle the character relation types, using tags instead of semi fallen states, i think this would work really well so i've already started to try and flesh out this tag system, how they would be gained, how they would act, and how they'd interact with one another to mix up such as for love-hate relationships, perhaps fearful or loyal submission, and such kinds of things. It was also suggested that they could be used for other relationships such as for family bonds or similar, and i do think they could work nicely for that too. I'm also thinking about making these modular which i can already feel will add a good bunch of extra complexity, but they should also allow a lot of more diverse relationships.
Anyway, here is today's Remilia.
Replies: >>62759
>>62704
another-chance/makerMenuUI.py:1093:45 - error: Operator "/" not supported for types "str" and "str" (reportGeneralTypeIssues)

from line 1089:                 Path = os.path.abspath( pathlib.Path() / "NPCData" / f"{Name}{ID}" )
# os.path.abspath returns a string, only `pathlib.Path`s can use the "/" operator
# fixable by changing to    Path = pathlib.Path.resolve(pathlib.Path() / "NPCData" / f"{Name}{ID}")
# I'd recommend to follow https://beta.ruff.rs/docs/rules/#flake8-use-pathlib-pth for full pathlib conversions


2nd recommendation: install (and configure) ruff and pyright, they will help you find a lot of type errors in your code and help you follow python best practices.

Here's a base config to get you started, but just be aware that there are a LOT of rules that are enabled, just put into the ignore list whatever you don't want to be spammed about:
# pyproject.toml
[tool.ruff]
format = "grouped"
line-length = 120
show-source = true
target-version = "py311"

select = ["ALL"]
ignore = [
  "D103",
  "D203",
  "D213",
  "ERA001",
]


Keep up the good work.
Replies: >>62751 >>62759
serious question: why even bother with text-only games in [current year]?
>>62748
well anon, how would you feel if you didnt eat breakfast?
Can you parse that? if so, could you parse the idea that people can imagine things?
>>62748
Because you don't need to be/have a good artist for your project, and is more easy to add content by third parties.
But I think the big reason is the first, good art can add a lot, even more if you archive to do a good paperdoll system, but in the same way bad art can be a detriment, if simply there isn't art in the game you can simply imagine how the characters are using your imagination and well, at least for me that works pretty well.
>>62738
That looks like a very descriptive error message, i'll install both as i think it could help with debugging more than the blank or non descriptive errors that i get whenever PyQt is involved. Thanks for letting me know about those.

>>62748
To make the game that i envision on my mind, that is a Slice of Life sim game with your waifu/s, to make it have graphics besides the portraits and such, i would need a massive amount of resources which i don't have. The closest example being something like COM3D2, which is a live with your maids kind of thing, a lot of resources were poured into it, and even so it's still a little part of what i'd like to simulate with my game. So yeah, text only is my only real choice for the kind of game i want to make, plus adding places to add more images, such as logic for more expressive portraits, or adding images to go along with the flavor text and such kind of things.
Replies: >>62805
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>>62737
Progress update for the day. Lots of fixes all around the code, i was suggested using a linter, and it indeed did it's hob pointing to a bunch of things i should fix, most of them were not really that useful, but i still implemented a good bunch of the issues pointed out, it was surprisingly smooth of a process, as with how much stuff i fixed i thought i'd break an equal amount of things, but besides having to ignore some of the warnings because the fixes would lead to a crash, it went without much of an issue.
Besides that i also started to think about more normal interaction commands to add, which for the most part isn't that complex, nor to implement them, but thinking about this led me a few times onto commands that were dependant on the clothes of the character such as lifting a skirt or the like. So for this i'm starting to think about how i want to handle the clothes, and what i'll likely do is just a few spots of clothes, with some categories like pants or skirts, even if their flavor text would be different. I also could do tags for the clothes to know what kind of clothes they are, but this might be a better idea for whenever i chose to expand on this system, or maybe not, i still need to think more about this.
Besides teat i also continued to try and generate the generic portraits, and while i didn't run into any technical issue, what i'm noticing is that specifically for the men, they are looking a bit too same-y, so to solve this i think i'll move from doing portraits, to full body shots to add some more variety on clothes at least. And related to this, i also thought about a good way to implement the mood into the logic to pull a portrait for a character, with the only downside being that it will be a bit more verbose.

>>62738
Regardinng the error at the very top, i did foudn the issue and fixed it. But the suggeestion below that won't work, path.resolve() doesn't do the job of fixing the sudden crashing that os.path.abspath() does, if you made it to the maker menu then i think it should be fine, besides the warnings with ruff. I also chose to append the rules to the github since i did had to put a lot in there.
Replies: >>62783
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>>62759
Progress for the day. For today i focused mostly on trying to flesh out the system for clothes, as after iterating a few times through the idea of giving tags to the clothes, and having sort of slots, i eventually came up with a good structure to handle clothing, in theory it should support layered clothing, and clothing colors, as well as all the tags that can be used for enabling or disabling interactions and the like. Along with the data structure for this, i also think i'll make the clothing a proper set of modules like the personalities or the commands, which again should in theory make it even more robust, and give the ability to better handle flavor text, which is necessary to handle modifications to the clothes. With that planned out, i also started to think about how i could add the clothes system to the character maker, or even to make the window to swap clothes, i came up with a few simple ideas, but they wouldn't be the most user-friendly, or might look confusing the first time you are using them, so in the end i came up with another idea that might be more intuitive, but i'm not entirely sure it will work with Qt, i'll have to make a proof of concept to make sure it is possible to do what i have in mind.
Besides all of that, in a similar way i also started to design the system for having characters orgasming, more specifically for men cumming, how it would interact with all the kinds of pleasure values the characters can get, what buff or debuff to said values happen after they cum, or maybe tracking another stat like a vitality or endurance metric. As well as what happens with the partner of the cumming man, to handle doing it in or outside, or in which parts of the body they did so, and trying to have it reflected on the characters. For the last part, i thought about also using my clothing system, and having some cum be an accessory to whatever part the character cums over, and for the inner parts, i might also have them in the same body parts system used for clothing, this feels a bit off to think so i might change it, but so far this looks like a good system to handle all of this.
Overall lot's of thinking and trying to come up with good data structures to handle all of this, for now i tried to stablish al ogic flow that will make sense, but after this i'll start making the proof of concept for these systems, as whiel t eh data flow i don't see giving me too much of an issue, the custom widget to select clothin i can already think of a bunch of things i'll have to deal with. Anyway, a bit of a long update, but here is another Remilia for today.
Replies: >>62813
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How about you sell me on this game with some screenshots big guy
Replies: >>62804 >>62812
>>62801
I think the OP image is the long and short of it
You're right though, more screenshots would be a good complement to these progress updates, not sure why touhou is being posted
Replies: >>62812
>>62751
Everyone has access to AI generated images these days, so I don't think it's that big of a deal having no images (or only a few pre-generated ones) if you let people upload what they want.
Replies: >>62812
If I may give some advice as a few developer (of relevance to this thread, mainly part time volunteering with Free Cities (FC) at least the last six years).
>Using Discord / Pateron / almost certain slow corrupting 'influence' of users or payment processors.
Watch out for the tranyNiggers / Furrfags as they are almost certainly going to seep into your project and while they will start off civil enough at some point (likely much much sooner rather than later), your game vision is likely to slowly change from yours to focus more the above groups.

I refer thee to 
>The main reason i was using github was my IDE

That sounds like absolute pain and suffering, go have a good stiff drink on me.

My Dev environment is a mixture of the following:
- Visual Studio Code (in particular insiders)
- Notepad++
- WSL (Windows Subsystem for Linux) as I consider Gnu/Linux to be a night and day much better base environment (especially for development) (PowerShell is way too verbose of its own good, at least what little exists).
>>62489
>>62490
>>62500
I would heavily second gitgud.io, being able to very easily download a MR as a patch/diff is a great QOL feature.
Replies: >>62812
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>>62801
Here is a screenshot of the game, i'm still in the process of filling up every bit of the content, but for now i'm prioritizing setting up the technical side of it. I hope that by the next M version, or hte one after, it will look a lot better, that is in one or two months.

>>62804
For now you are right, there isn't much more to show as it's a text based game. And due to just t hat the progress updates don't have too much to show for them, not sure if it'd be good to post screenshots of teh code, or of the debug messages to show the progress, as besides that the biggest difference between two updates would be just a bit of text, that would be the reelection of the deeper engine changes that i've made. And as for the why of touhou, well i i'm the kind of person that i hope to attract, that being someone a bit too obsessed with their waifu, which as expected is Remilia.

>>62805
Yes, i did design it to be quite easy to add character portraits, be it generic, or unique, i'm in the process of changing the naming scheme for these, but afterwards i'll make a simple guide on how to add more, which will be just naming them according to the scheme, and then drag and drop them in the correct folder.

>>62808
Yes, i'm aware of that fact, i think i read that some other big project like this one was taken over in a way, i think most of the deliberation will be for selecting like moderators, or power users in general. Having said that, i do think due to the nature of the games it will attract many interesting people as you have to have at least a bit of autism to get into this kind of waifu simulator game, and even more to actually try and make your waifu in this kind of game, which is the idea i'm trying to go for. But yeah, i'll be quite careful to keep my vision for the game focused, and to not let the situation i read about on that other project happen.
Yes, it was quite a pain to deal with once i started to trya nd make a new repository or handle branches, but at teh time just for pushing progress for myself, it worked nice enough. But i've gotten better at using proper git so i'll add it to gitgud as well.
That sounds about right from the developers i've talked, i'm not sure why Notepad++, but i assume it's useful for stuff i don't deal with. For me i'm mostly just using Atom on windows, i used linux up until a couple of years ago, so i might go back to it at one point, but for now i'd rather focus on developing the game, rather than messing with the environment around it, at least until i get the game in a decent enough state to afford the time to set everything else up.
Besides that, thanks for the advice i appreciate it, even more from someone who has worked with FC, as i've poured a lot of hours into it..
Replies: >>62898
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>>62783
Progress of the day. I mostly focused today on continuing to flesh out the concepts of the last update, that being the clothing, and cumming system. For the clothing system, it wasn't too bad as i've got the basics of it working, and along with it i started to try and set up the clothing picker widget, as the basic concepts for it working, that being drag and dropping widgets, were still a bit too deep for my current understanding of QT, but i got it working eventually as i intended. But despite that, i felt like it was again quite overkill, so a simple selector might be actually better, specially as i solved some issues i had with this once i properly implemented the clothing system.
Besides that, i also made and tested the proof of concept for the orgasm system, and while it does work, i noticed how it might be a bit hard to understand what is going on when you aren't accustomed to the system, for this i thought of a good solution, but it might mean messing with the layouts in a more complex way, so for now i think i'll postpone this, and instead just change the flavor text used to reflect the pleasure levels.
So overall, i mostly focused on trying and testing stuff, and like usual given the nature of the game, there isn't much to show for it so here is another Remilia.
Replies: >>62852
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>>62813
Progress update for today. I mostly focused on implementing the clothes, mostly by setting up text for the clothes, not much to say about this, i had to look up a bunch of clothes and how they might be described, but overall it was uneventful as there was not much logic behind it. But after this, i also started to properly set up everything else about the clothes, as i chose to change how i handle the picker once more, this time to accommodate for giving the clothes images as well, in the picker, as well as in other scenarios, as while i haven't checked on how i'll add these to the main layout, i know i'd like to show this in some way, so i'm leaning more and more into needing to redesign how i handle the layouts to allow for the complex main layout i have in mind, which besides dynamically adding or removing widgets to it, it might also allow for resizable windows, but it also might not depending on some other constraints i haven't figured out just yet.
Not much more to say for today, just lots of normal writing, and once i have the clothes finished i can show how the picker looks like ,but for now here is another Remilia.
Replies: >>62875
>>62852
Downloaded the June 19nth version.

1) Still no way to change resolution, torture.
	No saves yet, went to Character Maker.
	In it, loaded and saved all the premade characters, from top to bottom of the list.
	Went back to the Main Menu.
	Clicked New game, selected a male character with a name Ass. Went to Ass's Details.
	It is a complete mishmash of pronouns, seems like the game took data from the last loaded and saved premade char and mixed it with a New Game's 'Male' option.
	Exited the Details menu to the roaming mode. Pressed 'Go back' to go back to the Main Menu. Made another male character in a 'New game', with the same name, Ass.
	Went into Ass's Details menu. Pronouns are fine. Exited back to the roaming mode.
	Pressed Quick Save. Game crashed.
	Any further attempts to Quick Save with the new characters of different names and ganders, regardless if a player's char has moved from their home to somewhere esle or not, result in a crash.

2) Lower Shopping Area's name doesn't fit inside its designated button in the roaming mode.

3) Met an RandomFutaChar. They have an action option named 'PenisCaress0'.

4) Main menu lacks the 'Exit' button.
Replies: >>62880
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>>62875
Progress update for today. I continued working on the clothes system, mostly the picker for these, as given how i plan to move from the way i handle menus, to the more complex layout based one, i tried to use this to start to get an idea of how that would work, and it was really as much of a pain as i anticipated, as i had to cut down the widgets in ways that could fit using vertical and horizontal cuts instead of being able to give it whatever proportions and dimensions that i'd like. This is kind of bothersome for some situations, but i was already trying to do straight lines across my layout, so it should in theory not be that bad, but having said that i also can already see some issues, like with the picture attached if i wanted to move the selector buttons to for example the right, it would be a quite more complicated matter than just moving them the amount of pixels to the right, as i do have some ideas of how i could archive that, but all are quite sketchy. But besides that, the theory of the picker is there and it works, moving the clothes from left to right as needed, and up or down depending of the order if they go above or below the other items, which in itself can also spread to other categories, like the dress being a single object, but affecting both the upper and lower area.
The picker still needs a bunch of work, to implement a bit more logic and handle edge case scenarios as i already found some weird behavior as i played around with it, as well as to properly set up the sections that will be represented, even if i found these four initial sections worked nicely so i might just keep them like that. And while working on this, i also found that specifically those lists handle dragging of widgets rather easily, so i could still implement part of how i envisioned the more complex version of this, but i'll have t o see if i stick with these lists as i do need to check they can handle more proper widgets instead of just items of text.

>>62875
I'm working on changing the layouts to handle resizing, but since they might need a lot more work i think i'll still just add a couple smaller or larger version of the menus. Can i know if you are having issues of it being too small, or too big? so i know which one to prioritize.
Right, i've got  the solution for that one, i'll implement that one, and similar situations with my nnext push.
Same for that one.
And for this i didn't think it'd be needed since you can click on the X on the corner, but i can add one
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>>62880
I might just be stuck in the past, but even though I can afford a bigger screen, I know I personally am uncomfortable with using them.
So an option to make the game window be ~700 pixels in height or less is appreciated.
Also, the SLEEP button (I'm usuing the same build from June 19) seems to be misplaced slightly.
Replies: >>62898 >>62902
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>>62880
Also sometimes favourited NPCs are described on the left as still being on a specific tile, even though they've already left that tile.
Replies: >>62902
>>62812
For me Notepad++ is because I starting using it before getting into FC / developement "proper".

It also 
has several features I find quite useful such as being able to easily change the "Find In Files" search directory or having my daff files automatically saved within the session.

Your mind is in the right place, it is better to focus on game aspects now rather than the build enviorment.

At risk of being officious, you are more than welcome to drop by the FC GitGud and ask for advice / provide your feedback.

>>62888
My desktop setup is probably slightly messed up.
-1x 4:3 19'' Dell monitor, which works great being on my left and is probably the closest to my face.
-2x 27'' 1440p AOC monitors, with the center one being curved and the right a traditional flat layout.
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>>62880
Progress for the day. I started the day by fixing issues all around the game, most being rather simple, as the only one that stood up was the one to adapt the font to the size of the widget, mostly as it was outdated since i wrote it before starting with the concept of handling everything with a single stylesheet, but it didn't take that long to update, as i was a bit worried that updating the stylesheet would overwrite it instead, but that wasn't the case and it all worked out.
Besides that i also implemented a quick and simple way to resize the windows, for now only supporting making it shorter, but not taller, smaller, or wider, as the logic is also rather simple without adapting the layouts, more so just taking space away from some of the widgets, as well as moving up or around the widgets that need to do that,, mostly the control ones that are pinned to the bottom of the layout. And for the actual implementation, it went rather smoothly, i had to do a quick fixes to some of the older layouts, but overall as i had put everything into scroll areas, it was rather easy to just resize said scroll area, and the layout would adapt and give room to scroll lower. 
Overall it was a lot easier than i expected, and it worked quite a bit better too, as i expected to look rather patchy, but for now i think it does it's job, as it gives me more time to eventually move the layouts to their more complex self which as described on the last progress update i believe will be quite hard to make.

>>62888
I implemented a fix for that, before i was planning to make the screen minimum around 768 pixels so good to know that lower resolutions might be needed before i properly implemented the other resolutions for the layouts, besides this quick patch.
And the sleep button isn't misplaced, but duplicated rather, i'll check and fix this bug tomorrow.

>>62889
That looks like an odd bug, does it only happen with favorited characters? Either way i'll fix it as soon as i find it's cause.

>>62898
I see, i can relate to sticking around for useful features or jsut being more comfortable with the editor, as for example i used Pycharm for a while, but i couldn't get used to it, as basic features like folding weren't as intuitive, and i for some reason kept marking lines and i never got how to unmark them. I'm sure it's just a matter of giving it time to get used to it, but for now i'd prefer to assign that time elsewhere.
And sure i'll go check around and i'll give some feedback when i play it again, it's been a couple of years since my last game so it's long overdue

And for me, my setup is also a 4x3 old monitor to the right, and a 1080x1600p monitor on the left which is my main one to code, and see content whenever i'm not coding or similar. Both being on top of a shaky wooden table, which is supported by another table stuck in the middle for extra rigidity.
Replies: >>62906 >>62956
>>62902
Going into more detail, I mainly use my left (VS Code / TaskBar) and centre (vidya games / media) monitors.

I recently also had an additional cable hole created to allow for a more cleaner right monitor run.

If I may make a suggestion, merge both the GNU/Linux .txt and Windows .bat (fuck PowerShell, it is way too verbose for its own good).

E.g.
LinuxSetup.txt
WindowsLauncher.bat

Out of intetest, if I may ask; what is a high level overview of your background?

This will probably come as a complete shock; mine is within the IT sector but not as a developer.
Replies: >>62913
>>62906
Sounds like you have your setup figured out, mine is quite sketchy, and a mess of cables where they all meet up despite my attempts at separating them, and removing everything unnecessary.
I think i'll do that, but first i'll try to learn more how the bat files work, so i can make a check to see if the venv is installed to skip that part.
I don't have many credentials for my background, mostly a self taught developer through this project, before all i did was quick scripts, and some other odd job to fix for example mods for games and the like. But the next month i'll start my education for data science, so i guess i'll get more credentials that way
Replies: >>62919
>>62913
That would also cover me as well, during high school I Linux distro hopped for example.

The vast majority of my developement expirence has come from being self thought via FC and writing basic shell scripts. 

A couple of years later though, I took a required programing fundermentials course as a part of my current degree which used Python.

I have very recently branched out into Android Application developement to fix some issues with an application that likely only concern me.

I would be more than happy to:
- Handle the proposed .bat changes.
- Act as a mentor figure when / if desired at a later date.

If I may try to impart one more piece of advice.

I would suggest that you consider reviewing your digital operational security sooner rather than later e.g.
- Considering which parts of one's life should cross over and how.

To use myself as an example;
- From a networking stand point I have configured my third party router to use the OpenNIC DNS (Domain Name System, which helps translate an IP address into a more user freindly form e.g. to use a LAN (Local Area Network) focused example; 10.0.0.1 could be router.homenetwork) project.
- I use a password manager (KeePassXC) and replicate the database from my NAS (Network Attached Storage) to desktop storage via a powershell command running within a scheduled task.

- I use several emails, some are more publically used than others.
- I recently created a github account which hosts generic versions of my FC or other shell scripts.

- Being sonewhat alert regarding how much detail I am providing and in what context.
- Consider one's threat model and personal balance of security vs convience.

All hail velcro cable ties.
Replies: >>62920
>>62919
I played around with Linux as well some years ago, but i was very prone to breaking it so i haven't touched that much since, even if i'd like to go back to it at one point.
And for me, as i said i was always kind of autistic with my niche tastes, and more often than not i'd find stuff that i'd like being unfinished or buggy, so i had to figure out how to fix them, which was the kickstart for me starting to play around with basic scripting ,and now actual programming.
I don't know too much about mobile apps, but fi've heard it only enhances the issues that PC apps have, like problem with resolutions, dynamic layouts, or stuff not being compatible between devices. For Qt in theory it's cross compatible to mobile as well, even to cars or such, but i haven't tested, nor plan on properly supporting that, at least for now.
And sure i'd be happy to let you do both, maybe teach me how to handle the bat's as to not have you do all the work, and for a mentoring i'd be quite happy to have someone experienced like you to give me some advice like this. And i plan on continuing to develop this for years to come, so whenever you want to do that i'd be happy to hear your feedback.
And for that kind of thing, i do try to split up this side as a developer from the rest of my presence online, as well as those two from my real life, but i don't have much really to hide in any sense as i'm mostly a lurker everywhere. But yes, i also considered adding those kinds of security measures, but for now they are a bit too over my head, i guess i'll eventually learn it as i also plan on maybe setting up a NAS for myself instead of just having a lot of hard drives connected to my computer.
Replies: >>62938
>>62920
If I may ask, which part of data science are you looking to become involved with?

Speaking long term, I am thinking of starting my own social enterpise business within the IT sector with an employement focus on Access Citizens / Criminals (if logisitcally suitable).
Replies: >>62940
>>62938
Likely something related to machine learning, i quite like AI, and more specifically the simulation of the human behavior, so i'd eventually like to get into proper AI, instead of the weights system, or simple neural network, that the game uses. Again, this all is due to my obsession with giving my waifu life, so this game would be the sort of first step into this whole thing, more so to have something to use while i more properly deal with AI, and making some that would  give her a bit more will. Having said that, i haven't played with those character AI too much, as i feel them too hollow right now to properly give the amount of depth i would like one representing my waifu to have.
Replies: >>62941
>>62940
This might give you a good laugh as well: https://www.extremetech.com/computing/chatgpt-duped-into-offering-free-windows-10-windows-11-keys
Replies: >>62946
>>62941
Yeah it's amusing to see how the current LLG works and the reaction from the less technical people to them, but again not quite what i'm looking to play with  or develop regarding AI, i could sperg out a lot about this, but better not to
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1) BUG? On a fresh June 22 install the game doesn't create the Clothes folder in SoL.
2) SUGGESTION Would be cool if the game remembered its window height&weight values between sessions.
3)
 3.1) SUGGESTION. How about making the 'Residential Area' tile automatically filled with tiles of homes for the NPCs that are currently in play?
I.e. when the game created an RFC named Sarah it also creates the 'Sarah's home' tile in the 'Residential Area' tile.
I know that will probably be hard to navigate once there are, like, 200 NPCs in play, but maybe the homes of the favourited NPCs will have a highlight.
 3.2) BUG? There's currently two rooms for the player character.
One, accessible from 'Home', is called 'Your Room'.
Another, accessible from the 'Residential Area', is called '#protagonistName Room'. I don't know how you named that value internally.
 3.3) SUGGESTION Maybe make it so player character can't just jump from 'Your Room' to the street of choice? So the player will first need to go back to the 'Home' and only then they'll be able to go outside?
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4) If you Switch and then Switch back, player character's tab stays on the left and is still highlighted.
4.1) It is possible to favourite yourself.
Replies: >>62954
>>62953
I meant it stays on the right side of the game window, not the left.
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>>62902
Progress update for the day. I mostly continued to play around with the more complex layouts, which are as expected rather hard to implement and take everything into consideration, so due to that, and seing how i can make most layouts react a bit dinamically without as much problem, i chose to delay this for another moment, as instead i'll do some simple ways to resize the windows. 
Besides that i also continue making the clothes picker widget, as without the needing to make it with the new architecture, i progressed with it rather quickly as i got a version of the finished widget, but i still wanted to make some changes, namely to make the change of the list consisting of full widgets instead of only labels. For this i thought it'd be simple as i saw some widget that should've done just what i needed, but after playing around with it, it didn't, so i had to make my own widget with this functionality, as well as any other surrounding function for this widget like that to add, remove, adjust the size of it, and so on. Some issues arose while dealing with this, but nothing too badly, as even that bigger issue regarding how python handles defining data in loops, i managed to solve in na rather nice, and quick way, so for now i only have left to continue making a few more functions so everything works nicely together, as well as fixing a couple of odd behaviors. 
Overall i think i learned a good amount about how to handle layouts while doing this initial push, but i still feel like i need more time to get used to it, even if i'm applying some of those lessons already to things like this clothes picker layout which should react dynamically to any size it's given, even if it isn't completely flexible. I'll post a picture of it once it's done, so for today here is another Remilia.

>>62951
In order
Did you got an error regarding the clothes folder? It isn't finished the system so i didn't pushed the folder nor the relevant changes, but if you got an error maybe a bit of that code leaked through.
I assume Qt can handle it, so i can do that, i'll see about implementinng it soon
And that's actually a feature partially already in the game, at the moment the characters appear in the game, if they have a home, then they are assigned that location as just that, but if they don't, then the game generates a room for the characters. For now i don't have the system in place to grant other characters the keys to the rooms, which would allow them inside those rooms, making it visible for the player and to move there. So they are in there, just not visible since you don't have permission to access them.
That's placeholder rooms for now, as in theory your home will have multiple rooms, one of which is a bedroom, or 'Your Room'. There is still a lot of work before expanding this whole thing, so maybe i'll disable 'Your Room' until i've got this system inn place.
And that is an actual bug caused just by what i described earlier, i'll make an exception for the original MC characters, but if you take over one of them, it's natural they'll conserve these rooms for themselves.
That's how it is intended to work, i'll change the locations that Your Room have accessible soon to reflect that.
For the first screenshot. I assume you mean how the text is repeating? If so it should be easy to solve, but if there is something else wrong please let me know.
For the second screenshot. The issue wit hteh three wooba marked to the left is the name? Or are you pointing at something else. Same i'm not sure what the issue is with the Tundru details. But for Cho i can see what's wrong, a few bugs are in there which i'm already seeing about how i can fix them, they should be solved soon.
And those are obvious bugs, i've got already an idea of what might be causing them, so i'll solve them also soon, unless they prove to have a bigger issue behind, if so i'll describe them with one of the next updates, and if not they should be rather easy to fix.
>>62956
huh5.png refers to the repeated sentences.
huh6.png refers to
	1. The name of MC is WOOBA, sometimes they are mentioned in the text as Wooba, with lower case letters. Which is inconsistent.
	2. Character Nel Rimotrurka is being called Cho.
	3. Character Shuzi is mentioned in activities, even though they are not present in the tile.
Replies: >>62989
>>62956
In regards to the 'Clothes' folder, yes, if I don't create the folder myself, main.py throws a WinError3 saying it cannot find a path to F:\Downloads\Another-Chance-main\SoL\Clothes.
Replies: >>62989
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>>62956
Progress for today. I mostly spent the day finishing up the clothes picker widget, and while some things took some time to figure out, there really isn't that much to report, as everything went smoothly, even the weird behavior was not that troublesome to debug and fix, and some others i feel like some people would prefer so i'm keeping them as a feature. Besides that the widgets is about ready, now i just need to finish setting up the basic clothes, mostly finding icons or images for the images, as i'm not really sure where i could find these as the icon pages i usually check don't seem to carry these, but i'll look around. On the matter of clothes i also thought about modifications for the clothes, and i came up with a nice system, but it's also quite complicated with some tools i'm not familiar with so i'll also postpone this, and instead i'll implement some basic logic which will require duplicates for the clothes and their modifications, but it should work for now.
Besides that i also like usual went around the code fixing a couple of things here and there, as some of the issues i was trying to solve, once i found the likely source, i feared they would be a systematic issue which would be a grind to fix, but both times they were actually quite simple just needing a line or two of code to be fixed. And on the matter of bugs, i'm also starting to think of a way to dump the current game sessions into a file with all the information needed for me to replicate and find certain bugs, as otherwise it'd be hard to find the exact set of conditions some of them happen. This isn't implemented yet, but unless i'm forgetting something, it shouldn't be that hard to code.
Anyway, here is more or less how the finished clothes widget will look, it can be smaller, or stretch longer without that much issue, and i moved the clothes sections to vertical instead of horizontal, so it would be scrollable for the average user, and so it wouldn't take too much horizontal space as it's much easier to account for vertical space, than it is for horizontal one. So on the image it can be seen how in this order the panties are being worn under the dress, but the bra is worn under, this means that for example the 'lift skirt' command will be blocked, as the top layer of clothing is underwear, which in theory covers what's underneath, unless it has a special tag associated with it.

>>62963
The repeated sentences should in theory be solved, but i haven't throughfully tested it, so please let me know if you see anything weird with that.
For the naming, it was intended behaivor, but not fully implemented, for now i've turned off teh auto capitalization, but i'l ladd it as an option in the near future.
The issue with the names and the characters not being in the tile are a bit hard to replicate and find the source of, so that's why i'm making the session dump i described, but in the meanwhile i'll still try to track the issue with these.
>>62964
I've pushed the relevant code so that problem should stop, as well as make a quick patch to avoid those issues in the fiture, and eventually i'll make a quick check to regenerate any missing folders or similar things.
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>>62989
Progress update for the day. For the most part i spent the days with matters related to the clothing, at first doing the finishing touches to implement the widgets and all surrounding functions with it, or the clothing system overall, but after that i mostly focused on the actual clothes such as the kind of clothes i'll include, their flavor text, some of the tags they might have, and so on, this was time consuming, but not really that complex since it was just trying to think of clothes from the top of my mind, or looking around online for other clothes i might be forgetting. And along with this, i also wanted to include images for them, but i couldn't find a good stylized data or image set to use for the clothes, the only ones i found being some realistic ones, which i will still add as a image pack, but they presented another problem, besides clashing with the style of the app, that one being the matter of the modifications, as while i knew i wanted to leave this system for later on, i still wanted to at least include a color picker for the clothes, and being realistic ones i don't think there is a good way to handle this using code, so my only option left might be to try and learn how to edit them, or to just leave them as is and have the color be some text not reflected in the image, even if i'm not really content with such a solution. Overall, even if the widget is pretty much ready, i think i'll let it rest for a few days, in part to fill in more clothes, but mostly to see if i can come up with a good way to handle the color picker. Anyway, i already showed the widget yesterday, so here is another Remilia for the day.
Replies: >>63035
>>63011
Progress for the day. More work on trying to figure out how i'll handle the matter of the clothes, and after quite a bit of thinking, and looking around, i think i came up with a good solution, as i came across a good source of stylized clothes, that also have palette of colors for primary and secondary elements, all of which works quite well for what i wanted. At first i thought about extracting these resources and implementing the change of colors or palettes with code, but besides the fact that it would be quite a challenging task to implement, it was also a hard matter to extract the raw resources, as while i eventually could find them, they were  all mixed around without proper indexing, so that together with the amount of effort it would need to implement it in the game, i thought it wasn't worth it to do, at least not for now, so i leaned instead of just making the different variations of the clothes first, and then having them as images, so being pre-built, instead of building them in the code. 
With that settled, there were a couple more issues to address, the first one not really having too much of a solution, and that being the fact that premaking the clothes is a laborious task, it isn't the most complex one so i can just do it on the background while doing whatever else, it will just take me some time to have it done. And my other slight issue was the size, as each piece of cloth and it's variations, would take around 150kb of data, so depending on the amount of clothes i want to implement, things could escalate rather quickly, there is also not much i could do about this, but perhaps make the images slightly smaller to reduce the size of each individual image. Besides that i did some general work around the code, not much to say about this as right now i'm a bit stuck trying to see how i'll implement some feature, but i'll go into more detail once i have that figured out. Anyway, not much to show for today, so here is a Remilia.
>>63035
For some reason the image wasn't uploaded, but here it is, i hope
>>63035
You needn't bother too much with the nitty gritty things like clothing. A basic set along with a robust modability will allow users to mod in whatever clothing they want. You can take some notes from games like Lilith's Throne, where the dev does fuck all and the community adds their own content because of how easy it is.
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>>63037
Fuck off. He needs to include all the clothing options from Danbooru, at minimum.
Replies: >>63068
>>63037
Yes that's my intention, but i need a way to confirm that modding support, and that everything else about the system works, plus having something the basic users can't use without going to check on mods, so a basic set of clothings it is.

>>63044
I don't plan onn adding that many options, just ten+ or so options per category. And i hadn't thought about it, but maybe going to a page like danbooru could be useful to find the most popular of certain things, like in this case the clothes, i'll keep that in the back of my mind until i need it.
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>>63035
Progress update of the day. I once more worked on the clothes system, this time on seeing how i would go about making the clothes and their variations, mostly trying to optimize this process, as eventually i managed to find a good way to at least automate part of it, so even if it's still quite laborious, it should be less so. Besides that i also made a proper list of every piece of clothing that i'll implement in the basic set, and it was around the size i expected, perhaps just a bit shorter, and at the rate of work i saw today, even after making the automatic bits, it will still take me a few weeks of work to do, it isn't too bad since it's midless labor, so i can do it while i'm half asleep or just trying to think about something else. Not much more to say besides that, again more progress into filling in the game with more content besides these clothes, but no new system to talk about, or insight into something, even if i'm still thinking a bit more into how deep i'll make the tags for the clothes, most likely not that deep as i do want to make it easy for the average player to add more clothes if they want to. Anyway, here is tonight's Remilia.
Replies: >>63092
Yea, have the version from the link, June 7th
To big for my screen, can't interact with anything cause I can't scroll to it.
When will this be fixed?
Replies: >>63090
>>63082
There have been a update since that one that allows for the window to be resized vertically. Horizontal resizing is planned,b ut it will take me a while to implement.
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>>63070
Progress for the day. Another short update, like yesterday i mostly just focused on filling in content for the game, with not much interesting happening, not any weird bugs or things to set up, the most being implementing filters for the clothes widgets, so if you select  a certain body part, you'll only see clothes that fit the body part, this was a bit hard to implement given how i stored the data of which widgets each of those custom lists held, but after changing the data structure a bit, it worked without an issue. Besides that i put a bit of work into how the modifications for the clothes will be displayed, but i haven't implemented it just yet, instead i focused on trying to do a bigger push for the clothes so it doesn't take me as long to be done with them, not much to comment about this, it was as expected rather simple and mindless, besides the times i attempted to change a silhouette for a model cut out as i wanted to take a similar one and change it to save on work, but in the end i gave up on the idea as i wasn't that familiar with the tools, and it wasn't as big of a save of time. And now that i have some full sets of clothes and their modifications, i can calculate that in total they'll weight around 8mb, which isn't a lot, but it'll still be the majority of the weight for the game, but i don't think it's that bad for a basic set of clothes. Anyway again here is another Remilia
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>>63092
Progress update for the day. Quite a late update for today, i mostly focused the day on working all around the code, i reworked some functions that worked well enough at the moment, but i could feel would bring trouble as i implemented some of the things i have planned for the future, there were some odd bugs about this, like some widgets disappearing out of seemingly nowhere, but i was still quick enough to pinpoint the issues, as well as the other ones. And besides that i also spent a good amount of the day writing some documentation, mostly regarding adding clothes, as while it isn't the most complex thing, it still needs a few steps more than just drag and dropping images or such, unless someone has already implemented the clothes, in which case they, like almost everything else, should be just drag and drop. Besides that i did the usual, more set of clothes, more  portraits, and trying to think more about what other commands to add to the game, and which holes they would fill in or such. Anyway, quite a late update for the day, i didn't realize how late it was until i heard birds outside, so maybe my writing might be messy due to that as well, here is anotehr Remilia for the day.
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>>63111
Progress update of the day. Another day of mostly filling in content, the same as the past few days, but besides that i still worked some more on the general code of the game, mostly doing fixes for bugs, or just generally cleaning up old or temporal code, as well as giving the last finishing touches to the clothes widget, now that i have properly made sure the modifications system works as intended, and is robust enough to handle all the customization options that i could think of, even if these were more of a test rather than full implementation, it was a bit tricky to properly implement without using patches or bad code, as i had to rewrite the code a couple of times to have everything flowing nicely, but now that it's done, i think it's about done to just be used and not touched for a while. As for the clothes, since i was already using Kisekae to get these, i thought about perhaps implementing some paperdoll system with it, as i had seen some other games using it, but after researching it a bit more in depth, i noticed how it'd be a lot more complicated than i originally thoughts, as looking at how other games have implemented it, it seems to be around the same way i'm doing, that being making the assets beforehand, and then just picking from them, so while not a full implementation, i think maybe eventually i'll also add a Kisekae set of portraits, besides the one i'm generating, which still has some issues with males and trying to find a good enough model, but that's more just trying stuff until something works out. Overall like previous days there hasn't been that much interesting stuff to talk about, but at least this time is giving me the chance to think about some other more complex systems, mostly the relationships system, as even if i have the basics already in mind, i still want to give ti a lot of thought since it'll be a sort of foundation for the game once it is set up. Anyway, here is today's Remilia.
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>>63125
Progress for the day For today i wanted to focus more on the matter of the relationship tags, and start setting up the founadtions for how these will work in the code, not many issues regarding this, as this can use the same lines of communications as the traits and abilities does, so msot of the logic is there, so most of the time was spent thinking on a couple of things, first about how i wanted to overall handle these, as i knew they weren't going to be a easily to add as commands or personalities, but i still wanted to give them a bit of modularity so maybe a custom character, or mod, could add new personality tags if needed, so in the end since it doesn't add that much mroe complexity, i'll just handle these as if tehy were fully modular even if not needed for now. After that i also spent the rest of my time thinking about hte personality tags, how much i want them to mix up and what comvinations there will be, as well as properly designing the effects of these on the character behaivor, some of these will need a bit more complex logic and use some signals to work, but some otehrs should be simple enough to implement. Besides that on the matter of how they will actually be gained or losed, i chose to leave it to the personalitiees, so for example a masochistic personality might gain love for a character which it fears, or similar kinds of situations, as i'm not too worried about it making hte personalities more complex to make ,as i did some rough tests with a test sub-personality, and it works just as i was hoping to so it should make some future simple variations of existing personalities to be implemetned without that much work. And while workign and thinking about all of this, i did the same, today mostly being focused on the clothes assets as the matter is simple enough to give me the time to think. Like toher days, here is a Remilia.
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>>63131
Progress update for the day. Regarding last night's update, there as a power blackout through the night, or at least while i  was awake, i had already worked a good amount so not much time was lost, and on that matter i did lost a couple of temporal files that i was testing stuff on, but nothing i couldn't recreate quickly enough so not much of a loss overall. Now for today's update, given how much i had been focusing on the grind of the clothes, today i wanted to do something different, so i instead moved to the grind of adding proper connotation logic to the traits. This was a bit harder than i expected, in part due to how i tried to abstract some of the logic to make the code slimmer, and in part due to just that, the proper abstraction of dealing with the connotations, as i forgot how it took a while to get into the right mindset while working with the connotations, as i had to think if the target or the actor had the trait, then which level of the trait it was, after that per each connotation, i had to think of how they would affect their own connotations dict, or the one for the opposite side. Overall it is a bit messy to think about these, but once i had the interactions written down, it was simple enough to translate those into code, and given how simple the actual logic is, it just worked without any significant issue. Besides that, and related to just this matter of changing values, i also thought about the sort of balance of the values, as so far i have given it a bit of general thought of what each thing does, but i have postponned actually tweaking the values so they feel right for each character combination, i know this will take a long while, if anything just due to how some of teh more subtle changes can be hard to see due to just the nature of statistics, but overall it will be something i'll try to keep working from now on. Anyway, here is today's Remilia as well.
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>>63170
Progress update for the day. More clothes and more traits connotations logic, i spent most of the day on thsoe two things, nnot much to say about them as it's mostly repetitive stuff and mindless labor as described, so the most interesting thing for the day was me putting mroe work into trying to simplify the logic of the connotations, as i'm seeing about making a general connotations processing funcntion to handle all kinds of operations regarding the connotations, this to save on repeptitive logic, that while it will still be used and called, it won't have to be rewritten for every single instance when a connotation is going to be modified, for now i have a testing version working, but it isn't the cleanest, so i'm trying to optimize it a bit, as well as thinking about what range of uses i want to cover with it, as i can think of some edge cases which i could handle, but it would make the function a bit more verbose in every other instance, so i might just leave those out annd keep it nice and short since that's its main purpose. And that's pretty much all i've thought for the day, i also checked on how there is quite a wide combination for clothes modifications that i can use, some to make new clothe styles, and some to just append as modifications, and while i do want to implement these at some point, for now i'm already strugglinga bit to get through the ones i picked so best to leave it for later, as i'm also eager to work on thingns other than grinds once i'm done wit hteh couple of ones i'm currently working on.
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>>62460 (OP) 
>general
Brazen assumption.
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where are the commits eggman
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>>63180
Progress for the day. Besides the same grind that i've been doing recently, i mostly focused on trying to wrap up some of the other changes i've made around the code, mostly to fix everything i've broken while trying to implement these systems, as well as by rewriting some code to prepare for future updates, which together made my own development version quite broken recently, not enough to prevent me from testing stuff, but enough where it isn't really playable. So overall i managed to now not make it as broken, but there is still a few too many things to be fixed, some needing me to finish the grind to fix up, as i've again considered making a few more branches of the game, for the experimental, or rather broken, version of the game, so i can at least push the changes and progress that i've made even if it wouldn't be exactly usable, but i'll see about doing that at another time when i update the main branch with all the changes that i've been making. Overall pretty much the same work, in part it's good that i manage to stay focused unlike when i first started developing and i always procrastinated these kinds of things, but it also doesn't give me much to talk or progress about, besides just saying that i'm still at it, but anyway ,here is another Remilia for tonight.

>>63184
That's some good timing with the question and today's update
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>>63191
Progress for the day. For the most part i t was the same i've been doing recently, even if for some reason i felt oddly energetic today and managed to make a big push to get done with the clothes, but there is still a couple more days worth of work i need to put on it before i'm done, this bigger push also got me into the patterned clothes, as i can guess that with most of the clothes with patterns like strawberries, or cow patterns, that most of the modified colors will barely be used as they don't look that good, but the bulk of the work is making hte cutout and not getting the other colors, so i still added them just for the sake of staying consistent. And still thinking about the clothes, i started to think about how i could handle the characters dressing themselves, or changing their own clothes, as while it shouldn't be too difficult with the tags system, i still don't think i'll implement this for a while longer, mostly as i want to work on more stuff besides just clothes, but even so i still have some more work to do, besides finishing it, mostly regarding making the system to add new clothes easier as right now it's a bit conveluted, specially with adding modifications, as for this latter issue i'm thinking of making a simple function where you only feed it the colors and it spits out the finished widget, as i can guess that colors will be the main modifications for clothes so it should simplify things quite a bit, and for the otehr matter of how there is a few places you need to input data for the clothes, i think i'll just stick with the documentation, with perhaps some file with images to compliment and make it even simpler to follow along. Not much more to say besides that, i still spent some time trying to see how i could make the modifications in code, but again didn't manage to find how as at this point it looks like it'll be one of those things it'll take me a long while to figure out, and i'll just keep trying to research it along some months. Anyway, here is another Remilia.
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>>63204
Progress update for the day. More of the same work with clothes, as at least for today's work i focused onn doing work on sepcific categories, so i managed to finish both upper and lower underwear, as well as the couple of bodysuits that i wanted to add, and since every other category already has a good amount of work into them, i should be able to keep up with one or two categories done per day, so again i feel like i'm almost done with the clothes matter, besides some of the code and other things, like how i'm going to handle the actual sizing of the widget with the modifications, as those might change from one cloth piece to the next and it'd look off to just have a piece of blank space on the widget, but that might be the best option, as after playing around with the idea for teh day, i couldn't come up with a good solution, or i might just put the whole widget in a scroll area and handle the sizing like that, but for this i need to see if some things are possible with QT, i'll talk more about it once i have it working, or not. Not much more to say besides that, i foundn some optimization for the way i was doing the clothes, not too much of a time saver since it was in the part handling the different colors, and not the making of the cutout for the clothes, but it's still good to use since it removes the main source of mistakes which is nice. Here is a Remilia today too.
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>>63228
Progress update of today. Once more, more clothes, i worked mostly on the lower clothes, and as expected i finished that category, even if i can guess that i'll add a bunch more of these over time, as given how the system for the lower clothes work on kiseskae, there is a lot of combinations that are possible to do, so i might just idly add them at anotehr time if i need time to think or the like, but for now i have some that should work for the proper releease of the clothes system. And that's most of what i did today, it varied from one cloth piece to the next quite a bit, but overall teh lower clothes are a bit botehrsome due to their size, and outer patterns that i need to trace over to make the cutouts, i keep thinking of ways in which i could automate this process, or at least save some time on it, but every method i tried usually doesn't quite end up working out for one reason or another, mostly the slight asymetry of the clothes and the anti aliasing which makes filtering by color a bit too fuzzy to work, and seems to mess up with object selection as well, but i'm still trying to find a way to make quick work of this, as like i described, i'd like to add a lot more clothes to the game, eventually as for now these will do. Overall another grindy day, but with the progress i'm making, if nothing comes up, i'll t ry to do a push to get the clothes making done this weekend, even if it might take me a day or two past that to fix the code and implement everything into the main branch of the game.
Replies: >>63281
Poor guy posting by himself.
>>63260
Humble beginnings, this game looks promising. We aren't in 8ch/hgg/ 2015-2018 golden era anymore so there won't be much traffic
DoL also started as bare-bones walking simulator and now it's the most popular twine game
Sadly, the only places to get attention now is on Fag95 and ULMF or whatever the fuck the other place was called. Can't say I know of any other places where people post shit they make, unless they're in some inner circle already with obscure Shitcords and whatnot. God I miss the old place...
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>>63255
Progress for the day. Again more clothes, today i couldn't work for as long as i'd like so i didn't manage to finish the upper clothes as i was aiming for, but on the positive side i think i found a quicker way to make the cutouts, it isn't as precise so i might still have to retouch it, but it should work to make things a bit quicker, i haven't tested it too much in making full cutouts, so i'll report more about it tomorrow when i more properly use it. Besides that i worked more on the matter i was talking the other day, that being the ability to horizontally scroll by pushing a button and scrolling, i was a bit unsure of how i was going to handle this, as i forgot how to properly overload methods of the existing widgets, so even if i managed to make a custom scroll area and implement this functionality, i was still looking around since otherwise i would have to replace a lot of code to account for this new scroll widget, but looking at some of the code i was using to learn some months ago, i found just what i needed, and after a bit of testing everything seems to work, but when i was dealing with overloading widgets before, i found that some very odd bugs arose, so i might just have to test it more in depth and find any odd behavior to fix up. Overall not as much work as i'd like, but still i feel like i did a decent progress on the scroll matter which worried me a bit as i was unsure if it would even work when i conceived the idea. Anyway, here is another Remilia.

>>63260
I haven't advertised the game that much, it's still in a bit of a technical demo phase, and right now even mroe i'm in the middle of a long grind to get the clothes system done, but soon i'd like to advertise it more properly when i have the NPC's also to a decent state, and i finish making a set of generic portraits, plus like the other anon said i envision myself working for years longer on this game so no need to rush the begginings.

>>63266
Yeah it's mostly just fag95 for lewd games, i tried looking around and pretty much every other page i used to visit has died down more or less, quite a shame as i enjoyed lurking on those pages years ago, and even more the old hgg. Having said that the second one doesn't ring a bell for me, so i'll check on it tomorrow, thanks for bringing it to my attention.
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>>63281
Progress update of the day. More and more clothes, for today i finished the legs clothes so stuff like socks or some shoes, as well as doing more upper clothes ones which are still a bit more laborious to do than the rest, as even with the newer method i'm using to make the cutouts, once i accounted for fixes and cleanup,s it ended up being quite similar in time spent, but that might be just lack of practice as i also more properly spent a few hours playing around and trying to actually learn the tools i'm using, which should in theory help save some time, but that is left to be seen, instead what caught my attention was learning that the cutout i've been making, could also perhaps be used to convert the clothes into SVG's, which i did found some information about how to change their color and make some modifications in code using QT, so this might be a good insight for when i properly tackle this matter, but once more for now i'd rather not spend too much more time on this than what i'm already ouring into it. Not much more to say about that, i also tested the custom scroll area and i didn't found much weird bugs, the biggest issue now being that i need to make this overload in every file the scroll is being used which is not idea, so i'm thinking on how i could handle this, perhaps making a file with my custom widgets, as well as generic ones, and having all the files draw from this one, instead of directly from the Qt library, not sure if this is teh best approach, but i'll research more of this matter at another moment, for now here is yet anotehr Remilia.
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>>63281
ULMF used to be THE place to go for hentai games
and then i think fag95 fags took over at around the time they made fag95 and on purpose killed ULMF for a few months and then imposed a bunch of retarded rules
basically they killed ULMF to advertise their new forum where everything good is banned
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>>63310
Well there's also itch.io, but then you'd also be drowning in a sea of showelware.
>>63260
I just want to say there are definitely a few lurkers like me who are continually watching even if we aren't commenting. I'd just rather not fill up the thread with empty responses if I don't have anything substantive to say. Many of my questions have already been answered as well so now it's just a matter of watching the man work and release.
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>>63306
Progress for the day. I did more clothes, this time also adding a few head accessories that i thought were missing to compliment the rest of the clothes sets that there were like the maid one and similars, as using the proper way to make the cutouts, it didn't took as long, but it wasn't that fast either but i can guess that's just due to lack of practice as the steps are quite simple overall. And while i could talk a bit more about this, instead as i was playing around with the tools a bit more just before writing today's update, i think i made the last breakthrough in the way of handling these clothes as i found a way of pretty much skipping the whole making of the cutout, with the only downside or even stuff to clean up, being the extra skeleton that the clothes come with, but even that i might still keep as it makes some of the clothes more clear where they belong and how they look so overall i'd say positives all around, i also tested this with a few more clothes and it indeed took just a few minutes to make, plus the time to make the color of the clothes as that is pretty much unchanged, but i'd say it's quick enough where i might just finish everything tomorrow, and maybe add a few more clothes if there is more time left now that i found such a simple way to handle this, as i feel like for things like the shirts that have a lot of combinations for all kinds of possible clothes, that it will take me longer to find the right clothes that i want to include, than actually making the base for the color variations to be added. Overall today was more of the same, but with this latest breakthrough i'm quite positive for tomorrow, that is if nothing comes up, as i also resumed my education, but for now it doesn't look like it'll be that time consuming so i should be able to continue focusing on the game. Anyway, here is another Remilia

>>63310
Many such cases, might still check it out, even if just as a sort of archive if they didn't purge old stuff.
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>>63345
Progress update for the day. More clothes again, and regarding this the method i found yesterday before sleeping worked out quite nicely as i managed to get the not quite cutouts for all the clothes, plus a good amount of color variations even if there is still a few left, and it also allowed me to pick some that i wasn't planning on adding, like fishnets which i wanted to include, but wasn't planning to due to the amount of time it'd take me to autistically carve every hole that the fishnets has, but with this new method it took me a couple minutes at most to get everything done, same goes for the rope bindings and similars. Besides that, i also tried to fix my computer a bit, which worked to prevent full crashes for now, and in consequence i also could more properly work on the portraits without being constantly interrupted by crashes, and for today i more so focused on testing other models and seeing if i t can handle the requirements for the portraits such as older or younger character of both sexes and the like, so far all of them has had an issue regarding this, but i'll still continue to try and find a model that works or a way to work around the limitations, mostly regarding making male characters. On this note, i also thought about maybe having the portrait sets work in a way as themes, in the sense that they can have some proper logic file attached to them, so the user can more easily pick between one set of portraits and another, each having their own custom functions and such, plus allow for smaller portrait sets that could be easier to implement in the meanwhile, but overall i'm still thinking about this matter. That's pretty much what i did for today work on the clothes and the models, tomorrow might be a bit slow as i have some school related matters, but i'll still try to finish the last bit of work that i need for the clothes, and start implementing it into the main version of the game, with all the needed fixes, so again here is another Remilia.
Replies: >>63738
Can't get your game to work other than "launchwindows.bat" 
Also character maker keeps breaking. Complaining about 
>'str' object has no attribute to 'stat'
>>63260
I'm just watching how the game develops, I'm interested but I've got nothing to say until it's been in the oven for a while.

If the game keeps going fantastic, if it gets abandoned then the dev had no intentions of sticking to it anyways and its best not not get attached too soon.
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>>63548
Ah yes, the "I've seen too many die to become attached to anything anymore." approach.
Relatable though...
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It's Over...
Shame. I was getting use to daily Remilias.
Dead already??
I was really looking forward to this one too...
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>>63581
Patreon has groomed me to not care about these kinda games until they actually show tangible progress for an extended period of time.

So fucking many games just have their devs disappear.
>>63402
>i also tried to fix my computer a bit, which worked to prevent full crashes for now
Perhaps he broke his PC while running AI models for this project.
>>62460 (OP) 
Lol lmao rip.
>>63680
Man I've taken naps longer than this(recovering from meth fucks you the hell up)
Just focus on other stuff and this guy'll pop back in eventually
RIP dev's computer.
Seems like it at least.
>>63581
Considering how much v0.0.1 RenPy slop appears all the time and how short is it's lifespan, there's little to no reason to grow attached to anything that was not around for a couple of years. And even then there's a chance it would end up like New Life or Lilith's Throne where the dev spits out minimal updates once in a while and just gathers Patreon money.
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>>64239
Fuck you, bitch.
Please don't die
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>>64356
It's dead, they die so quickly these days.
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>>64380
It's opensource, we can revive it!
>>64356
game has to be retard proof to be more popular.
Replies: >>66013
a shame this ended up being another "dev gets bored of it a month into development and disappears" porn games.

They die so quick these days.
>>64558
Impossible
>>62460 (OP) 
Doesn't work on Cinnamon Linux Mint.
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>>62460 (OP) 
OP seems dead so I'm picking this up.

https://gitgud.io/moist/Another-Chance

>>66017
There was a small path-related bug on linux. It should work now.
Replies: >>66604 >>66642
>>66596
Well, only thing we can do is wishing you the best of luck. While it's concept was a welcome one, being similar to the Era games, it was extremely jank and seemed to be held together with shoestring and dreams.
Replies: >>66605 >>66609
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>>66604
Yeah, the code is yanderedev-tier. That means it's simple and easy to understand but hard to maintain.
I probably won't add any content until I can easily modify the code without having to deal with one million side-effects.

In any case, here is your daily remilia.
>>66604
>>66605
I played for like half an hour a few months and it barely functioned, looked at it and said "there's no way this could turn into anything of value". Shocked to hear anyone is gonna bother continuing it, but good luck, you'll need it.
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>>66605
Progress update for today. Mostly backend stuff.
I changed how windows are rendered--to be able to resize a window without manually calculating the coordinates of each widget--and rewrote the code for switching windows.
I'm planning to use shelve as the db engine since it supports dumping raw Python objects in the filesystem. It's either this. sqlite, or some mongodb-like (json). The problem with shelve is that I'm not sure how does it deals with references.
The code is another branch for the moment.
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>>66609
thanks
>>66605
I don't have high hopes, but I do greatly appreciate the return of daily Remilias. Best of luck, anon.
>>66622
Please do not add NTR to the game.
Replies: >>66632 >>66642
>>66631
Go whine in era threads about this shit, I was interested because it looked like a sim game in the vein of AA2.
no one accepted NTR on 8chan and no one is going to accept NTR here, kill yourself
>>66596
Oh shit, I forgot about this project. Crazy. Cool.
>>66631
Just don't get NTR'd. Skill issue.
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Cucks need to be lynched and burned alive.
They are just a waste of a human being.
Cope
Back to cuckchan
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>>66622
Progress update for today.
I started working on the models (how to represent characters, locations on my end). I'm trying to have something like an ORM.
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>>66017
Progress update for today.
I decided to use an old engine I made a year instead of making a new one for this game because I realized I would end up implementing roughly the same features. It requires sqlalchemy (sqlite for the database) and pyaml.
Replies: >>66690
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>>66673
Progress update for today.
The engine works and I can handle some basic events but still haven't figured out how to handle subevents (events that lead to a choice). For these I have to render part of the UI, wait for the user's input, and then handle the result but I can't simply pause the execution like I would do in a console application.
>>66690
you can do it remilaanon2!
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>>66690
Progress update for today. I implemented some basic gameplay using my old engine and some samples from the eng branch of EraTW.
You can now walk around and trigger basic events like meeting a character, chatting, etc. The flavor text it's pseudo-random and changes based on the relationship with the character involved in the event. 
I'm using a scheduler (for those who care, it's based on cron) to keep track of cyclic events (like working). The scheduler adds all recurrent events to a queue and executes them when they are due. For example, if you triggered an event that consumes 30 minutes of your time, the scheduler executes all events that happened in these 30 minutes.
You can probably notice weird lines of flavor text appearing no apparent reason in some places, that's because I'm still adapting tinkering with the gameplay loop.
I updated the master branch in the repo since I finished porting what I needed from the old code.
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>>66710
And I managed to implement the subevents in the frontend.
>>66694
I did it!
Replies: >>66726 >>66732
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>>66711
Progress update for today.
Added images for characters. I still have some alignment issues.
Replies: >>66732 >>66743
>>66726
>>66711
>>66690
Consistent work being done, hope this lasts. 
The post the NTR guy replied to has nothing to do with NTR, so I'll go out of my way to ask that you include NTR. But no ugly bastards or niggers, nobody likes that.
NTR needs to go both ways. The NPCs you date should be distressed, and perhaps anxiously turned on, to discover you fooling around with someone else. NPCs should also be able to flirt and fool around with others. You'll probably piss people off if there's no toggle to disable that behavior.

Good luck! Keep on grinding away at it.
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>>66726
Progress update for today.
Implemented on-leave events. That is, events that trigger when a character leaves our current location. It was trickier than I thought because some events are triggered without my direct input (via the scheduler) so I don't know if the set of events I triggered cause the character to leave. In fact, the (current) events triggered every loop never advance time. Thus, I decided to keep track of all characters present in every loop and triggered an event for each character missing.
I also implemented a save/load system (in the application side, the engine already supports saving and loading) and added a few images. 

>>66732
>so I'll go out of my way to ask that you include NTR
Implementing this could be challenging because the changes should be subtle. I can't just, let's say, remove the "Love" flag and replace it for the '"Netorare" flag. The changes should be subtle, like a few odd stat changes or small modifications in the character's schedule. That said, I think it's possible, but you should ask me again when I finish implementing basic interactions between NPCs.
>You'll probably piss people off if there's no toggle to disable that behavior.
Of course.
>>66743
I see this is in better hands than I anticipated.
I am now willing to stop talking about it for several years while the rest of the game is worked on
Replies: >>66752
>>66732
>>66744
*Nobody* likes NTR.
>>66743
For the love of God, pay that reprobate heed. NTR, even "optional" NTR, attracts the wrong kind of people.
Replies: >>66753 >>66763
>>66752
>For the love of God, *don't* pay that reprobate heed. NTR, even "optional" NTR, attracts the wrong kind of people.
Why can't NTRcucks leave our games alone? This game was supposed to be inspired by TW, wasn't it?
Replies: >>66755 >>66769
>>66754
Imo modular traits and mechanics would be better than mandatory toggleable cheating mechanics.
Replies: >>66756 >>66776
>>66755
Could you explain the distinction?
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>>66732
>NTR needs to go both ways
Kill yourself, cuck.
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So glad this squabbling is in some other thread instead of one I actively use for once.
I'd suggest not sperging so much, but it's not my problem
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>>66743
Progress update for today.
I implemented menus for the faq (I will probably synchronize this with a faq in the repo), credits, and options.
As you can see I added a blacklist feature. I can probably generalize this for enabling/disabling mods. In fact, it works as it is for mods as long as the events/characters have the proper tags. I had to add some error handling to avoid crashes if someone forgets to disable events that include removed characters.

>>62951
> SUGGESTION Would be cool if the game remembered its window height&weight values between sessions.
Done. Nice suggestion.

>>66752
The game should be able to support and kind of events. I'm only interested in porting all events from eraTW but anyone should be able to add whatever they want.
Replies: >>66765 >>66793
>>66763
>. I can probably generalize this for enabling/disabling mods. In fact, it works as it is for mods as long as the events/characters have the proper tags
I just noticed that I don't have to differentiate between events and characters. If someone wants to disable a set of characters he also wants to disable all events related to them. It could be a little confusing for the user to see mod packs grouped with fetishes, though.
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>>66754
This one made me laugh out loud. Thanks.

Well, if we're ordering fetishes. I like naughty sisters dragging reluctant brothers along on their dickrides. Or naughty trap brothers getting their disapproving sisters raped. And a laaarge soda.
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>>66769
>I like naughty sisters dragging reluctant brothers along on their dickrides.
I will add it to the maybe pile.

>Or naughty trap brothers getting their disapproving sisters raped
This is kinda gay so you will have to implement/write it yourself, sorry.

>>66755
>Imo modular traits and mechanics would be better than mandatory toggleable cheating mechanics.
There will be no "cheating mechanics" my plan is to make the engine flexible enough to be able to add cuckshit without implementing ad-hoc hacks to make it work.
In fact, the metadata for all events is not tied to the code so you can just get data files (plain .py text files) without these events and you will never see them regardless of whether the toggle is on or off. In fact, when the engine creates your game, if you blacklist a set of events, these won't exist in your save file. Thus. if you share your save to someone else the events you blacklisted will never trigger for him.
> modular traits
I'm curious about what you mean with "modular traits". Care to elaborate? The way I implemented "traits" is simply a multiplier to a well-defined set of stats. For example, the "Meek" trait would multiply all submissiveness gains for 1.25.
Replies: >>66792
>>66776
Modular traits have an impact beyond "simple multiplier", like those homebrew modules for AA2. If you'd prefer on having mechanics like that not exist, and instead have unique interactions be handled by dialogue and event writers, instead of tying them to applicable traits that meaningful impact the character's behavior and reactions, that feels like such a step backwards.
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>>66763
Progress update for today.
I changed a little the way the application loads the metadata to be able to activate/deactivate sets of events and characters from the GUI. Now the metadata can be kept in several python modules  Still, the function that builds the player character and the folder with the dialogue (raw txt files) are common for all modules. With this, it should be easier to add mods, or at least group related events together (useful if I ever go full eraMegaten).
I also started working on an editor for characters.

>>66792.
Now that you mention this I was having trouble giving something to do to idle characters. In eraTW they solve this by giving all characters a full, static schedule. The problem is that it gets boring after a while (it's limited by the developer's creativity). 
>tying them to applicable traits that meaningful impact the character's behavior and reactions
With this approach, the events evolve as the characters do. This is great. The drawback is that it makes the characters less "unique".
Therefore, I think the best strategy here is to rely on unique events, written specifically for the character, and use these trait-dependent events as a fallback when the character doesn't know what to do.
Still, I will try AA2 to see how do they handle traits. Thank you for your input.
Replies: >>66797 >>66803
>>66793
No problem, man. I was worried I didn't quite explain it properly.
>>66793
>Going full eraMegaten
I like the enthusiasm, but do you honestly think you can rival the sheer collective autism of a game, made by Japs, combining the austimo maximo of not only the Shin Megami games, but also the Persona games?
You're going to need the help of every God in the franchise to help you survive that.
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>>66017
Progress update for today.
I converted energy into a stat object. I didn't want to make a special case for this and converting it to a stat object was convenient because these have upper and lower bounds. With these, I can assume the value for the stat is the current energy and the upper bound is the max energy for that particular character. I also fixed the walk method (it wasn't consuming energy).
I finished the character editor (for the moment). I use this same layout for the details as you can see in the image. The editor doesn't work* globally. If you want to edit characters using the GUI you have to do it mid-game. This is because the game is created dynamically based on some metadata files so I can't just edit them using the GUI.

Oh, and I decided to represent stats using positive integers. Traits are boolean, weight is just an integer mapped to an enumerator, mood is a number between 0 and 100, .... They have to be strictly positive because of some voodoo black magic I use in the engine to handle requirements for events.

* I mean, I can make it work but then I would have to maintain that feature and I don't think it's worth it since editing the metadata files is just a little more complicated and gives you way more flexibility.

>>66803
> do you honestly think you can rival the sheer collective autism of a game
I'm more interested in making complex events with simple tools but I can't guarantee I won't lose it and begin adding content from every franchise under the sun to test the limits of the engine.
Replies: >>66814 >>66821
>>66813
Morally, emotionally, I support you. I believe in you
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>>66813
Progress update for today.
Encounter events--that is, events that are triggered when a character moves to your location--now also trigger when other characters move to your location. I added a "loiter" command that advances time a little bit to test this feature.
I noticed I need to write a few unit tests if I want to keep the current pace, I will probably do so during/after implementing interactions between NPC.

>>66814
Thank you!
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>>66821
Progress update for today.Progress update for today. 
I'm porting some dialogue from eraTW. Sakuya has less dialogue lines than Meiling and there are few events involving these two so I will probably have to write a few myself.
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>>66842
Progress update for today.
I'm working on npc interactions. So far, I haven't been able to implement some dynamic requirements for events (for example, to trigger an event Character_A needs to be in the same location than Character_B). I can naively check every location and try to trigger these events but I think that will eventually be quite slow. I'm guessing AA2 used the naive approach: Is anyone near me? Can I do X with hiim/them?
Maybe I should add another layer of abstraction over the ORM to handle dynamic requirements before they become a nuisance.
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>>66864
Progress update for today.
I decided to move all dynamic requirements to sql functions. This should be a little faster and easier to write than their python counterpart. I had to install an extension for sqlite to do this.
If this works as expected I should be able to implement npc interactions without worrying about performance.
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>>66872
Progress update for today.
>I decided to move all dynamic requirements to sql functions. This should be a little faster and easier to write than their python counterpart. I had to install an extension for sqlite to do this.
The dependencies weren't really needed to I deleted them. Using raw SQL statements for dynamic is quite fast. I tested it with 10k queries and it took around 3~ seconds so I don't think I will have to worry about performance on this front.
With this, I implemented basic NPC interactions. These only trigger when two particular characters are in the same location. Still, the order of execution of the events is a little chaotic, I'm thinking of sorting the events based on a "priority" field.
Replies: >>66900 >>66927
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>>66882
Progress update for today.
I added some events and the ability to select a character to execute events (chat). I still need to change the style the user selects a character.
Replies: >>66954
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>>66882
It looks nice. Question though: how much 2hu content have you done for it? Are you just sticking with the SDM cast?
Replies: >>66944
>>66927
>how much 2hu content have you done for it?
I only have (basic) interactions for Meiling and Sakuya for now.
>Are you just sticking with the SDM cast?
Yeah. There is no point in adding a lot of content if the engine still fails to represent basic events.
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>>66900
Progress update for today.
Some events were broken with a few administrative changes I made (wrap the "work" event with hooks that trigger before and after).  I created events that are only triggered by the scheduler (or directly) to create events that trigger once after X time has passed. I added a few hacks in the scheduler to make this possible; I hope I can improve it later.
Replies: >>67049
How do I play this now
Replies: >>66962
>>66958
same as before. after you clone the repository, run install.bat to to install the requirements (python and everything listed in requirements.txt) and run achan.bat.
If you want the dev version get the dev branch instead (https://gitgud.io/moist/Another-Chance/-/tree/dev?ref_type=heads).
If achan.bat doesn't work. move to src/ and run "python -m achan.frontend.main".
Linux users should just create the virtual environment (or not), install the requirements and run "achan". I have an experimental binary but I don't think it makes sense to distribute it right now..
Replies: >>67048 >>67133
>>66962
>I have an experimental binary but I don't think it makes sense to distribute it right now
uggggghhhhhhhhhh how long do I have to wait
Replies: >>67049
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>>66954
Progress update for today.
I'm adding events to the schedule of the girls. They now go to sleep (and wake up), eat and work every day.

>>67048
i mean, i don't see the point of releasing a binary for a game with ~200 lines of dialogue and 15 min of content.
Replies: >>67133
HAET compiling from source...
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>>67050
python is an interpreted lang. you just have to install the dependencies
Replies: >>67055 >>67063
>>67051
nooooo its too haaaaaaaaaaaaaard
>>67051
Why is it so hard for "devs" like yourself to understand people don't want to deal with the hassle of compiling and installing extra software?
Give me an exe.
Replies: >>67094 >>67133
>>67063
I don't mind it if there's instructions for retards, such as myself. Python isn't a big deal.
New lead's aim is to make this game as unappealing as possible.
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>>67049
Progress update for today.
I added more events. The events that require movement have tricky to trigger because they might trigger in another location and the text won't show in that case or show text when they shouldn't. For example, the text for on-leave events usually trigger after the character is in a different location--thus, not being shown to the player. I will try sorting the effects so that we first show the text and then move to another location.

>>67063
The game is still under development so i don't see the point of releasing a binary. I can (and will) release one when I have a decent product.

>>67094
>I don't mind it if there's instructions for retard
follow the steps in >>66962
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>>67133
Progress update for today.
I added more events--the schedule for the first girl is finished--and reworked on-leave events. I figured out how to show the text even if the event included a movement effect without any weird side-effects.
Just want to say, been lurking closely and encourage the updates. keep it up
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>>66017
Progress update for today.
Adding events based on traits/stats to the daily schedule without creating a special case for it has proven to be rather complex so I procrastinated by finishing the schedule for meiling, sakuya, and added a few (basic) events for patche.
I could easily compute all the required events before the game begins but I want to do this daily so stat changes affect the characters' behavior. This will incur some performance cost (you will probably need to wait 0.5-1s at the end of the day while the events load) but it's a core feature so it can't be helped. If I add something like a daily summary at the end of the day you will probably won't notice a thing.
The main problem I have is that continuous events* could clash with the character's schedule. I could add a field--say, "is_idle"--to know if I should compute an event for the character but how do I know if the event with clash with the schedule if everyone shares the same schedule (a linked list)? How do I know if I should allow two events to clash?
Consider the following: a character is underwater, he obviously can't speak but there is no reason of why he shouldn't be able sexually harass someone.

* events that are continuously execute for a set time; for example, a character working from 9AM to 5PM can be considered a continuous event

>>67232
I plan to release a tech demo when I figure out how to implement AA2-like events in the game since I have almost all the mechanics I need to add any event I can think of.
Replies: >>68062
A web build of this would be cool someday
t. lurking until game is done
Replies: >>67392
>>67385
The engine has an HTTP API so if anyone makes an web interface for the game I will publish it in github pages, neocities, or any free host for static pages.
In fact, having someone else working on a web interface would be great for me because I don't like UI shit.
Replies: >>67562
Given how I can't see any clear answer - is physical age supposed to be 1 to 1, or am I retarded?
Replies: >>67396
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>>67393
You mean this? No, it's not one-to-one. It should be ~value*10. A 4, for example, would be 30-40 years old.
This is because we didn't need the actual age to give a brief description of how a character looks.
This is from the original game, though. I think I will use age in years for my implementation because I want to add birthdays, and other events.
Replies: >>67569
>distributing a python script with dependencies
>pip install
This leads to dependency hell. Pip refuses to have multiple versions of the same library, but programs will want different versions of libraries, so eventually pip will give error messages about things the user has no idea about and not work. There are things the user can do to try to fix it, but the real problem is pip putting libraries for different things in one big bucket.
Instead, it's better to have users make a virtualenv for your game's dependencies and use that. It's annoying that python makes you do this, but that's how it is.
Replies: >>67562
>>67555
Well, if you know how to make a Python virtual environment, you can do it. But that's adding an extra step that could cause trouble for non tech-savvy users. And consider the case where the user tests the game in their desktop and then moves it to his eroge folder. The virtualenv would break. That's why I want to compile an exe.

In any case, installing dependencies globally is usually fine unless you are tinkering with AI, or many web-based services.

>>67392
I think I was drunk when I wrote this. Both the web service and the http api need to be served from the user's machine. You can't run a python script in GH pages.
Replies: >>67565
>>67562
>That's why I want to compile an exe.
can you compile something for linux too eventually?
it doesn't run very well on arch, wonder if it's python version related or similar
Replies: >>67566
>>67565
>can you compile something for linux too eventually?
https://gitgud.io/moist/Another-Chance/-/releases
checkout to v0.0.1 (or download the tar) and put main.bin in the root.
>it doesn't run very well on arch, wonder if it's python version related or similar
version?
Replies: >>67573
>>67396
A question, but isn't best to use enums and a switch for this case?
Replies: >>67570 >>67576
>>67569
the answer is yes, should be using match-case in python.
just looking at GetAbilityConditions is a nightmare. it's like 3000 lines of code copy pasted when you could just write a 30 line function to read off a table
>>67566
arch is on python 3.11 now
> ./main.bin: error while loading shared libraries: libpython3.10.so.1.0: cannot open shared object file: No such file or directory
so that main.bin doesn't work for me
>>66017
scrot> ldd main.bin 
	linux-vdso.so.1 (0x00007ffef71f4000)
	libm.so.6 => /lib64/libm.so.6 (0x00007f5235431000)
	libpython3.10.so.1.0 => /lib64/libpython3.10.so.1.0 (0x00007f5235000000)
	libc.so.6 => /lib64/libc.so.6 (0x00007f5234c00000)
	/lib64/ld-linux-x86-64.so.2 (0x00007f5235524000)

I should have known I have to distribute the shared libraries too. I try to compile (everything) in a single file.
I'm using the nuitka module to compile the executable in case anyone cares.
 >>67569
no switch-case needed
>Enum(value).name
>>62460 (OP) 
tried the game for a sec, save screen is blank, quicksave crashes the game, settings reset when game is run
Dead again?
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>>67921
I have been busy researching (masturbating to) hentai games to gain a better understanding of games based on state machines. I noticed that the mechanics I'm developing are similar to those of HHS+ (with the notable absence of remote events)
AA does have remote events but they use parallelisation (every character asks itself if they can trigger an event in parallel). This is naive, intuitive and quite efficient (O(n)). The problem is that it would basically transform every character in a state machine (am I idle? if yes, generate event) and I want to keep everything centralised.
I can develop a solution that keeps the characters "dumb" and still generates events for them based on the traits but it would be O(n^3)* where n is the number of characters so it would be quite slow for large datasets.
This algorithm is a critical part of the game and possibly the last core feature of the engine I want to have before making a proper release so I can't move forward until I find a efficient solution for this.

* n characters.
for each  event do // O(n)
   ch_events = get_character_events(schedule) // O(n)
        for each ch_events: // O(n) worst case
            if space_available(schedule):
                schedule.insert(event) // O(n)

Replies: >>67933 >>67964
>>67932
>for each  event do
for each character* do
>>67932
Honestly even n^3 is reasonable for most machines today. I assume there's an upper bound on events generated per turn, and your centrallized system puts them into a queue, which then brings into the question of is the queue generation fair? Are you always starting from the same point for generation, which creates a bias in who gets to generate (assuming a upper limit), and if no upper limit, how do you ensure that the generated events don't overwhelm, don't get lost in the mass of newly generated events, don't fall out of sync with prior events etc.
Replies: >>67967
>>67964
>I assume there's an upper bound on events generated per turn
No, I first add the schedule for all characters and then I fill the "holes" with random events. This happens at the start of each day. In other words, I generate all events for the whole day eagerly.
I chose this approach to not to overlap events (ex. a character simultaneously cooks and plays golf). Some overlaps make sense (talking while working) but we can make an exception for these if we need/want them.
Now that I notice, if an event involves several characters they might overlap with the randomly generated events and might cause nonsensical/inconsistent behaviour. I'm thinking of adding more stats (like character.mouth_available for example) to know if a character can talk, do tasks with their hands, etc, so address this issue. 
>  which creates a bias in who gets to generate
This is so. The random events generate based on the daily schedule and the schedule is (quite) stable so there is indeed some bias. I can mitigate it with randomisation but in the end the pool of random events is finite.

>generated events, don't fall out of sync with prior events etc
I commit the stat changes eagerly so whenever we want to trigger an event all the stats will be up to date. If we trigger a set of events in bulk and one event invalidates another the second will not trigger even if it was valid in the previous step. (A step in this context in an action made by the player since it's the only way to advance time in the game).
>I assume there's an upper bound on events generated per turn
I hadn't thought of this. I will implement if we ever need it. Thanks.

So, in summary. What I do is basically generating all events beforehand (every day) and trigger them in sequential order. I keep them ordered using the date when they are supposed to execute. 

By the way while I was writing a response for your post, i figured out how to do it in O(n^2), and an O(n) implementation followed it shortly after.
last_character_event = dict()
for event_node in events do:
    if event_node.event.character:
        if character in last_character_event:
            // we have an space for an event
            start = last_character_event[character].date
            generate(start=start, end=event_node.date, character=character)
        else:
            last_character_event[character] = event_node

I consider generate O(1) because there will be a (small) finite number of traits. And thus, the final complexity for the algorithm is O(n) for the worst case. I thought the best I could do was O(n^2) because I ignored the fact that the events have information about the characters.
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>>67967
Glad to have been a rubber duck
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>>67382
Progress update for today.
Implemented basic generic events. Now the characters will trigger randomised events based on their stats when they don't have anything else to do. Now I need to implement such stats/traits. Those events are generated dynamically (during the game, not before)
You can see in the second image how the generic event didn't trigger (meiling was busy working).
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>>68031
>The Pragmatic Programmer
I should have read this a long time ago.
I wanted to try this. I'm personally cool with a bit of setup to launch a game, but this is just too much. I have no fucking clue how to install this. I played around with it a bit, and I THINK i know how, but if I'm right, it's just too much work. I'm not about to figure out how to install python packages just to play a game that likely isn't worth the effort.
Replies: >>68182 >>68185
>>68177
You just need to install Python3 and double-click on a bat file. How the fuck is that too much setup?
>>68177
install.bat doesn't work? are you using the original in the OP or the new one?
Replies: >>68189
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>>68185
I originally tried OP git, but running the bat claimed python couldn't open. So, I thought I needed to install the requirements in the text file. 

I've now tried the new git, and got the same message. I reinstalled python, but now I get this message instead.
Replies: >>68192
>>68189
>Microsoft C++ Build Tools
If you go to that URL you can download the windows-specific binary dependencies. It's fucking 7 GB so don't bother.
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>>68062
Progress update for today.
Fixed some bugs related to the execution order of the events and worked on a binary for linux. I still can't figure out how to include dynamic imports.
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>>68198
Progress update for today.
Compiled binaries for Windows and Linux. No dependencies required, just unpack and double click on the "start' file.
I tested the Windows version and noticed it doesn't load the image background image for the main_menu nor the font and it ignores some of the style in the CSS files. The most worrisome bug is a rare memory leak I found in my windows installation. I couldn't reproduce it on wine. This happens when starting a second new game.
It works fine on linux as long as you don't have a very small screen.
Anyways, here are the binaries.
>Linux
https://gitgud.io/moist/Another-Chance/uploads/946070985e272b21d1800dd75dee5619/AnotherChance.7z
>Linux (older) in case glibc is < 2.34 in your system. use ldd --version to check
https://gitgud.io/moist/Another-Chance/uploads/263b505b09e8797c90a8d501011372cc/Ubuntu_Build.7z
>Windows
https://gitgud.io/moist/Another-Chance/uploads/38ca88564d2270427aa39dd570c76fc9/Windows_Build.7z
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>>68212
Progress update for today.
I defined  some (mental) the traits I'm going to use to generate events. I'm trying to use as few as possible to reduce the number of queries to the db. Also, I made a few optimisations to the main loop to reduce load times and fixed the old CLI frontend.
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>>68230
Progress update.
Finished the framework for generic events. I made templates for events, effects and requirements and added them to the database to be filled later during the generation phase. This cover most of my needs in an efficient way. I say most because relationships between characters are not stats (this is a good thing) so I can't query them as usual so they need to be handled separately.
As a side note, I'm thinking of using sqlite's in-memory database to speed up things and use the backup function to save/autosave/load.
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>>68243
Progress update.
Added the first generic event. This increased load times a little but it's not noticeable yet. I also fixed the character selection feature; now it's more intuitive since you can know right away which character is selected (you can only perform actions with the character who is 
currently selected).
The problem now is that I don't have a straightforward way to add generic interactions between 2+ characters. Hell, I still don't have a proper framework for normal interactions between 2+ characters because relationships in the database between events and characters are one-to-one.
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>>68255
Progress update.
I fixed some bugs in the tests. I also discovered an issue with the sql query for generated (generic) events where the event would be yielded if any of the requirements were fulfilled (instead of iff all the requirements are fulfilled).
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>>68265
Progress update.

>. I also discovered an issue with the sql query for generated (generic) events w
Crushed. I added a HAVING clause to the statement to check the result against the requirements. I will add a couple of events and possibly another character before moving on to the text feature.
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>>68281
Progress update.
>I will add a couple of events and possibly another character before moving on to the text feature.
Done.
The generic events were still broken because I used the wrong join so I fixed them again.
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>>68303
Progress update.
Added more events. The load times between actions remains roughly the same but it takes way too long to reset the schedule every day. I will take some measures to counter this after I release v0.0.2 with the event memory feature (a.k.a. make characters remember last N actions).
Regarding the performance issues, in summary, the engine doesn't handle well a moderately-sized set of events because we have to constantly make I/O (input/output) operations in database. The cache provided by the ORM isn't helping either (makes sense since it gents invalidated every cycle by effects and whatnot, rendering it useless). The most straightforward solution to this is to dump the database in memory; this should solve all (current) performance issues but it will probably introduce others (while loading and saving).
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>>68350
Progress update.
Added more events. I also began implementing the event memory feature. Currently, I naively apply a temp negative buff (debuff) to stat effects if the event is found in memory. I have to check if this doesn't break anything else (other buffs, etc).
Replies: >>68374
So who is working on this shit right now?
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>>68361
me
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>>68360
Progress update.
Characters now "remember" the last 10 interactions with you, so you get penalised for executing the same event multiple times.
> I naively apply a temp negative buff (debuff) to stat effects if the event is found in memory
If you notice, doing this mitigates negative effects. That is, if you, for example, molest a girl you had molested recently, the penalisation won't be as bad as if you had done it for the first time. I like this side-effect so I'm keeping it for now.
This is the last (engine) mechanic I wanted to add* for the next minor version so I will publish another release when I finish tidying up.

* there are still a few more I would like to implement like dynamic effects, command requirements, location requirements, etc; but these aren't needed for now
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>>68374
>>68350
Progress update.
>he most straightforward solution to this is to dump the database in memory; this should solve all (current) performance issues
sqlite, the DBMS I'm using, allows storing the entire database in memory. I made use of this feature to speed up queries. This approach, however, compromises data integrity. For example, if you power off your computer in the middle of a query you only lose the transaction corresponding to that query with a regular DB but if that happens to an in-memory db you lose the entire database. This can be mitigated by saving the data in disk every cycle (surprisingly fast). This should also solve that weird error on windows when the database suddenly becomes read-only.
To maintain backwards compatibility with the other features (saving, loading, continue) I simply load the database to memory when I'm going to use it (with the "backup" feature of sqlite) and dump the database files I used to have to cache in every step of the build*.
I also fixed some logic errors in the event execution.

* when creating the database we first create the schema, then we populate the schema and lastly we add the details of the player; all these steps have a cache file to speed up builds and tests
Replies: >>68465 >>68904
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>>68405
Progress update.
All characters--that is, hong, sakuya, koa, patche, flan, remi--now have a (relatively full) schedule. Most of them have enough interations so the gameplay shouldn't feel dull anymore. Still, I'm thinking of adding a few flavour events for the locations to liven up the place.
I still need to test a little bit before releasing a new binary. After that, I just need to add the sleep action, a summary of interactions*, and fix the bugs in the windows version to release v0.1.

By the way, for physical interactions, I'm not sure if I should implement them like in eraTW, with a ton of different interactions with few unique lines, or implement them like Alicesoft in Rance games with few actions but a lot of unique lines.

* this is to keep the player busy while we load the schedule for the next day because this is quite slow (~2.5s with 30 characters, currently ~0.5s with 6 characters)
Replies: >>68473 >>69565
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>>68465
Progress update.
>I still need to test a little bit before releasing a new binary. After that, I just need to add the sleep action, a summary of interactions*,
Done.
>Linux binary
https://gitgud.io/moist/Another-Chance/uploads/4e59c45bbabb94ff83242afc55942ce0/AnotherChance.7z
>Windows binary
https://gitgud.io/moist/Another-Chance/uploads/4c747f7982e70498ac7425a9b02cdde9/Windows_Build.7z

I tested the windows binary on wine and it was performing poorly. That is, the performance was the same as when we had the db in memory. Possibly just a problem in wine but I will try to test it in a regular install to see if I can reproduce the issue.

I also made a little menu that triggers on sleep so you can see how are you progressing. It's a little basic but it works.
There was a curious bug when starting a second run where the name of the player in the relationships table wouldn't get updated. I detected it when I was building the progress report because it didn't break anything. In fact, changing the foreign key in the relationships table after all the events are created doesn't cause any errors because sqlite doesn't enforce non-null fks and because I use the Id of the relationship to trigger effects and whatnot. I solved this by updating the values when using the cache.
Replies: >>68496
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>>68473
Progress update.
There was a nasty bug related to timezones. You see, I calculate the date in-game using the datetime module, and datetime is timezone-aware. I noticed this earlier so I started working with UTC dates but I didn't test thoroughly and thus, some chunks of code where still working with timezone-aware functions. This bug added an offset to the schedule so, depending of where you live, the events weren't executing as planned (characters sleeping in the middle of the day, having dinner at 5 AM, etc). If you were playing in London, however, the game worked as usual.
This bug is fixed now. I also fixed some minor bugs in the windows version.
Replies: >>68514 >>68543
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>>68496
I overheard a conversation a guy was having with some friends, a program he was working on had some bugs related to the date and time. Every transaction posted its local time to a database which used its own local time. He said it took him a week to figure out a "workaround."
Turned out he worked for a bank making 6 figures. Took him a week to figure out UTC.
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>>68514
this is way more common than you think
also his workaround is probably to switch timezone based on data source instead of changing the db and each of the clients over to using utc
Replies: >>68517 >>68598
>>68514
In a microservices environment you can't modify the foreign services (at least not trivially, because they might have been developed by another branch of the company of another company altogether) so it wouldn't be as easy as switching everything to UTC. In that case you would have to do what >>68515 said.
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>>68496
Progress update.
I solved some windows-specific issues. In particular, a bug that only appeared in the windows binary.
Windows, to provide compatibility with previous versions, supports short versions of paths. Every section of the path has a short version. For example ~/Downloads is "C:\My Comp~1\Users\Down~1\...". Why is this a problem if I'm working with pathlib? Well, in summary, I use Path(file).parent to create a base path for the application. All paths are relative to that one. To access the cover image (remilia/1.jpg), I need to create an uri--implementation detail--and I can't do this with an absolute path so I have to dynamically resolve the relative path from the current directory to the image. I do this with Path().cwd(), obviously. Now, to get the path relative to cwd I just do cwd.relative_to(base). This throws an exception. 
>Eh?
Indeed, cwd is not relative to base.
>What the fuck?
base is short and cwd isn't. pathlib uses string comparision to know the biggest common prefix and notices base and cwd differ. Hence, the exception. Like I said, I use Path(file) to build the base path and the constructor uses os.fspath under the hood and fspath just returns whatever string I pass to it.
os.fspath("foo + bar / \\ / \\")
>>> foo + bar / \\ / \\

file if the absolute path to the python source file. In the binary this is a short path because it calls the win32 api to create it. This could be because I use Python3.10 to create the binary and I have 3.12 installed.
This was solved with the .resolve() method. .resolve() always returns the long version of the path.

Unrelated to this bug, I ported the code to PyQt6 because 5 seems to be obsolete. The GUI should be a little different now.

Anyways, here are the download links for v0.1
>Linux
https://gitgud.io/moist/Another-Chance/uploads/d0fb4fd7538a90db3effa8ac0f71658b/AnotherChance.7z
>Windows
https://gitgud.io/moist/Another-Chance/uploads/12ebc790d445506d21d33ccafbc44b0d/Windows_Build.7z
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>>68515
>sorry, mr. client, you have to convert your 40 year old COBOL+INTERCAL infrastructure to utc if you want to keep paying us 8 figs
>>68405
Just wondering, have you not considered using Python's file system for storage purposes (or even just a plain JSON storage), and building a transaction based file storage system similar to SQL (but definitely faster)? SQL is good for concurrency, which might be a thing if you're aiming for multiplayer in the future but if it's just going to be SP I think there's no need for all the SQL overhead. Plus assuming you work with 2GB of internal RAM memory, that's an absolute ton that will never need external memory like a file system. 
What are you planning for?
Replies: >>68915
>>68904
>Just wondering, have you not considered using Python's file system for storage purposes
You mean shelve? The main reason I'm using SQLite is that I have more experience with relational databases. That said, I have some minor issues with generic relationships so I wanted to try mongodb or other NoSQL database.
By the way, shelve is not a good option for cross-platform applications like mine because it relies on dbm which is an interface to UNIX databases and the fallback implementation for Windows is slower. Not that you can't just use pickle directly. In fact, I use pickle to persist the settings (and JSON for some configurations that users might want to manually override).
>SQL is good for concurrency,
SQLite in single-threaded so I can't use it.
>multiplayer
It wouldn't be trivial to ship a proper DB with the binary so if I ever make a multiplayer version it won't be hosted in the user's machine.

>What are you planning for?
Now that the engine is fast enough I was planning to add more events. I should be able to add ~30 characters without a experiencing major slowdown. I don't think there will be any need of changing the db backend in the near future.
> SQLite in single-threaded so I can't use it.
uhh. I run sqlite in prod for an application stack handling 30k requests per second. sqlite is awesome. I've got no clue what you're trying to say here man.
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>>69221
It seems I was mistaken. Indeed, sqlite is compatible with concurrency (with some restrictions) and sqlalchemy has support for this.
That means I can make p2p multiplayer if I want and further improve the runtime of some subroutines without changing the current stack. This is awesome but I will avoid multi-threading unless it's absolutely required.
>>69221
>sqlite is awesome
more than that, sqlite is blessed
https://www.sqlite.org/codeofethics.html
>This document was originally called a "Code of Conduct"
>First of all, love the Lord God with your whole heart, your whole soul, and your whole strength.
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>>68543
Progress update.
Added more commands/events.
I implemented a class of effects that are a little more flexible because we have access to the entire database so we can now have events that affect characters  with a given property, for example. I'm not quite sure if I can model any event using the current framework but I can create complex event chains involving several character so it's good enough for now.
While I was adding the commands I also decoupled them from the engine. That is, we no longer have to touch the engine/front-end to add a command. Additionally, I added a way to send events to the schedule; this is helpful for events that break a character's usual schedule--if we wake up a girl, she will try won't go back to sleep immediately. Indeed, we have to send a task to the scheduler telling her to go back to sleep after some time has passed.
I fixed a bug related to long events (events that consume a lot of time). These events were breaking the schedule because some events were only active in a certain time-frame. To enhance performance, I don't check every second if any event can be triggered so some events would never trigger, in particular events that caused the character to move (to their room, we can see Meiling sleeping in the garden in the images). I was thinking of adding a "clock"; divinding time in atomic chunks. Since the frame would always be grater or equal than the size of the chunk we would never miss an event. But this is quite slow so I decided to relax the requirements for events that only execute once, making them always available after a given date. Important events are only executed once so this works for now. I will probably have to add a clock to handle continuous event properly, though.
And there was another but related to the execution order of events. I was relying on the order given by dir()* to avoid having some events of the same "group" executing in the same step but dir doesn't return items in any particular order. Python objects have an internal dict that keeps attributes so I used that instead (calling vars()).

* events are declared in Python classes
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>>69539
Progress update.
All girls now have some content. As I said in >>68465 the game will have few commands but one command can cause a different response depending of the girl/stats. I am of the opinion that this is a better approach because you can describe "what" do you want instead "how" you want to do it. Also, writing events for commands most people will never use is just silly. That said, I think I will  take the other approach (that is, one command per type of interaction) for sexy stuff.
In other news, I added colours for the dialogue lines. It was quite annoying to implement because I can't add the formatted text eagerly (as soon as I parse the event) because the player might want to save/load/move and I can't simply ask for the events again because the (corresponding) stat changes would be applied twice. So I keep the text saved in a buffer and apply the formatting later. As you can probably guess, this becomes a somewhat complex if we have multiple characters because all of them should be coloured differently.
Finally, I changed the execution order of some (classes of) events to improve readability.
>>69565
v0.2

Strangely, in the windows version, selecting a character deletes the background colour for the clicked widget. It doesn't look ugly but it's certainly not the intended behaviour.
If you have an issue in linux related to wayland I suggest updating it.

>Linux Build
https://gitgud.io/-/project/28986/uploads/a3332bf025df7b9faa8b2b0e0b62c073/AnotherChance.7z

>Windows Build
https://gitgud.io/-/project/28986/uploads/974f1b77e75d78f8a549cf176fac5be5/Windows_Build.7z
Do i absolutely NEED python?
Replies: >>69749 >>69753
>>69747
You already need python for a million other things, liking modding on a Wii U emulator
Replies: >>69750
>>69749
i dont got it installed im just interested in sexing 2hus
>>69747
No, you don't. Extract and run.
>>69565
>her ocular orbs

can't believe I had to read that with my own orbs
>>69565
I'd like to help, do you have a way to talk with you?
Replies: >>71502
>>71500
>https://gitgud.io/moist/Another-Chance/-/issues

You can open an issue/PR and contribute.

>https://gitgud.io/moist/gensim

Repository for the engine.
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