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- Bugs -

I really appreciate everyone pointing out the specific bugs they find. The more people playing the builds and finding things, just makes it that much easier to fix the game. Once the game is out of the Alpha stage and into Beta I'll be focusing mainly on bugs, balancing, and polishing everything up. So the game right now doesn't exactly reflect how it'll play in the future. I think everything is a lot harder and grindy now than it'll be eventually. I'm focusing on fixing the bugs everyone's put forth this week and overhauling somethings like the villain posting system which seems to have a lot problems right now. The main one I'd like to address is the problem some people are having saving but I haven't been able to replicate the problem myself so it's more guesswork. Nothing was really changed from the previous builds regarding saving so I'm not sure the problem is with the game and may be another issue.

The one major downside of Unity is it's serialization is really poor so it makes saving/loading a pain to construct properly. The saving that is in the game now is more just for testing and less annoying playablity. I'll make some serious saving/loading systems probably as the very last thing, with multiple saves, etc. Right now extending the temporary saving is just a waste of time for these Alpha builds.


- Unity Update -


I updated to the latest Unity with the project just after I put out the latest build. Finally it fixes the issue people are having with things being and inch or so off to left. Some UI and Drag/Drop problems with things being in the wrong place should all be fixed as well. This was a long standing issue within Unity itself that they've finally fixed. But of course the new version brings in a bunch of new errors to fix as well, so I'll be going through those too. I've ironed most of them out already so nothing major.


I'm really happy to see a lot more people getting their hands on the build and enjoying it! That was the main thing I wanted to change with the Patreon Revamp. More people with different systems and setups trying it out, exposes the potential problems a lot faster as well.


I just wanted to address and explain the method behind the development process. The builds are a snapshot of the game progress where it's at, at the time the builds come out. Some things are turned off but mainly because they are just too incomplete and would only be completely unstable. You're seeing about 80-90% of the game as it stands so it's never going to be completely stable simply because it's a work in progress. There will be no demo and I think these builds are much better at showing the progress and state of the game. Unless there's a really critical error with one that makes it unplayable to almost everyone, I'm still going to stick with the monthly releases because it gives me more time to make progress.


Once the game moves out of this Alpha stage and into Beta, that will be the cut off for  content in the first release. Probably that whole month will be spent building the solid save/load, bug bashing, optimizing things, etc. Once that finished version of the game is released as complete I'll simply move into the next stage Alpha 2.0. So the builds will still continue and hopefully by then it will be 90% adding content so a lot more content will come with each one. Then eventually that one will get a cut off as a Beta too. So over time I think there would probably be two or so expansions. I'd like them to come out every 3-4 months or so.


For now that's the plan anyways. If I can hire on some part/full time people to help me in future everything should go a lot faster. Anyways for now the game is progressing slower than I thought but going a lot smoother than I though it would. Considering it's the about the second game I've ever made if you count Bend or Break, I think it's all going very well. With more experience the future projects should go a faster and just be a lot better quality.


I'm trying to find a solution to the mac build problem this week. I don't have any macs or really know any one who does so I don't have a way to test it, if you tried the mac version or can try it please comment below with what you found. I can put out Linux build next time if there is enough people that want it as well.


As always thank you all so much.

Comments

chris

i recently played both games, bend or break, that problem happened unless i specifically did something continue, like talk too much and not enough content and story for another talk session, same for blood bending, and feed while shes starving no matter what happened 4 or 5 times, made sure it wasnt just cuz i hadnt done the dont feed her option story bit 1st, so ya, the 1 thing dont like with ur choice of unity that glitch, also cant have an in game pause menu at all times, injustice is a lil better with that but, cant have more than 1 save in injustice, like in princess trainer, i mean sure thats 100-200+ save slots, but u have 3 separate save slots, but u make them completely separate save game slots, if its was 3 by 3 thatd b awesome, or just interconnected, 3 game save slots that can also b 3 save slots, but just like with pause its about as minimal and almost like a point to add to difficulty, i mean make a mistake big or small gotta start over, ur far in injustice, u fucked up just cuz u cant simply have a back up save slot, 1st time ive played any vn in unity is with ur games, 1st time ive ever encountered these specific problems with any game, not enough save slots and somehow choose an option to go further with the story in some way or any option and srry u gotta close and reopen the game cuz this isnt finished or doesnt even have a msg saying so with a button saying reset or go back a step, i mean mentioned bout iris quest have an early demo release, been playing that for a few days barely got anywhere so far mainly cuz in battle u have to wait 3-5 min (havent pointlessly sat and watched and waited with my stop watch on my iphone counting each second it took) for each and every turn for it to load options like attack or defend or w/e nvr had that problem till now either, u just released games with 3 parts to them missing imagine u missing an arm, in a game, sex, a fight, rl life, its gonna suck its going to b a huge problem, for 3 parts imagine a crucial skill missing, or 2 or a piece of equipment making it so easy difficulty in another game isnt impossible or close enough no matter what u do, i mean understand going from that glitch no pause menu and save at all in bend or break to almost no glitch and a pause menu and a save system at all is an obvious step up, but y not make it a leap, and i dont mean 2 or 3 leaps like comparing to princess trainer, just pause any point in the game and the 3 save slots can b used as checkpoints for 1 game as multiple saves. great games otherwise but wow ive played a bunch of games with 3 saves or more, tho there is zelda with 1 save 1 file, but uk how different that is, especially if uve played 1 or more of those games, unity could b a great engine for u to use, but from these 2 impressions uve given uve used it pretty poorly, i hope 3rd times the charm and u do what ive said, its not overly complex comparing to others, its a compromise of in between the 2, and next time i comment itll b a compliment and tell u bout how great i think all games, art and creations r and y since this is only a rant the negative portion of what i wanted to say, thought id end this comment on positive note to not sound like an ass or like i dont understand what u go thru to make the art let alone the game :)

chris

also i obviously commented here, scrolling a lil too far down, but also skimmed a comment that i delt with and lastly truthfully i just finished both playthrus of bend or break yesterday and began injustice today :) :P but seems like u still had that glitch, so said my piece, hopefully that glitch is gone forever from ur games each update at least :)

gunsmokegames

The save option was intentionally omitted from BoB due to exporting it to WebGl (also the game is extremely short). SU was the second game we ever took on, saving and text skip were both additions that happend later in the process. Now saving and multiple saves is feature in ren'py but is also a feature in Unity. Unity is a super powerful game engine that is being constantly updated (Hearthstone runs on Unity). These glitches you notice usually are syntax is wrong, a line of code is incomplete or something else. Thank you for your write up -SmomeShank

Crowsims

One of the issues I am having is with the mouse control. It is not straight forward click and go. I have to move it around buildings and characters as well as other frames just to see the title before I can click, grab and move things. Or even click on them. Aside from that and the saving, it is alright for a start.

XRadar

Just wanted to say that despite the minor bugs, that this is one of the highest quality erotic games I've ever seen, in terms of art, narrative, and ambition! Kudos again, and hope the feedback is helpful.

Smiling_Jack

Out of curiosity, what exactly would you be hiring people to help you with?

gunsmokegames

For now just someone to do posts, go through emails, and just generally save me time so I can focus on working. It doesn't seem like a lot but it adds up to hours and hours everyday.

gunsmokegames

This should be fixed now in the next version. Most of the problems with collisions and sprites being in the wrong place was within Unity itself.

Valicore

well I will still keep an eye on bugs each release then like always and ask questions to get general idea of all

TurnipFactory

This was the first build I've played and I really enjoyed it. Even though it's pretty light on content, being an Alpha, it is clear just how much care you've put into the game to give it proper superhero comic theming. A few questions: Do you know the list of heroines & villianesses that you'll be including in the finished game? ; Will there be any more content on the theme of the villianesses competing to seduce the Player Character as introduced in the opening scene between Tala and Roulette, maybe as the PC gets more successful? ; Posting a Villianess to the Living Quarters prevents access to the room. I assume there will be some "interaction" with Livewire, Star Sapphire, Giganta and Cheetah there that just isn't added to the game yet, or is it a bug? Keep up the good work. I can't wait to see how this game develops.

Anonymous

I haven't got a link for the newest update yet. I'd be more than willing to help as well

gunsmokegames

Thanks for the praise! I spent a lot of time trying to keep things as close to the show as I can, especially the personalities. The complete list is still to be decided for the first stage anyways. The nine heroines that in there already plus Lois and probably nine villains total. There will be kind of a counter balance with some characters. Like getting closer to Harley can piss off Mercy and vice versa. Some decisions will affect things later in the end game too. Most of the Living Quarters posting scenes are done I just haven't done the art yet so I didn't put them in. There will more complex things later on in the game. I've broken it all up into beginning, mid and endgame things. I don't really even have much of the beginning done yet. I didn't want obvious choices like do this or do that because it's boring and there's usually just a "good" or "bad" choice. The order in which you choose to unlock things will be your choices and have more of an impact in the mid to end game. Somethings will get locked off but for the most part 90% of the game will always be open to you. Just easter egg scenes and things of that nature will take more things into consideration. Also for the ending certain choices will will drive that but it will be more of a setup for the next phase than a definite good or bad ending.

ennetsu

Replaying the game right now to focus on what could be improved on the interface (and also to get Stargirl :D long way ^^::: ) First thing noticed: when going to a place, the black screen with the name of said place => remove it, or keep it just if it's the first time the player is going to that place (or if it's a special scene). Because it's slowing the rythm of the game (and increase the repetitiveness factor) and is useless (you know on which place you clicked, normally).

ennetsu

Also, on the "set dancers" interface. Having to click on a "go back" button to access the "reset" option is not logical. A "reset" button should be available right from the start on the screen.

Valicore

Alright this should be my third and last bug report. During my test of heists, I was going through the combinations of all the villains (testing chance of success) and I found a bug. First was of how if you have Giganta and Shade. If you select Giganta first and place her lead or second, you cannot select Shade. You can select Shade first and then Giganta. Also another thing (this is more just something I noticed) is that after you have a select the two for the job and go to confirm... you can still drag around the other villains around while in menu (you can't drop them into one of the slots, but I am only stating it so it won't lead to a bug later). That's it so far... I've checked and rechecked Lexcorp, Glamour Slam, and the Legion Hideout for all variables so that should be it. P.S. Interesting thing it that no one stated is that saves of 1.3 carried to 1.4.

Dinker

I appreciate your hard work in this game but I'm just... new and I can't save. Super excited about the project but it won't save at all. Windows 7 64 Bit Pro, Comodo Firewall (disabled), on my desktop or in C: it won't load. Run as an Administrator or not, it just won't load. Kinda driving me nuts. I really wanna like this game. :(

gunsmokegames

Thanks for the info, I've been trying to solve the problem and every bit helps. With it only affected some people it's pretty hard to nail down though. If it persists in the next build I'll definitely make it the priority to get fixed. I've been told if you start a game with 1.3 and get to the city, save and reload 1.4 then it works fine.

gunsmokegames

Hmm thanks for the info, it sounds like it's probably just variables spelt wrong or something for the heist bugs. I'm still looking into the save problem but even with a lot of testing I haven't been able to replicate the problem. I have 4 computers I test things on and it works fine on all of them so it's tough to figure out when I can't see it in action. If it still happens in 1.5 I'll try to collect more info on people it's affecting and make sure it's fixed. It seems like it's something interfering with the game since it still works for a lot of people. It's strange that the saves can carry over since it deletes and overwrites older ones when you start a new game, the whole thing is pretty confusing.

gunsmokegames

That's a good idea, I might redesign the dance interface a bit anyways with the next build switching lap dancing to something else so I'll put it in.

Dinker

Could you post a link to the 1.3 build? I couldn't find it. Also I'm not sure if this helps but I ran Process Monitor and I'm sure I screwed up the settings but I thought this was a little odd...

Dinker

<a href="http://i.imgur.com/c1RhBoS.jpg" rel="nofollow noopener" target="_blank">http://i.imgur.com/c1RhBoS.jpg</a>

Bluntobject

I cannot save my games either, have now tried it on 3 different computers running Windows 10 with the 1.4 alpha as the first and only installation on all of them. Saving brings up the message "game saved" however skipping days and reloading from inside the game does nothing else than refresh the screen as neither date or money reverts to the old value. So where does Unity place its save files and like Nope asked, can you link to the 1.3 version or perhaps make a savegame from the first day 3 from it?

Dinker

I managed to find a copy of 1.2 on 'the internet' (Pastebin) and just tried it to try it. Yeah, the saves are working (badly) in that version, but not in 1.4 So it's not system permissions probably, it's something in the 1.4 build.

gunsmokegames

Hmm, I just wish I could replicate it then it would be a lot easier to figure out.

Dinker

Any chance you could post build 1.3? I don't know how a save would 'transfer' between builds (I don't know where the save data is located in the game.) But if you told me that and passed along a copy of the old game maybe I could provide some more information?

Dinker

(Or at least hopefully save my game.) ;)

gunsmokegames

The temp system that's in there just uses Unity playerprefs which isn't really meant for saving data. They will be somewhere in the registry. The strange thing is nothing was changed with the saving/loading from 1.3 to 1.4. I didn't update Unity or change anything that should have affected it. I'll put up a link and an explanation later today so at least people who can't save have a work around.

Dinker

A quick midnight search of google pulled up this comment on a thread about playerprefs not saving: Anyway I did find the solution: checking the file sharing box in the build settings has fixed the problem... no idea why :/

Bluntobject

Thanks for burning your midnight oil, Nope, hope that SR7 can use that for something. Any chance you could link to the forum/thread where you found it? Guess that will also help SR7 in his endeavours.

Anonymous

not sure if you know this already, but I keep running into content blocks in the 1.4 build. after clicking on a conversation option, once option concludes, I wind up with nothing. no options, no loading, just infinite nothing but background.

Anonymous

i will share what i do to get this problem the next time i have an opportunity to play the game.

Dinker

<a href="http://forum.unity3d.com/threads/playerprefs-not-working.206170/" rel="nofollow noopener" target="_blank">http://forum.unity3d.com/threads/playerprefs-not-working.206170/</a> Is the thread in question. :)

gunsmokegames

After clicking on talk with someone you're getting nothing? Or once a conversation is over just nothing happens?

Anonymous

both, actually. ran into the same problem with "bend or break"