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RPG Patreon Active [Threshold] Monster Girl Dreams


FloofyIsGood

Active member
Joined
May 15, 2019
Messages
216
Reputation score
62
v23 broke magic tab for me
```
I'm sorry, but an uncaught exception occurred.

While running game code:
File "game/gamecode/adventureCode/adventuring.rpy", line 474, in script call
call displayScene from _call_displayScene_3
File "game/gamecode/dialogueSystem.rpy", line 2322, in script call
call sortMenuD from _call_sortMenuD_61
File "game/gamecode/dialogueSystem.rpy", line 4717, in script call
call displayScene from _call_displayScene_1
File "game/gamecode/dialogueSystem.rpy", line 2329, in script call
call sortMenuD from _call_sortMenuD_20
File "game/gamecode/dialogueSystem.rpy", line 4717, in script call
call displayScene from _call_displayScene_1
File "game/gamecode/dialogueSystem.rpy", line 2322, in script call
call sortMenuD from _call_sortMenuD_61
File "game/gamecode/dialogueSystem.rpy", line 4717, in script call
call displayScene from _call_displayScene_1
File "game/gamecode/dialogueSystem.rpy", line 770, in script call
call sortMenuD from _call_sortMenuD_4
File "game/gamecode/dialogueSystem.rpy", line 4717, in script call
call displayScene from _call_displayScene_1
File "game/gamecode/dialogueSystem.rpy", line 2120, in script call
call sortMenuD from _call_sortMenuD_12
File "game/gamecode/dialogueSystem.rpy", line 4717, in script call
call displayScene from _call_displayScene_1
File "game/gamecode/dialogueSystem.rpy", line 2329, in script call
call sortMenuD from _call_sortMenuD_20
File "game/gamecode/dialogueSystem.rpy", line 4717, in script call
call displayScene from _call_displayScene_1
File "game/gamecode/dialogueSystem.rpy", line 1798, in script call
call sortMenuD from _call_sortMenuD_9
File "game/gamecode/dialogueSystem.rpy", line 4717, in script call
call displayScene from _call_displayScene_1
File "game/gamecode/dialogueSystem.rpy", line 2329, in script call
call sortMenuD from _call_sortMenuD_20
File "game/gamecode/dialogueSystem.rpy", line 4717, in script call
call displayScene from _call_displayScene_1
File "game/gamecode/dialogueSystem.rpy", line 2305, in script call
call combat from _call_combat_1
File "game/gamecode/combatcode/combat.rpy", line 527, in script
pause
File "renpy/common/000statements.rpy", line 416, in execute_pause
renpy.pause()
File "renpy/common/00action_other.rpy", line 537, in __call__
rv = self.callable(*self.args, **self.kwargs)
File "game/gamecode/combatcode/on_combatMenu.rpy", line 201, in cmenu_setColumn
cmenu_columns.insert(depth, cmenu_getSkillList())
File "game/gamecode/combatcode/on_combatMenu.rpy", line 554, in cmenu_getSkillList
usable = skillIsUsable(skill)
File "game/gamecode/combatcode/on_combatMenu.rpy", line 372, in skillIsUsable
if skill.requiresStatusEffectSelf != "" and skill.requiresStatusEffectSelf != "None":
AttributeError: 'Skill' object has no attribute 'requiresStatusEffectSelf'

-- Full Traceback ------------------------------------------------------------

Full traceback:
File "game/gamecode/adventureCode/adventuring.rpy", line 474, in script call
call displayScene from _call_displayScene_3
File "game/gamecode/dialogueSystem.rpy", line 2322, in script call
call sortMenuD from _call_sortMenuD_61
File "game/gamecode/dialogueSystem.rpy", line 4717, in script call
call displayScene from _call_displayScene_1
File "game/gamecode/dialogueSystem.rpy", line 2329, in script call
call sortMenuD from _call_sortMenuD_20
File "game/gamecode/dialogueSystem.rpy", line 4717, in script call
call displayScene from _call_displayScene_1
File "game/gamecode/dialogueSystem.rpy", line 2322, in script call
call sortMenuD from _call_sortMenuD_61
File "game/gamecode/dialogueSystem.rpy", line 4717, in script call
call displayScene from _call_displayScene_1
File "game/gamecode/dialogueSystem.rpy", line 770, in script call
call sortMenuD from _call_sortMenuD_4
File "game/gamecode/dialogueSystem.rpy", line 4717, in script call
call displayScene from _call_displayScene_1
File "game/gamecode/dialogueSystem.rpy", line 2120, in script call
call sortMenuD from _call_sortMenuD_12
File "game/gamecode/dialogueSystem.rpy", line 4717, in script call
call displayScene from _call_displayScene_1
File "game/gamecode/dialogueSystem.rpy", line 2329, in script call
call sortMenuD from _call_sortMenuD_20
File "game/gamecode/dialogueSystem.rpy", line 4717, in script call
call displayScene from _call_displayScene_1
File "game/gamecode/dialogueSystem.rpy", line 1798, in script call
call sortMenuD from _call_sortMenuD_9
File "game/gamecode/dialogueSystem.rpy", line 4717, in script call
call displayScene from _call_displayScene_1
File "game/gamecode/dialogueSystem.rpy", line 2329, in script call
call sortMenuD from _call_sortMenuD_20
File "game/gamecode/dialogueSystem.rpy", line 4717, in script call
call displayScene from _call_displayScene_1
File "game/gamecode/dialogueSystem.rpy", line 2305, in script call
call combat from _call_combat_1
File "game/gamecode/combatcode/combat.rpy", line 527, in script
pause
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\ast.py", line 1949, in execute
self.call("execute")
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\ast.py", line 1937, in call
return renpy.statements.call(method, parsed, *args, **kwargs)
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\statements.py", line 277, in call
return method(parsed, *args, **kwargs)
File "renpy/common/000statements.rpy", line 416, in execute_pause
renpy.pause()
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\exports.py", line 1480, in pause
rv = renpy.ui.interact(mouse='pause', type='pause', roll_forward=roll_forward)
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\ui.py", line 297, in interact
rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\display\core.py", line 2702, in interact
repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, **kwargs)
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\display\core.py", line 3518, in interact_core
rv = root_widget.event(ev, x, y, 0)
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\display\layout.py", line 998, in event
rv = i.event(ev, x - xo, y - yo, cst)
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\display\layout.py", line 998, in event
rv = i.event(ev, x - xo, y - yo, cst)
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\display\layout.py", line 998, in event
rv = i.event(ev, x - xo, y - yo, cst)
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\display\screen.py", line 714, in event
rv = self.child.event(ev, x, y, st)
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\display\layout.py", line 998, in event
rv = i.event(ev, x - xo, y - yo, cst)
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\display\layout.py", line 998, in event
rv = i.event(ev, x - xo, y - yo, cst)
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\display\layout.py", line 998, in event
rv = i.event(ev, x - xo, y - yo, cst)
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\display\layout.py", line 998, in event
rv = i.event(ev, x - xo, y - yo, cst)
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\display\viewport.py", line 306, in event
rv = super(Viewport, self).event(ev, x, y, st)
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\display\layout.py", line 244, in event
rv = d.event(ev, x - xo, y - yo, st)
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\display\layout.py", line 998, in event
rv = i.event(ev, x - xo, y - yo, cst)
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\display\layout.py", line 998, in event
rv = i.event(ev, x - xo, y - yo, cst)
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\display\behavior.py", line 962, in event
return handle_click(self.clicked)
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\display\behavior.py", line 897, in handle_click
rv = run(action)
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\display\behavior.py", line 313, in run
new_rv = run(i, *args, **kwargs)
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\display\behavior.py", line 320, in run
return action(*args, **kwargs)
File "renpy/common/00action_other.rpy", line 537, in __call__
rv = self.callable(*self.args, **self.kwargs)
File "game/gamecode/combatcode/on_combatMenu.rpy", line 201, in cmenu_setColumn
cmenu_columns.insert(depth, cmenu_getSkillList())
File "game/gamecode/combatcode/on_combatMenu.rpy", line 554, in cmenu_getSkillList
usable = skillIsUsable(skill)
File "game/gamecode/combatcode/on_combatMenu.rpy", line 372, in skillIsUsable
if skill.requiresStatusEffectSelf != "" and skill.requiresStatusEffectSelf != "None":
AttributeError: 'Skill' object has no attribute 'requiresStatusEffectSelf'

Windows-7-6.1.7601-SP1
Ren'Py 7.3.5.606
Monster Girl Dreams Alpha-v23
Thu Jul 02 03:06:16 2020
```
EDIT: And it seems Conscio Powder doesn't affect trance progress anymore? Could only remove trance with Panacea.
EDIT 2: Defeating Himika in temple explore quest (vs 2 at once, full power) also gave an error...
```
I'm sorry, but an uncaught exception occurred.

While running game code:
File "game/gamecode/adventureCode/adventuring.rpy", line 474, in script call
call displayScene from _call_displayScene_3
File "game/gamecode/dialogueSystem.rpy", line 2305, in script call
call combat from _call_combat_1
File "game/gamecode/combatcode/combat.rpy", line 1115, in script call
call combatActionTurn from _call_combatActionTurn
File "game/gamecode/combatcode/combatFunctions.rpy", line 1131, in script call
call theOrgasmCheck from _call_theOrgasmCheck
File "game/gamecode/combatcode/combatFunctions.rpy", line 1231, in script call
call read from _call_read_7
File "game/gamecode/functions/readerFormat.rpy", line 190, in script call
call displayScene from _call_displayScene_9
File "game/gamecode/dialogueSystem.rpy", line 2414, in script call
call sortMenuD from _call_sortMenuD_30
File "game/gamecode/dialogueSystem.rpy", line 4717, in script call
call displayScene from _call_displayScene_1
File "game/gamecode/dialogueSystem.rpy", line 3003, in script call
call sortMenuD from _call_sortMenuD_55
File "game/gamecode/dialogueSystem.rpy", line 4717, in script call
call displayScene from _call_displayScene_1
File "game/gamecode/dialogueSystem.rpy", line 2706, in script call
call sortMenuD from _call_sortMenuD_37
File "game/gamecode/dialogueSystem.rpy", line 4717, in script call
call displayScene from _call_displayScene_1
File "game/gamecode/dialogueSystem.rpy", line 3086, in script
$ monsterEncounter[CombatFunctionEnemytarget].giveOrTakePerk(displayingScene.theScene[lineOfScene], -1)
File "game/gamecode/dialogueSystem.rpy", line 3086, in <module>
$ monsterEncounter[CombatFunctionEnemytarget].giveOrTakePerk(displayingScene.theScene[lineOfScene], -1)
AttributeError: 'Monster' object has no attribute 'giveOrTakePerk'

-- Full Traceback ------------------------------------------------------------

Full traceback:
File "game/gamecode/adventureCode/adventuring.rpy", line 474, in script call
call displayScene from _call_displayScene_3
File "game/gamecode/dialogueSystem.rpy", line 2305, in script call
call combat from _call_combat_1
File "game/gamecode/combatcode/combat.rpy", line 1115, in script call
call combatActionTurn from _call_combatActionTurn
File "game/gamecode/combatcode/combatFunctions.rpy", line 1131, in script call
call theOrgasmCheck from _call_theOrgasmCheck
File "game/gamecode/combatcode/combatFunctions.rpy", line 1231, in script call
call read from _call_read_7
File "game/gamecode/functions/readerFormat.rpy", line 190, in script call
call displayScene from _call_displayScene_9
File "game/gamecode/dialogueSystem.rpy", line 2414, in script call
call sortMenuD from _call_sortMenuD_30
File "game/gamecode/dialogueSystem.rpy", line 4717, in script call
call displayScene from _call_displayScene_1
File "game/gamecode/dialogueSystem.rpy", line 3003, in script call
call sortMenuD from _call_sortMenuD_55
File "game/gamecode/dialogueSystem.rpy", line 4717, in script call
call displayScene from _call_displayScene_1
File "game/gamecode/dialogueSystem.rpy", line 2706, in script call
call sortMenuD from _call_sortMenuD_37
File "game/gamecode/dialogueSystem.rpy", line 4717, in script call
call displayScene from _call_displayScene_1
File "game/gamecode/dialogueSystem.rpy", line 3086, in script
$ monsterEncounter[CombatFunctionEnemytarget].giveOrTakePerk(displayingScene.theScene[lineOfScene], -1)
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\ast.py", line 914, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "E:\MonGirlDreams-Alpha-v23-pc\renpy\python.py", line 2028, in py_exec_bytecode
exec bytecode in globals, locals
File "game/gamecode/dialogueSystem.rpy", line 3086, in <module>
$ monsterEncounter[CombatFunctionEnemytarget].giveOrTakePerk(displayingScene.theScene[lineOfScene], -1)
AttributeError: 'Monster' object has no attribute 'giveOrTakePerk'

Windows-7-6.1.7601-SP1
Ren'Py 7.3.5.606
Monster Girl Dreams Alpha-v23
Thu Jul 02 03:13:15 2020
```
 
Last edited:

Ninja_Named_Bob

Mystic Girl
Joined
Feb 2, 2014
Messages
725
Reputation score
381
-Really long post full of great points-
I don't think mods are the way forward, even if made canon in the MGD world. I think there is definitely a potential for asking the mod devs to build new enemies to add to the game later so as to mitigate the problem of time vs content. That brings the unfortunate issue of "too many chefs" and having to reject some submissions, which will definitely have their bad feels. Plus, the last thing we need are horse cocks.

It is a free game, and as much as I deride Threshold for lack of content (9 months? Sweet Harlem Christmas!), he has given us a really good game aside. If nothing else, if he gets back on the content path, I'll contribute dimes for him.

-This man apparently mediates Question Period and also makes a ton of good points-
Yeah, often people don't see the mess that exists under the hood of a game (*cough* Any Bethesda game pre-Skyrim*cough*) and it's easy to get caught up in wanting to improve upon that mess. I see a ton of smaller devs, unfortunately, get so obsessed with "improving" the technical stuff which causes overall developmental progress to suffer. Delays are the results of setbacks that occurred because the dev either mucked with the code too much or added too much and they have to go back and figure out what broke what.

On the point about "bad ends", save-scumming is an option. I would also argue as another user pointed out, over-confidence becomes thine destruction. Heck, Threshold is doing a bang-up job of setting up warnings before certain things that he might feel inclined to encourage saves before certain encounters.

And, just for shits and giggles, maybe have a couple "beyond the point of no return" scenes where the player loses the recall stone either through discarding it via temptation or having it stolen.
I actually like the "boring" gameplay, sex battles with monster girls is what I signed up for. Having said that, in the previous updates there was an upsetting (for me) shift from gameplay towards more visual-novel like elements. Like the hellhound girl. There's hardly any "gameplay" when it comes to her, it's just scenes you can put on auto and sit back, that's not engaging at all.
What I liked about this game is just that, it's a game, with gameplay, stats, skills and perks that affect what you can do and how, but the more linear scenes you add the larger the shift towards the vn is on the game-vn scale.
As for people who HATE bad-ends: dude just quickload.
Pretty much your first point. Another user pointed out that not having side stuff can make the world feel empty. Part of why Skyrim feels dead is because none of the side stuff matters. Unlike in Oblivion where the world would attribute certain accolades and titles to your character for completing certain quests, Skyrim just half-asses its way through yelling you how awesome you are. In Oblivion, you become the arena champion and gain a fan. People recognize and respect you. You save Kvatch and people defer to you as the Hero of Kvatch. You become someone in Oblivion.

Personally, I don't mind a sandbox as long as what I do has more meaning than a passing mention. Obviously, MGD is more an attempt at a linear dungeon-crawler with some VN aspects. I think diving into the VN aspects as hard as Threshold has has had the opposite effect he wanted. I'm not as excited for each new update when it's just another waifu I'll probably skip.

Honestly this could go the route of SHRIFT, you could have the ability to leave the recall stone behind in town to purposely get bad ends. Lore-wise this could be your character going 'pfft, recall stone, don't need it. These girls won't make me surrender.'
This, 100%. You could even be seduced into giving it up or ambushed. Making the recall stone less of a guarantee and more of an item you're told to covet if you have any plans of leaving the island eventually.
 

Tenma

Active member
Joined
May 15, 2018
Messages
292
Reputation score
180
To be clear, I think the pitfall of most western game developers is that they fall into a 'development sandbox mode'. Wherein the scope of the project continuously expands or changes without an end in sight. While Japanese developers manage to keep their games scope in check. I'd rather have a game with 'a ending' of any type rather then a game that's been left unfinished. After the game is finished you can take as much time as you'd like polishing things up. On the recall stone idea, I think it's a good idea because it'd allow many additional scenes without having to add any extra assets. I know several of the girls on the island are actually fairly kind and might even return you to the town without the stone on your person, it just might take them 'additional time' before you're back with more fetish levels and sensitivity added.
 
Last edited:
OP
Threshold

Threshold

Jungle Girl
Joined
Sep 24, 2017
Messages
224
Reputation score
225
v23.a is now out for bug fixing.

Ninja_Named_Bob text. Cause I don't want this post to be massive. >.<
A lot of changes were made to also streamline the creation process and add to the tools I have to actually make stuff. But none of that's really any fun for the player till I get around to actually using it.
Then there's stuff I do that's experimental that I'm still not sure if I'm happy with. Like the day night cycle. Which also has garnered little to no feedback if people like it or not.
There's a lot of stuff I've tried that I think could add to the game in regards to world and gameplay in the long run, but I dont really know if they worked, like the day night cycle, or the food stuff that I've revised to be less convoluted, and it's very possible some things I've done might just get canned outright later for being too much pointless gaff (crit reduction to being hit).
What I'm trying to say is, experimenting and testing things isn't a bad thing, because if I just disregarded updating some of these systems, it would come to bite me in the ass later, either because it can't do what I want it to, or the whole thing explodes from something else because past me did something brain dead when coding that future me would need to fix, just pushing forward to make progress could go just as bad as constantly experimenting with game play elements.

That being said however.

This update (v23) took about 15 days longer than I planned, and Venefica's update took a full month, instead of two weeks, and she's not even done. So I can't exactly say I'm happy with how things have been going either.
Most of the emboggening started with the npc system stuff that desperately needed to get updated if I ever wanted the town people to actually have any content. The system itself I mean, it was bad. In that case, it needed to be done, in this case, moreso it's me trying to buffer out all the issues with combat at once so I can get one with stuff, because doing it bit by bit would have been incoherent and annoying to players.

I knew v23 was going to be one of those kinds of updates going into, which is kind of why I wanted to do it before pushing on to other stuff, cause not many ppl, aside from modders, were really going to be overjoyed with it, especially given how long it took.
My plans to follow v23 are in vauge order, Kotone art/mild content update, finish Venefica's stuff, and give Belle some actual dialogue. There's probably some buffering out of some stuff in there too, like bugs, but after that is all done, I plan to move onto v24, and get the labyrinth on with.

If you don't think that sounds like a good plan, I would appreciate your feedback. Because I always really like your feedback.
I don't think my actions with this game ever get enough criticism.

Also I would like to mention that bad ends are still on the table, I just want them to be more story relavent, or specific to other things

Strange's post, because I still don't want this to be huge.
The VN style stuff vs the combat is always kinda interesting to me, because there's people on both sides of that, some people are here for the VN stuff over the combat, and vice versa.
I wont deny the game is def lagging behind on the combat stuff
Especially if you don't count all the gamplay changes xD

But I don't think just slapping some new zones in is really the fix you think it is, wildly increasing the character scope isn't something I wanna do.
As well put together as beach mod is, I don't really think it can actually get added into the game.

I'm seeing that as a two-sided argument here:
on the one side I've got to agree with most of what Ninja_Named_Bob said. Losing yourself in an endless cycle of changing and re-doing meaningless stuff is a sure way to burn yourself out on your project while the game itself stagnates. The initial game idea looked to me as to make a lewd adventure through an unknown land where fighting with sword and shield wasn't an option to ultimately find and "fight" the big bad boss. This hasn't been expanded in 9 months (as Strange already posted with source) and instead time and effort gets put into under the hood stuff or weird side-stories with one-time appearance characters which either doesn't advance the main story, probably won't get noticed by the player or both.
I def enjoyed reading through your entire post, but there's one thing I'd like to mention about this part that I think is important to keep in mind, the oni twins originally appeared in the bar/brothel before getting their temple fight. I do try to foreshadow future content in later areas pre-emptively.

Bobs second post! Holy crap this reply to all this is way bigger than I thought...
If you don't all the VN style stuff than yeah it's been a long time, issue is that the NPC update happend, where I had to fix a bunch of internal garbage, and then sunk a crap ton of time into trying to flesh out all the towns people. With mixed results I'd say. Cause that whole thing took forever. (the town people were something you at one point long ago mentioned being pretty lack luster, tho this attempt to address that could have backfired xD)

For upcoming stuff, aside from the labyrinth after the stuff I'm doing (which will arguably be a tad different than most of the game so far if my vision for it works), but before that the Venefica update will have one fight in it when I get it all done, I may need to split the report to Elly stuff about the quest up into a smaller update first, not sure, don't think so though.
 

Tenma

Active member
Joined
May 15, 2018
Messages
292
Reputation score
180
To keep development on track, I'd just recommend you get through developing the main plotline of the game. Putting in the essential areas that need to be there just for the player to see that final area, whatever it might be. Getting to the finish of the main questline while continuing to sparkle in these tweaks to the core mechanics, code. Once that's set and done, you can keep working on the back end and announce things like this to a positive reception. I respect that you're trying to fix the town NPCs, yet unless it's something that needs fixed now. Code that cannot be set down for now, then you can put it aside until the game is 'finished.' Make a checklist, put the highest priorities on the top. If a combat overhaul is next make that clear. Please though make sure that finishing the game is somewhere near the top of the list.

Aside from that, the recall stone is mainly a preference. Getting a game over scene from being utterly dominated by some random monster girls into a game over are scenes which people would appreciate because it's their fetish. I too enjoy those particular scenes. I also feel, think that this is because this forum really has a strong slant towards that fetish seeing as the Monster Girl Quest and the other monster girl threads are among the most visited threads. Luka being dominated into submission bad end/game over by a slime girl, harpy, or a kitsune girl at the start of his quest doesn't have any plot relevance. I like the scene because it exists.
 

FloofyIsGood

Active member
Joined
May 15, 2019
Messages
216
Reputation score
62
@Threshold v23.a windows download link doesn't work for me, ending up as a page not found error. Could you check it, please?
EDIT: nvm just had to remove that /v in the end.
 
Last edited:

BigJohnny

Tentacle God
Joined
Jan 31, 2010
Messages
1,408
Reputation score
379
I'm getting an error while trying to look at my dude's Stats.
I'm sorry, but an uncaught exception occurred.

While running game code:
File "renpy/common/00gamemenu.rpy", line 173, in script
$ ui.interact()
File "renpy/common/00gamemenu.rpy", line 173, in <module>
$ ui.interact()
File "game/on_charactermenu.rpy", line 500, in execute
screen ON_CharacterDisplayScreen:
File "game/on_charactermenu.rpy", line 500, in execute
screen ON_CharacterDisplayScreen:
File "game/on_charactermenu.rpy", line 505, in execute
use game_menu(_("Character")):
File "game/screens.rpy", line 564, in execute
screen game_menu(title, scroll=None):
File "game/screens.rpy", line 564, in execute
screen game_menu(title, scroll=None):
File "game/screens.rpy", line 569, in execute
frame:
File "game/screens.rpy", line 572, in execute
hbox:
File "game/screens.rpy", line 578, in execute
frame:
File "game/screens.rpy", line 581, in execute
if scroll == "viewport":
File "game/screens.rpy", line 609, in execute
transclude
File "game/on_charactermenu.rpy", line 505, in execute
use game_menu(_("Character")):
File "game/on_charactermenu.rpy", line 506, in execute
fixed:
File "game/on_charactermenu.rpy", line 624, in execute
frame:
File "game/on_charactermenu.rpy", line 629, in execute
if characterMenuTab == "Stats":
File "game/on_charactermenu.rpy", line 630, in execute
hbox:
File "game/on_charactermenu.rpy", line 635, in execute
$ relatedStat = attacker.stats.getStat("Intelligence")
File "game/on_charactermenu.rpy", line 635, in <module>
$ relatedStat = attacker.stats.getStat("Intelligence")
File "game/gamecode/characterCore/stats.rpy", line 904, in getStat
return self.Int
AttributeError: 'Stats' object has no attribute 'Int'

-- Full Traceback ------------------------------------------------------------

Full traceback:
File "renpy/common/00gamemenu.rpy", line 173, in script
$ ui.interact()
File "F:\DGN\MonGirlDreams-Alpha-v23.a-pc\MonGirlDreams-Alpha-v23.a-pc\renpy\ast.py", line 914, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "F:\DGN\MonGirlDreams-Alpha-v23.a-pc\MonGirlDreams-Alpha-v23.a-pc\renpy\python.py", line 2028, in py_exec_bytecode
exec bytecode in globals, locals
File "renpy/common/00gamemenu.rpy", line 173, in <module>
$ ui.interact()
File "F:\DGN\MonGirlDreams-Alpha-v23.a-pc\MonGirlDreams-Alpha-v23.a-pc\renpy\ui.py", line 297, in interact
rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
File "F:\DGN\MonGirlDreams-Alpha-v23.a-pc\MonGirlDreams-Alpha-v23.a-pc\renpy\display\core.py", line 2702, in interact
repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, **kwargs)
File "F:\DGN\MonGirlDreams-Alpha-v23.a-pc\MonGirlDreams-Alpha-v23.a-pc\renpy\display\core.py", line 3094, in interact_core
root_widget.visit_all(lambda i : i.per_interact())
File "F:\DGN\MonGirlDreams-Alpha-v23.a-pc\MonGirlDreams-Alpha-v23.a-pc\renpy\display\core.py", line 541, in visit_all
d.visit_all(callback, seen)
File "F:\DGN\MonGirlDreams-Alpha-v23.a-pc\MonGirlDreams-Alpha-v23.a-pc\renpy\display\core.py", line 541, in visit_all
d.visit_all(callback, seen)
File "F:\DGN\MonGirlDreams-Alpha-v23.a-pc\MonGirlDreams-Alpha-v23.a-pc\renpy\display\core.py", line 541, in visit_all
d.visit_all(callback, seen)
File "F:\DGN\MonGirlDreams-Alpha-v23.a-pc\MonGirlDreams-Alpha-v23.a-pc\renpy\display\core.py", line 541, in visit_all
d.visit_all(callback, seen)
File "F:\DGN\MonGirlDreams-Alpha-v23.a-pc\MonGirlDreams-Alpha-v23.a-pc\renpy\display\screen.py", line 430, in visit_all
callback(self)
File "F:\DGN\MonGirlDreams-Alpha-v23.a-pc\MonGirlDreams-Alpha-v23.a-pc\renpy\display\core.py", line 3094, in <lambda>
root_widget.visit_all(lambda i : i.per_interact())
File "F:\DGN\MonGirlDreams-Alpha-v23.a-pc\MonGirlDreams-Alpha-v23.a-pc\renpy\display\screen.py", line 440, in per_interact
self.update()
File "F:\DGN\MonGirlDreams-Alpha-v23.a-pc\MonGirlDreams-Alpha-v23.a-pc\renpy\display\screen.py", line 625, in update
self.screen.function(**self.scope)
File "game/on_charactermenu.rpy", line 500, in execute
screen ON_CharacterDisplayScreen:
File "game/on_charactermenu.rpy", line 500, in execute
screen ON_CharacterDisplayScreen:
File "game/on_charactermenu.rpy", line 505, in execute
use game_menu(_("Character")):
File "game/screens.rpy", line 564, in execute
screen game_menu(title, scroll=None):
File "game/screens.rpy", line 564, in execute
screen game_menu(title, scroll=None):
File "game/screens.rpy", line 569, in execute
frame:
File "game/screens.rpy", line 572, in execute
hbox:
File "game/screens.rpy", line 578, in execute
frame:
File "game/screens.rpy", line 581, in execute
if scroll == "viewport":
File "game/screens.rpy", line 609, in execute
transclude
File "game/on_charactermenu.rpy", line 505, in execute
use game_menu(_("Character")):
File "game/on_charactermenu.rpy", line 506, in execute
fixed:
File "game/on_charactermenu.rpy", line 624, in execute
frame:
File "game/on_charactermenu.rpy", line 629, in execute
if characterMenuTab == "Stats":
File "game/on_charactermenu.rpy", line 630, in execute
hbox:
File "game/on_charactermenu.rpy", line 635, in execute
$ relatedStat = attacker.stats.getStat("Intelligence")
File "game/on_charactermenu.rpy", line 635, in <module>
$ relatedStat = attacker.stats.getStat("Intelligence")
File "game/gamecode/characterCore/stats.rpy", line 904, in getStat
return self.Int
AttributeError: 'Stats' object has no attribute 'Int'

Windows-8-6.2.9200
Ren'Py 7.3.5.606
Monster Girl Dreams Alpha-v23.a
Thu Jul 02 10:55:09 2020
Oh, resetting my fetishes and stuff in the church fixed it.
 
Last edited:

ex12345

Jungle Girl
Joined
Jun 11, 2013
Messages
134
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I knew v23 was going to be one of those kinds of updates going into, which is kind of why I wanted to do it before pushing on to other stuff, cause not many ppl, aside from modders, were really going to be overjoyed with it, especially given how long it took.
My plans to follow v23 are in vauge order, Kotone art/mild content update, finish Venefica's stuff, and give Belle some actual dialogue. There's probably some buffering out of some stuff in there too, like bugs, but after that is all done, I plan to move onto v24, and get the labyrinth on with.

If you don't think that sounds like a good plan, I would appreciate your feedback. Because I always really like your feedback.
I don't think my actions with this game ever get enough criticism.
Not Ninja Bob here, but I do have a comment from the peanut gallery to throw at you.

While I love the fact that you're so intent on making this as real and breathing a world as possible, the outline that you just gave means one thing to me; we've got at least 3 months to wait for new content. Sure, the art always adds a whole new dimension to character interactions, and deepening what we have now is always outstanding, but this game has been in development for years and we only have 5 levels to play with at least half of the map still covered in purple clouds. Definitely flesh out and make sure that we have art as it really draws us in, but maybe try to re-focus a bit? Maybe aim for 1 update that focuses on the breadth of the game, two that focus on the depth?
 

Strange

Demon Girl Pro
Joined
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Messages
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But I don't think just slapping some new zones in is really the fix you think it is, wildly increasing the character scope isn't something I wanna do.
As well put together as beach mod is, I don't really think it can actually get added into the game.
I agree on both points. (and I do appreciate the gameplay tweaks)
But I'd still argue 3-4 characters a year is far from 'slapping around wildly'.

I'm sure players can feel a lot of love & fun was poured into the making of Trisha back then; or Kotone (a non-combat character). I was merely worried that spending 12 months on scripts might have undermined that love.
I'm looking forward to being confirmed I was a worrywart! (y)

@ Threshold v23.a windows download link doesn't work for me, ending up as a page not found error. Could you check it, please?
Please don't tag someone for attention, much less a dev and twice in point of fact, before double-checking your facts with your fellow peasants (yes, us).
All 3 links from work correctly.
 

2-tall

Demon Girl
Joined
Jan 4, 2013
Messages
261
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43
Anyone know who is doing the art for Kotone yet?
 

Someone92

Demon Girl
Joined
Mar 27, 2010
Messages
714
Reputation score
178
I stopped playing the game after the dual boss battle against the iirc oni sisters because the game has no bad ends.

It is kind of boring if there is nothing at stake.
 
OP
Threshold

Threshold

Jungle Girl
Joined
Sep 24, 2017
Messages
224
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v23.b is now out for more bug fixing. (also fixed the dl link on the front page)

To keep development on track, I'd just recommend you get through developing the main plotline of the game. Putting in the essential areas that need to be there just for the player to see that final area, whatever it might be. Getting to the finish of the main questline while continuing to sparkle in these tweaks to the core mechanics, code. Once that's set and done, you can keep working on the back end and announce things like this to a positive reception. I respect that you're trying to fix the town NPCs, yet unless it's something that needs fixed now. Code that cannot be set down for now, then you can put it aside until the game is 'finished.' Make a checklist, put the highest priorities on the top. If a combat overhaul is next make that clear. Please though make sure that finishing the game is somewhere near the top of the list.

Aside from that, the recall stone is mainly a preference. Getting a game over scene from being utterly dominated by some random monster girls into a game over are scenes which people would appreciate because it's their fetish. I too enjoy those particular scenes. I also feel, think that this is because this forum really has a strong slant towards that fetish seeing as the Monster Girl Quest and the other monster girl threads are among the most visited threads. Luka being dominated into submission bad end/game over by a slime girl, harpy, or a kitsune girl at the start of his quest doesn't have any plot relevance. I like the scene because it exists.
Yeah I'm prolly getting too easily distracted by side stuff. I'm very much looking forward to clearing out the few things I have to do before I work on the labyrinth.

I'm not exactly sure what your point is with the second part? o.o
I think it's that you like bad ends? I'm just having trouble understanding what you're saying there.

Not Ninja Bob here, but I do have a comment from the peanut gallery to throw at you.

While I love the fact that you're so intent on making this as real and breathing a world as possible, the outline that you just gave means one thing to me; we've got at least 3 months to wait for new content. Sure, the art always adds a whole new dimension to character interactions, and deepening what we have now is always outstanding, but this game has been in development for years and we only have 5 levels to play with at least half of the map still covered in purple clouds. Definitely flesh out and make sure that we have art as it really draws us in, but maybe try to re-focus a bit? Maybe aim for 1 update that focuses on the breadth of the game, two that focus on the depth?
Kotone's stuff should take 2 weeks tops, or I'm going be very not happy with myself. (Not counting the bug fixes and stuff going on right now, and the couple days off afterwards.)
Venefica/Elly quest stuff should similarly only take around 2 weeks, tho that one I'm a bit less certain on.
Belle stuff should also take 1-2 weeks?
And while there's def more stuff in town I wanna tune up, like amber's content, and side characters like Nicci or Camilla who could use more content, I def agree that things should get moving forward.


Anyone know who is doing the art for Kotone yet?
ADOPOLICH, same guy who did Bed-Chan and Aiko.
 

BluFalcon

Demon Girl Master
Joined
Jan 16, 2011
Messages
473
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144
Honestly I really wanna meet more characters that are considered really strong and stuff like Sofia. Was hoping the Capital would have at least a few of those.
 

Ninja_Named_Bob

Mystic Girl
Joined
Feb 2, 2014
Messages
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@Threshold I don't think I can really add more to what everyone has suggested, mostly that you ought to focus on finishing the game itself and adding stuff later. This allows you two opportunities:

1) If you want to add extra content for some characters, you have a stronger foundation for those interactions. As the quote goes (and probably misused to some degree here), "all roads lead to Rome." That is, you'll know that that content has to inevitably lead to either a) a bad end, or b) furthering the PC's adventure to its ultimate end.

2) if you decide to start a new project, you don't have this one clinging to your back while your audience breaths down your neck about it. If you ever want to quit, youc an cause the project is essentially complete.

I also think you should go back some and add a few bad ends. Not talking about adding bad ends for every enemy, but:

1) Nicki(sp?) (The plant woman)
2) Mika
3) Sofia (just the first fight for now)
4) Ninja mid-boss
5) Oni Twins (Just a scene or two depending on who you lose to)

I think having those 5 with bad ends would be fine for now. When we get the next major boss unlocked, add a scene for that one and the cave boss. Emphasize, for now, the gameplay and major fights.

Also, if the engine is gonna be a big problem for development, improve it as you go. Figure out what is working and what isn't, and, if possible, do so while adding content. Otherwise, I can't add much.
 

FloofyIsGood

Active member
Joined
May 15, 2019
Messages
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Please don't tag someone for attention, much less a dev and twice in point of fact, before double-checking your facts with your fellow peasants (yes, us).
All 3 links from work correctly.
I'm sorry. Will keep that in mind for future.
 
OP
Threshold

Threshold

Jungle Girl
Joined
Sep 24, 2017
Messages
224
Reputation score
225
@Threshold I don't think I can really add more to what everyone has suggested, mostly that you ought to focus on finishing the game itself and adding stuff later. This allows you two opportunities:

1) If you want to add extra content for some characters, you have a stronger foundation for those interactions. As the quote goes (and probably misused to some degree here), "all roads lead to Rome." That is, you'll know that that content has to inevitably lead to either a) a bad end, or b) furthering the PC's adventure to its ultimate end.

2) if you decide to start a new project, you don't have this one clinging to your back while your audience breaths down your neck about it. If you ever want to quit, youc an cause the project is essentially complete.

I also think you should go back some and add a few bad ends. Not talking about adding bad ends for every enemy, but:

1) Nicki(sp?) (The plant woman)
2) Mika
3) Sofia (just the first fight for now)
4) Ninja mid-boss
5) Oni Twins (Just a scene or two depending on who you lose to)

I think having those 5 with bad ends would be fine for now. When we get the next major boss unlocked, add a scene for that one and the cave boss. Emphasize, for now, the gameplay and major fights.

Also, if the engine is gonna be a big problem for development, improve it as you go. Figure out what is working and what isn't, and, if possible, do so while adding content. Otherwise, I can't add much.
I def do plan to keep moving forward on stuff once I get to the labyrinth update onwards. All the tools to do so should be there now... once bugs are all buffered out at least.
And I def get a bit too caught up in trying to set up foundations and foreshadowing sometimes.
One of the side things I'll need to do later because it's actually story important is the elf village, but that can def wait still.

I'm not sure if bad end is really an apt term in all cases, some potential ends could just be considered endings.
Nicci definitely has the potential for it, but I'm curious on why you listed Mika for it? She seems like an odd option for it?
Most ends I have in mind are either story important (Perpetua will have her day eventually), addiction related, or the result of a relationship (like, marrying someone I suppose?). I would def like to avoid blind siding people, tho I suppose in some cases for the ones I want to do, if you're not paying attention they might not be as expected...

Generally I do try to do the system stuff as I go, last few updates have been kind of a thing though.
 

Strange

Demon Girl Pro
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Jul 24, 2014
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the game has no bad ends.
I chose you as the BADEND representative ;)
I can't say I'm into bad ends at all... But if you want to mod, just ask Threshold to add modding support for them. These would be a lot of text and time, not to mention you'd force players like me to go through them (or to keep being shameless save scummers).

Changing what's under "label combatLoss:" into something like that would do the trick:
Python:
#global badend = true|false   being defined, probably by a check in the option menu, and/or with events depriving you of the recall stone
#badendScenes being initialized, and optionally defined for each monster, respecting getTheEndScene() format requirements

if badend and theLastAttacker.badendScenes:
    $ chosenScene = getTheEndScene(theLastAttacker.badendScenes, theLastAttacker, monsterEncounter, trueMonsterEncounter, lastAttack)
    else:
        #Get loss scene  ---initial code
        $ chosenScene = getTheEndScene(theLastAttacker.lossScenes, theLastAttacker, monsterEncounter, trueMonsterEncounter, lastAttack)
All modders would need to do is write a text mod with this/these badendScene(s).

Personally, I wish MGD would stick with its initial guideline, which is perfectly fine imo. Keep in mind asking for more diverse content, for other fetishes and interests to be catered, goes against development speed - especially at this point, where each enemy would need to be revised.
That's how many other projects spread out too thin, stagnated and died. I hope I'm not being a bird of ill omen here.
(at the very least, Threshold making 120% sure MGD has enough substance to spread out, like he sounds like he's been doing, would indicate that shouldn't happen)
 
Last edited:

BigJohnny

Tentacle God
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Jan 31, 2010
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Will there by any sparring with Tabitha? I love the character but so far she has little in the gameplay department.
As for bad ends (we just call anything that isn't the true ending a bad end), a simple way of implementing them without pissing of anyone would be to implement a toggle: do you want to have bad ends enables y/n.
 
OP
Threshold

Threshold

Jungle Girl
Joined
Sep 24, 2017
Messages
224
Reputation score
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I chose you as the BADEND representative ;)
I can't say I'm into bad ends at all... But if you want to mod, just ask Threshold to add modding support for them. These would be a lot of text and time, not to mention you'd force players like me to go through them (or to keep being shameless save scummers).

Changing what's under "label combatLoss:" into something like that would do the trick:
Python:
#global badend = true|false   being defined, probably by a check in the option menu, and/or with events depriving you of the recall stone
#badendScenes being initialized, and optionally defined for each monster, respecting getTheEndScene() format requirements

if badend and theLastAttacker.badendScenes:
    $ chosenScene = getTheEndScene(theLastAttacker.badendScenes, theLastAttacker, monsterEncounter, trueMonsterEncounter, lastAttack)
    else:
        #Get loss scene  ---initial code
        $ chosenScene = getTheEndScene(theLastAttacker.lossScenes, theLastAttacker, monsterEncounter, trueMonsterEncounter, lastAttack)
All modders would need to do is write a text mod with this/these badendScene(s).

Personally, I wish MGD would stick with its initial guideline, which is perfectly fine imo. Keep in mind asking for more diverse content, for other fetishes and interests to be catered, goes against development speed - especially at this point, where each enemy would need to be revised.
That's how many other projects spread out too thin, stagnated and died. I hope I'm not being a bird of ill omen here.
(at the very least, Threshold making 120% sure MGD has enough substance to spread out, like he sounds like he's been doing, would indicate that shouldn't happen)
There's a true end function already in place, so bad ends can already be added in. :)

Will there by any sparring with Tabitha? I love the character but so far she has little in the gameplay department.
As for bad ends (we just call anything that isn't the true ending a bad end), a simple way of implementing them without pissing of anyone would be to implement a toggle: do you want to have bad ends enables y/n.
When I was originally making Tabitha I was planning on giving her combat, but the more I worked on her, the less sense it made to do so? Given her personality, but I do think it could work even just as sparring if she were progressed down either her sub or dom path that I really want to give her. But that's side content and prolly not gonna be for a long time.
 
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