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slepth

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Re: Aylia's Story - English H-Game Goodness!

100?

Selling pitchforks and torches! Get it before the perv goblin hunt starts! :p

Rather than mods wasting their time deleting post, its better to lock this 2 year old thread and make a new one. Mk2?
 

archedio

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Re: Aylia's Story - English H-Game Goodness!

If you had asked me 2 years ago, I would agree with you. But now, the only thing I want for Bogworth is a place between Aylia's bum.
as long its not completely cons..

i like it more when the MC resisting a little bit, trapped between lust and reason.. :D
 

El Fuerte

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Re: Aylia's Story - English H-Game Goodness!

Well I want to have at least the pUssibility to Choose = o

I don´t like him = I

IF he would be taller, more muscles and less ugly . . . still not! But then he would be less "bäh" and "Urgh" = /

But I AM still a Lesbian and so no matter how handsome the guy´s will be, I will always prefer Aylia with another cute Girl :p
 

hugo77

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Re: Aylia's Story - English H-Game Goodness!

What is this nonsense about girlfriend/boyfriend relationship? This is a porn game which is mostly about corruption, most scenes in the beginning will probably be forced or at least "resisting but secretly liking it" which is common in hentai.
 

El Fuerte

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Re: Aylia's Story - English H-Game Goodness!

What is this nonsense about girlfriend/boyfriend relationship? This is a porn game which is mostly about corruption, most scenes in the beginning will probably be forced or at least "resisting but secretly liking it" which is common in hentai.
And it is ok but I don´t want her to fall in Love with that green Pig = /

I don´t like consensual Hentai Games anyway and if I can choose between her geting with Bogwort and her ditching him I will definitelly ditch him = I
 

Shyao

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Re: Aylia's Story - English H-Game Goodness!

I'd recommend binging it, but that is your call. The full game will by far be the best experience. It might be worth playing Chapter 1 to get the full feel of what to expect and then waiting until next fall for the whole thing (I swear, development will go faster).

Ultimately, all five chapters will make up ONE single RPG Maker game. It will be ONE download and you will play the entire thing from prologue to ending in one game.

Early access games have patches/releases and get released as they go, this is my way of doing that. Instead of small, monthly builds, I've decided to do 5 larger builds. The other BIG reason I did this, was I wanted people to have a pretty good idea exactly how many pledges there would be per game. I pledge to a number of patreons, but one thing that bothers me is I never know just how many pledges I'll have to make before a game is complete. Am I going to be pledging for 2 years and have to make 24 pledges? So, in doing a release-per-pledge model and creating 5 chapters, people can be fairly confident that there will only be around 4-5 pledges for the entire game. You can then calculate how much you'd like to pay accordingly (or just play if for free). If that makes sense.

A really annoying issue is that I still don't have save transfers working. I use a lot of scripts, and one in particular (achievements) is posing a problem. I add achievements via the script, and since I have no way of setting up all the achievements for the entire game at this point, I will be adding more and more as chapters are developed. Achievements are my way of making Aylia's development dynamic. Levels will improve her a bit, but most of her development occurs through her actions and earned achievements. Does she serve as a tavern wench often? Well, then she starts to earn achievements related to "wenchin'" and will develop things dexterity from dodging those groping hands, and skills where she can tease enemies, etc.

I do have a programmer helping me, but since I can't pay him regularly, it is off and on. He is tackling the save transfer issue, and it will be resolved for chapter 2. That does mean, you'll need to start over once more after chapter 1. Sorry about that, but I think the trade-off of a dynamic experience is worth it. Plus, I'm sure someone will post a save download along the way.

Whew, I started rambling a bit, hope that answered your questions.
I just hope you don't expect us to play the one game in one sitting. I plan to take my time and enjoy the game.
 

Xil

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Re: Aylia's Story - English H-Game Goodness!

as long its not completely cons..

i like it more when the MC resisting a little bit, trapped between lust and reason.. :D
I hope at least she takes some action herself. Too many games that have corruption make the character be shy or even resist even at max corruption.

For example, instead of this:
"Oh, you want to go again? Well...o-ok."

I hope it's something like this:
"I'm horny... Let's fuck!"
 

El Fuerte

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Re: Aylia's Story - English H-Game Goodness!

I think the Japaneses just have a fetish for that one (shyness).
WELL! If you do that Corruption stuff then please optional :D

I want her to be a Victim not a Horny B*tch that likes to get raped :p
 

habisain

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Re: Aylia's Story - English H-Game Goodness!

I do have a programmer helping me, but since I can't pay him regularly, it is off and on. He is tackling the save transfer issue, and it will be resolved for chapter 2. That does mean, you'll need to start over once more after chapter 1. Sorry about that, but I think the trade-off of a dynamic experience is worth it. Plus, I'm sure someone will post a save download along the way.
Interesting that your programmer says that implementing save transfers would *require* restarting the game after Chapter 2 is released. That's certainly not necessary, which leads me to wonder what's going on with that.

The simplest way to implement save transfers would be to add marshal_dump and marshal_load methods to any objects in the save file that need converting (worst case: the root object in the save file). Then, when RPGMaker comes to load the save, marshal_load allows inspection of the save data and if it looks like an old version of the the save file, some conversion code can be called (like extending a list, or dynamically adding new achievements etc).

It actually makes me wonder what your programmer has proposed to implement, because the only other methods I can think of would be significantly more effort to implement than modifying marshal_dump/marshal_load.
 

hugo77

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Re: Aylia's Story - English H-Game Goodness!

WELL! If you do that Corruption stuff then please optional :D

I want her to be a Victim not a Horny B*tch that likes to get raped :p
I think that will be the best part - Aylia's journey from victim to horny slut :D
 
OP
YummyTiger

YummyTiger

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Re: Aylia's Story - English H-Game Goodness!

Interesting that your programmer says that implementing save transfers would *require* restarting the game after Chapter 2 is released. That's certainly not necessary, which leads me to wonder what's going on with that.

The simplest way to implement save transfers would be to add marshal_dump and marshal_load methods to any objects in the save file that need converting (worst case: the root object in the save file). Then, when RPGMaker comes to load the save, marshal_load allows inspection of the save data and if it looks like an old version of the the save file, some conversion code can be called (like extending a list, or dynamically adding new achievements etc).

It actually makes me wonder what your programmer has proposed to implement, because the only other methods I can think of would be significantly more effort to implement than modifying marshal_dump/marshal_load.
I'm not sure I 100% followed, but here is where I was at in the achievements script. The script itself was written by Dekita (who has a number of awesome scripts). When I bought it, I asked if I could pay extra and about this exact issue.

He created the following script addon:
#===============================================================================#
# Achievement
#===============================================================================#
class << Achievement
#-----------------------------------------------------------------------------
#
#-----------------------------------------------------------------------------
FILENAME = "System/DACHI.dek"

#-----------------------------------------------------------------------------
# Achievement::save_new_achiiz
#-----------------------------------------------------------------------------
def save_new_achiiz
File::eek:pen(FILENAME,"wb"){|file| Marshal.dump(Achievement::Badge, file)}
end

#-----------------------------------------------------------------------------
# Achievement::load_new_achiiz
#-----------------------------------------------------------------------------
def load_new_achiiz
return unless FileTest::exist?(FILENAME)
File::eek:pen(FILENAME,"rb") do |file|
tempachiiz = Marshal.load(file)
bs = (pb=$game_player::achiiz::badges)::size
sz = (ts=(tb=tempachiiz::badges)::size) - bs
[ts..(ts+sz)]::each { |id| pb << Achii_BADGE.new(id,tb[id]) } if sz > 0
end
end
#-----------------------------------------------------------------------------
# End << class
#-----------------------------------------------------------------------------
end

#===============================================================================#
# Achii_BADGE
#===============================================================================#
class Achii_BADGE
#-----------------------------------------------------------------------------
# Overwrites main script:
#-----------------------------------------------------------------------------
def initialize(index, data=nil)
(data ? init_data(index, data) : init_main(index)) ; init_addi
end
#-----------------------------------------------------------------------------
# New method
#-----------------------------------------------------------------------------
def init_data(i,data)
@id = i
@name = data[:name]
@icon = data[:icon]
@ihue = data[:ihue]
@text = data[:text]
@mods = data[:mods]
@cond = data[:cond]
@rest = data[:rest]
@stats = data[:stat]
end
#-----------------------------------------------------------------------------
#
#-----------------------------------------------------------------------------
end

#==============================================================================
# ** DataManager
#------------------------------------------------------------------------------
# This module manages the database and game objects. Almost all of the
# global variables used by the game are initialized by this module.
#==============================================================================
class << DataManager
#-----------------------------------------------------------------------------
# Extract Save Contents
#-----------------------------------------------------------------------------
alias :extract_save_contents_achiithing :extract_save_contents
def extract_save_contents(contents)
extract_save_contents_achiithing(contents)
Achievement::load_new_achiiz
end
#-----------------------------------------------------------------------------
#
#-----------------------------------------------------------------------------
end

He also said this in his message to me:
So yea, put that script below the badges script (gotta be below cause it overwrites an important method).. Then, whenever you want to export new badge data - in your own game, use the script call 'Achievement::save_new_achiiz'..

Then, that will create the file in the system folder - that is the file you then give to people that will update badge information..

Whenever a game is loaded, this script checks for the existence of the aforementioned file (must be in system folder - or whatever path you specify in FILENAME).. then if the file is found, it loads the file, an applys the new badges into the players database -- providing the player saves the game after that, the badges wont be readed.

Well, thats what should happen.. Let me know how it goes. :D

Also, with regards to full game patching. I already finished that script aaaaggggggggggggggeeeeeeeeeeeeeeeesssssss ago.. I was just adding online automatic downloading functionality into it, and the php scripts were for that. I do still have the main patching system, that works perfectly, allowing patching of everything from actors to scripts. :D
Just, ithout the automatic download and install, people would have to download and install the files manually. :)

From what I gather, I believe he is recommending to do what you had said. I'll note that the programmer who has helped me in the past has only barely looked at this. He looked through the achievements script itself and helped me with a few issues, but the save transfer issue is something we plan to tackle. He has not even touched the project since last May, and has been out of the country since August. I don't pay him, so I have no expectation that he work regularly or offer assistance regularly, I am simply grateful for the help he has provided. My guess is, if he had time, he could probably have gotten this particular aspect of the save issue resolved, or maybe it already (I have not tested this addon fully yet. I will before release).

If this does work, there would still be the database itself that might pose problems. If you can use a similar method (marshal_dump) then that would be awesome. Perhaps, that would mean save transfers won't be a problem at all. I just don't want to promise something that I'm really uncertain of. Thanks for the information though, I appreciate it.


@El Fuerte: You can walk around Zalran and some other towns without Bogwort at times. You'll never travel extensively without him though, he is too integral to a lot of game designs. Plus, I'll be honest, I like writing him in scenes.

As for boyfriend/girlfriend, that is not in the plans. Bogwort was never in my mind as a true partner for Aylia. Doesn't mean he won't get some lovin' at times, but a partner? No. Aylia may simply grow to accept him as a companion, and value his friendship to the extent that she'd rather have him with her than not.

@Xil: I have plans for there to be Aylia initiated scenes. Some are the result of corruption, some are not, it will depend heavily on choices.
 

dumai12

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Re: Aylia's Story - English H-Game Goodness!

I never understood the "Likes to get raped" fetish, it can't be rape if it's consensual.

And who said she won't turn into the one doing the raping?
I think it's because the actual fetish is hard to put a single word to. In essence, it's the desire to be dominated and forced upon roughly, while not necessarily seeking it out (surprise sex?). Perhaps ravaged would be a better word...don't question it!
 

dumai12

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Re: Aylia's Story - English H-Game Goodness!

Rape play?
Meh, but isn't that a predetermined event by both parties? I think this is subtly different, in that the situation has to be unforeseen/random. Like, the side doing the raping actually intends it to be rape.
 

flarglberg

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Re: Aylia's Story - English H-Game Goodness!

If this does work, there would still be the database itself that might pose problems. If you can use a similar method (marshal_dump) then that would be awesome. Perhaps, that would mean save transfers won't be a problem at all. I just don't want to promise something that I'm really uncertain of. Thanks for the information though, I appreciate it.
Wait, I'm confused. :confused: When you choose to add a chapter (like 2, 3, 4, etc) are you not planning on releasing it as the full game? As in a chapter would include all previously released content (e.g. 3 would have the entire data set for 1 and 2)? Because in that scenario (what seems simplest to me) each chapter just becomes a patch to a full original game. That way you end up just rereleasing the full game but with new chapters. Assuming you don't add any scripts (though game dev doesn't work perfectly that way) then people's saves shouldn't break when a new version is released. They can easily transfer them by copying and pasting their save files. Hell, ULMF practically trades them in currency.

However if, and that seems like what you're getting at here, is that you're either releasing each chapter as a standalone or whatever achievement script you've chosen ends up storing data outside of the normal save slot mechanism (outside of Yanfly's advanced save scripts I imagine), then yeah, that's tough. However I take it as a given that save could transfer over, but since I've only skimmed the previous pages of the thread, why would it be otherwise? :eek:
 

habisain

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Re: Aylia's Story - English H-Game Goodness!

I'm not sure I 100% followed, but here is where I was at in the achievements script. The script itself was written by Dekita (who has a number of awesome scripts). When I bought it, I asked if I could pay extra and about this exact issue.
<snip>
OK... That's um... Wow. It probably works, I guess, but it's a really badly designed solution - like if the person designing it didn't know about basic functionality in Ruby. Could you PM me your achievements script (preferably as a file attachment so I don't have to un-emoji it)? I bet I could mod that so that it does all of the save conversion stuff without any external files or setup required.

As to the database itself... do you mean stuff like the RPGMaker Item database? Provided you don't delete items, you'll be fine (tech summary: Items etc are stored as index values into the appropriate database, so provided items etc. don't change or get deleted, there are no problems with updating the databases). Or is this an in game database of something, because if it is then I'd need to see the implementation to know if there were problems.
 

AltairPL

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Re: Aylia's Story - English H-Game Goodness!

TBH, I don't see the reason to use external file or marshal_dump/marshal_load methods. When game is loaded, DataManager#extract_save_contents method is called and you can add simple check and update/creation for necessary stuff.
Example 1 - Achievements weren't implemented in previous version:
Check if save contains achievements data - store them in relevant variable if true OR create new achievement data if not.
Example 2 - Achievements were implemented in previous version, but new badges were added:
Store achievements data in relevant variable and check if it contains added badge - if not, create new badge object and if possible update its state, e.g. game variable/switch used in previous version is used for tracking, like story progress, etc.
 
Last edited:

thswherizat

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Re: Aylia's Story - English H-Game Goodness!

It's cool to see this topic alive with development talk instead of the general dump-posting that's made up a few recent pages.

On the 'I don't know programming' side of things, while I find achievements cool, that in itself is certainly a part of the game that I will want to tackle when it's fully completed. Hints would be fun, but I wouldn't be opposed to leaving out the achievements system otherwise until later updates...
 

archedio

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Re: Aylia's Story - English H-Game Goodness!

I never understood the "Likes to get raped" fetish, it can't be rape if it's consensual.

And who said she won't turn into the one doing the raping?
A rape fetish (sometimes rape play) or a ravishment is a sexual fantasy involving imagining or pretending being coerced or coercing another into sexual activity. In sexual roleplay, it involves acting out roles of coercive sex.

source : wiki
 

habisain

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Re: Aylia's Story - English H-Game Goodness!

TBH, I don't see the reason to use external file or marshal_dump/marshal_load methods. When game is loaded, DataManager#extract_save_contents method is called and you can add simple check and update/creation for necessary stuff.
Indeed, I made that suggestion with only my knowledge of Ruby and not knowing much about RPGMaker itself (for someone who makes RPGMaker Trans, there's a lot of gaps in my knowledge of actually using the thing). The point still stands - requiring an external file to do the updating is a very poor solution.
 
Last edited:

CrazyPerson

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Re: Aylia's Story - English H-Game Goodness!

I believe the point here is to have achievements persisted between saves -
if I get achievement A in save 1, achievement B in save 2,
I should see both achievements unlocked, regardless of which savefile I load, or even if I start a new game from scratch.
Hence the need to store it in a different file than the ordinary saves, so it survives overwriting those.

Still, I'm not sure I follow the argument about upgrades - the achievements should boil down to a simple list of strings,
which ought to be easy enough to match into a newer list, provided the player copies over the correct files to the updated game directory...
 
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