Good morning everyone!
Update 0.13.0 is uploading, and hopefully I get it upload ASAP, but that depends on my net. So how about otherwise?
Well... I'll start rendering 0.14.0 tomorrow, most likely. Maybe today depends on how things are going since I need to do a couple of things. That and you know ahead of time, but I think I'm going to need that considering some complexity in the next update.
As for writing, it's on update 18. I've been productive this week. However. I'm not happy about one choice in 0.13.0, it might as well not be there. Irritating, but creating a branch at that location would have a fairly large cascading effect. I initially thought about it, I even plotted the routes, but further I went the other branch started to make less and less sense. So I need to figure something else out for that, and leave the annoying choice in still. However, that doesn't mean you can't intentionally screw things over if you chose so. Those options are there... and I think just accidentally created a branch after all and a way to handle it. Damn it.
Anyway, before we go into a fancy render some "new feature" things. Ren'py can be a bit of a pain at times, and some of you have had variables deleted for no good reason (most of those x not defined errors that don't have _name suffix, for those ren'py is just being a... pain). Now there is a "failsafe" that prevents from errors happening for most parts. But that failsafe has a problematic side effect, it can only restore a default value which can cause problems. And to that, there is no easy solution. Well, there probably is, but I'm not that good of a coder... So as an alternative, a "debug" window.
Located in Preferences => Extras tab and right below the scene speed slider.
And you get this window:
As you can see in this window, you can edit all the variables that are used in the game. Reveal those pesky hidden images you might have missed, set relationship things and alter the choices you've made. And force (hopefully) some settings to work like they should. I don't recommend editing any of them as is, and mostly the variables section will be the most use as there are the things that matter. I've tried to be as descriptive as possible with them, and there is the "canon" choice told. So if something seems off, you can check them. Now, it is intentional that opening this window is convoluted. It's to ensure you don't edit things accidentally. And naturally the warning goes: You can mess things, especially on the relationship tab. So don't go maxing things and setting things true/false in there just for the sake of it... And outside of the hidden images, you need to in the game for things to work.
And now for the render.
A bit more testing. Hopefully, by Monday I can start posting actual previews again. So... yeah, the figures are "new" both I've made as there is no model for either as is. Mean the Ogre and Goblin. The Varg is a default figure, just different textures cause I don't like dforce fur. I mostly wanted to know would the clothes work. Yeah it works, but I'm not a fan of the overreliance on dForce with more new items. It's fine if you are doing one of render if the simulation takes thirty minutes to complete. But it isn't fine when you need dozens of renders with pose changes. But that being said. I am happy how the clothes look. They are converted genesis 9 clothes so they can be hit or a miss at times. As long as there are no extreme movements like with the female ogre, they should work for what I want them to work for. Granted, the clothes aren't exactly made for an ogre's body so. That and I need to do some hand waving with magic as something has to give. Either that or lots of fire...
Anyway, have a great weekend you all!
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