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Posted: Sun Mar 11, 2007 2:18 pm
by PyTom
Sed >>> Try pressing enter.

Monele & DaFool >>> Good job. I'm about 49 days through, and I'm really enjoying it. Just passed the tax collector bit. I love the line:
Hey, be careful sir... you don't want to fall onto these pointy daggers.
One thing you mentioned is that Ren'Py is GPL. It's not... it's a mix of MIT and LGPL.

Once MB has some time to season, you might want to consider submitting it to pygame.org and download.com.

Anyway, time to go on... and hope I get another gatherer soon!

Posted: Sun Mar 11, 2007 2:55 pm
by DaFool
Okay, something happened when porting magbou1.0a --> magbou1.0b

The ending just isn't triggering anymore. And it's a pretty darn good ending too.
Another thing I noticed is that Framboise doesn't seem to level up, which causes problems later on.

Freeze release?

(For the curious, the Tax collector event should be the last event before the ending arc)

I'm thinking of rebuilding starting from version 1.0a, but will need the additional credit sequences.

PyTom >> there's only one gatherer and one brewer. Framboise and Pom are it...the rest of the characters are reserved for a future MagBou 2.0 with a different (more quest-oriented system).

Basically right now the game ends when you're bored :D

(What on earth happened to our beloved Ending :? )

Posted: Sun Mar 11, 2007 3:50 pm
by musical74
You finished it? WOOOOOHOOOOOOOOO!!!!

(um, can I still date Framboise?)

Downloading now...=) =)

Just two questions: will I stick this where the demo currently is (assuming so...) and will I likely spend a lot of hours playing this, like I have the demo? :)

Once I've downloaded and played it a bit, I'll give ya the usual pros and cons =) =)

(REALLY wishes I didn't have dialup right now....hurry up and download!!!)

Posted: Sun Mar 11, 2007 3:54 pm
by DaFool
This is the complete scenario, not open-ended like the demo.

Though, currently, we're figuring out where on earth the Ending went.

But yeah, Days 1-50+ should be complete, then its open-ended again. The ending *should* start giving closure starting Day70-80+.

Posted: Sun Mar 11, 2007 3:57 pm
by PyTom
Yeah, I make it up to the tax collector arc, and then I don't seem to go anywhere. I have the problem with Fram not leveling up, so by the time my reputation is around 20, I can no longer make enough potions to satisfy customer demand, as I can't get any ingredients.

I'd hold off on a dialup-download, until an endable-game can happen.

It might make sense to document what causes the ending to happen. As it is now, the game is fairly open-ended.

Posted: Sun Mar 11, 2007 4:12 pm
by DaFool
EDIT: Use monele's patch below.

Posted: Sun Mar 11, 2007 4:48 pm
by monele
Aaaaarghhh... sorry everyone, I screwed up ;o;... A tiny weeny little change I made killed the Gather level up ^^;;;;;;;...

There was nothing wrong with the conditions for the ending to trigger... it just couldn't practically happen because you couldn't hold the charge of a 20 reputation with a non-leveled-up Framboise ^^;;;....

So ya, here's the patch. Extract in the /game folder and replace the files. If you're starting a new game, no worries, it'll work as intended. If you're *in* a game already, you can keep playing and see how Framboise now levels up (she should!)...
If she doesn't or if you're in a hurry (if you've passed the tax collector event, it's okay!), use the "Shift+C" key combination to set Framboise at the level she should be at at that point of the game. Then keep playing and do your best!

Sorry sorry sorry for those who went into the infinity gameplay @___@... *bowsbowsbows*......

(Btw, I haven't checked DaFool's patch but since nothing's wrong with the quest itself, you can safely jump to the current patch... Gomen ne DaFool ^^;...)


EDIT : also adding the MAC version (already patched to 1.0c)

Posted: Sun Mar 11, 2007 6:01 pm
by PyTom
Crash with 1.0c.
File "D:\Jeux\MagicalBoutique\magbou/game/resolve.rpy", line 5, in <module>
File "D:\Jeux\MagicalBoutique\magbou/game/resolve.rpy", line 120, in solve
File "D:\Jeux\MagicalBoutique\magbou/game/taskclasses.rpy", line 672, in solve
This is with a game that was upgraded from b to c.

Posted: Sun Mar 11, 2007 6:40 pm
by monele
I'm going to cry, really @_@...
Here's a new patch ~_~;...

Once again, it's rather critical... get this asap ^^;...

Posted: Sun Mar 11, 2007 6:59 pm
by Watercolorheart
Okay, I just got the c and d stuff. I'm gonna play it tonight.

Posted: Sun Mar 11, 2007 9:46 pm
by Nafai
Wow! You guys did it! Congratulations all around...

Will download it and give it a shot ^_^

Posted: Mon Mar 12, 2007 1:00 am
by PyTom
So finally made it through the game, and I really enjoyed it. It's a clever story, and an amazing use of Ren'Py, in ways that I had never envisioned. I'm not actually sure how some of the game was accomplished. Good job, and congratulations on making the first Ren'Py-based Sim-game.

Some suggestions if you're going to make another release of it:

On the diamond, heart, and circle buttons, set focus_mask=True. This will cause the mouse to only focus when it's over the non-transparent areas... which is what I think you want. I actually added this in response to one of the early demos of Magibou, IIRC.

A couple of bits of backseat game-design:

You could probably save a bunch of clicks by returning to the "Assign a task to..." screen when a task has been selected, rather then going to the "Choose a task to assign" screen. You don't lose anything, because the "Assign a task to..." screen summarizes the information on the "Choose a task to assign" screen. (More radical would be to let the user end the turn from the "Assign a task to..." screen.)

Hm... I don't think there is a way to lose the game. At least, I managed to get to 0 gold and everyone with a morale of -100, and the game didn't end. I would suggest having the characters quit if not paid for a week straight, with a quick game over after that.

If you did this, then you could introduce skill-levels on the second and later play-throughs. I think tweaking the rate of levelling while keeping the rest of the game the same could greatly vary the difficulty.

Finally, one thing about the end:
Fram talks about becoming a cueilleur, but that wasn't a word I was familiar with. I'd suggest trying to somehow define it in the conversation.
Anyway, none of this detracts from the game. This is a really interesting release... I hope you promote it by putting it on sites like download.com, as I think a lot of people who are not traditionally into VNs might be interested in this.

Posted: Mon Mar 12, 2007 1:04 am
by PyTom
PyTom wrote:So finally made it through the game, and I really enjoyed it. It's a clever story, and an amazing use of Ren'Py, in ways that I had never envisioned. I'm not actually sure how some of the game was accomplished. Good job, and congratulations on making the first Ren'Py-based Sim-game.

Some suggestions if you're going to make another release of it:

On the diamond, heart, and circle buttons, set focus_mask=True. This will cause the mouse to only focus when it's over the non-transparent areas... which is what I think you want. I actually added this in response to one of the early demos of Magibou, IIRC.

You may want to remove "Begin Skipping" from the game menu, both to save space on the menu screen, and because skip-mode can kinda confuse the sim-aspects of the game.

A couple of bits of backseat game-design:

You could probably save a bunch of clicks by returning to the "Assign a task to..." screen when a task has been selected, rather then going to the "Choose a task to assign" screen. You don't lose anything, because the "Assign a task to..." screen summarizes the information on the "Choose a task to assign" screen. (More radical would be to let the user end the turn from the "Assign a task to..." screen.)

Hm... I don't think there is a way to lose the game. At least, I managed to get to 0 gold and everyone with a morale of -100, and the game didn't end. I would suggest having the characters quit if not paid for a week straight, with a quick game over after that.

If you did this, then you could introduce skill-levels on the second and later play-throughs. I think tweaking the rate of levelling while keeping the rest of the game the same could greatly vary the difficulty.

Finally, one thing about the end:
Fram talks about becoming a cueilleur, but that wasn't a word I was familiar with. I'd suggest trying to somehow define it in the conversation.
Anyway, none of this detracts from the game. This is a really interesting release... I hope you promote it by putting it on sites like download.com, as I think a lot of people who are not traditionally into VNs might be interested in this.

Posted: Mon Mar 12, 2007 7:27 am
by monele
Uaah... I'm glad it finally works ~_~;... I'll try to post a full correct version at some point, but I'll still wait a bit... just in case >.>...
I'm not actually sure how some of the game was accomplished. Good job, and congratulations on making the first Ren'Py-based Sim-game.
Source code probably coming at some point.... and thanks ^^ I strive to push the envelope, or something.
On the diamond, heart, and circle buttons, set focus_mask=True.
Mmm, actually I didn't mind that much. Big button, big focus zone... If *you* thought it was confusing, I'll see to change it :)
You could probably save a bunch of clicks by returning to the "Assign a task to..." screen when a task has been selected
Never thought about this. Good idea. I'll see how it goes ^^
Hm... I don't think there is a way to lose the game.
Losing the game is a challenge in itself :D... There is no gameplay-way to lose, and I'm pretty sure there is always a way to get up and go on, somehow. There is story-based game over though.... but it might be hard to find since it's rather... meta-gaming :), going against logic.

I really didn't want to make a difficult game. I'm not even sure I wanted any real challenge. I dunno... I guess I get scared that a player would just throw the game away he it stopped as he was about to finish it ^^;...
In the same way, the original concept of endings was that it was never forced on you. If you wanted to keep playing, you just did... once you were satisfied, you could trigger the possible endings you unlocked. We'll see if this can be implemented in MagBou2.
If you did this, then you could introduce skill-levels on the second and later play-throughs.
As in uh... Hard, Beginner, etc...? Or a "your level is... Snake!" at the end?
DaFool suggested the first one but I dunno... *shrugs*... it feels strange somehow รด_o
Finally, one thing about the end
Good point ^^;;.... I kept thinking about it... and I still didn't add anything. I'll add an explanation during the intro I think and have this in one of the next updates.
I hope you promote it by putting it on sites like download.com, as I think a lot of people who are not traditionally into VNs might be interested in this.
Yeaaah... Download.com seems like throwing your baby in a field of mines (bad comment attack!), but yeah ^^;... *easily scared*


mikey :
In any case, I'm so happy for you guys, it's great that two of our most active members have released a full game, and that you've managed to come back to it and make it through.
Haha ^^;... If not for DaFool, this might have stayed dead ^^;... He brought the motivation spark to resurrect it.
Great fairytale-ish graphics, they make up a lot of the atmosphere, as well as the customized menus which are so fitting somehow. Even the VN/NVL mode is inventive, with the indentations and colors and then the comic-style bubbles for the non-VN parts... very well done and so small!
Really glad you like it ^^. The mikey seal of approval is quite something :).
Though, given the bug problems, I suppose you hadn't reached the ending at that point?


Jake :
I'll download and play it later - like, April later. Wink
mokenju1 :
I'll play when I'll finish what I'm working on now
Hmmm... I guess Nanoreno wasn't the best time to release something XD...


Sed :
I get to the point where I am showing Framboise the room and I get a box "Call me Dalmaryon_". Nothing I do seems to make the dialog progress.
It's a "choose your name" box. You can backspace to delete the default name, type the name you want, and then press Enter. Same thing with the shop name later on :)

Posted: Mon Mar 12, 2007 11:11 am
by Nafai
Since I can only play in bits and pieces, I thought it might be nice to sort of make a running commentary, so I don't forget my earlier points/experiences by the time I write an end-game review.

Just finished the first week and here's the rundown:

The Good:
- Nice balance between normal days and days with 'story' events;
- Very accurate that working weekends would bust moral;
- The music is very fitting;
- The things you've been able to make Ren'py do are... wow :)

The I'm Not So Sure:
- The term 'Suburbs' seems a bit out of place when you're in the context of Kingdoms and potions... This is a laymans view, note. Dunno if they actually used the term in the medieval world;
- Might just me but I think I would have preferred a set, drawn avatar for the player, rather than the John Doe silhouette. But that may be just a matter of preference


So far,so good. Very impressive guys ^_^