Monday, December 31, 2012

Content - Its slow and dull

Trying to get personal jobs up and running this will probably take a while.  The actual personal job code works its just the content that needs to be added.  Which gets faster as more get done to use as an example.


Sunday, December 30, 2012

Major Bugs feel about done

I think I have all the major bugs done for the most part so going back to fixing content.  Still some NSFW to do but hopefully will find a little time for that soon.  The rest are pain in the rears that don't actually mean anything more just annoyances.

Expect more content to be the key word this next week or 2.


Friday, December 28, 2012


The last few days have been a bunch of frustrating nothing.


Monday, December 24, 2012

Waiting for santa...

Bugs Update


Still clearing bugs... Everyday It's really that thrilling.  Even more I seem to be adding as many as I removed. Though crash bugs is empty again.

Sunday, December 23, 2012

Bugs...Title Screen

Still doing bugs.  Title screen is now full screen... though its not centered...

Saturday, December 22, 2012


What type of bug are you?


Friday, December 21, 2012

More Bugs again and again

Not sure if the bug list is getting shorter or longer.  Seems about a wash but still working on clearing them.  Don't really have any thing more to say its bugs.


Thursday, December 20, 2012

More Bugs

For every bug i remove I add 3 seems to be about standard.  How about a fun brain teaser... spot the bug

kept returning out or range of the assistant array... took me a while to find.  There are 4 assistants and would return 4.


Tuesday, December 18, 2012

Crash Bugs cleared... Maybe

Finally got all the crash bugs fixed or unable to duplicate.  That's a pretty goods day work think I fixed the rather annoying crash on the girl screen for good.  I hope... For those interested the makeitems was making it on the wrong stage do to the set for the make items in the wrong order of operations.   Though if you look the actual bug list else where is getting bigger.  Still hoping to hold to my schedule of mid January.


Monday, December 17, 2012

Adding to the bug list

One of the bugs right now when items are exchanged for an item that doesn't have an image the old image remains.  Anyways I am currently searching for more bugs and looking through the non-worksafe bugs, tonight.  Yes that means I am actually playing with the game during non work time for once.  Pushing towards a hoped release.


Sunday, December 16, 2012

Now back to the original bug

The text system now has an optional show last event and text (its a toggle in the options page).  The game now doesn't double load the storys so takes a bit less space and loads faster.  And none of that had anything to do with the initial issue of the text screen showing up for no reason when going around the guild hall...


Saturday, December 15, 2012

The entire Text Engine is a bug

So I have been trying for the last few days to figure out why text boxes are appearing with old text when you enter rooms and nothing is supposed to happen.  In my brilliant plan I added a debug panel where the text engine would show the last event and text label.  With me so far.  Well the text engine is one of the oldest of the interdependent .swf and so had a few peculiarities   Built at the base level rather then the class level still with me no problem I though we can just add them to that level and move on...  Needless to say it didn't work that way some how the new screen objects are being converted to strings.  That was irritating.  Then I decided to update some of the parsing so that it wouldn't happen at the low level well it turns out that all the text parsing was happening 2x in 2 different arrays.  That was unexpected.  Then the text system decided to set the global variable that contained it for reference as null.  That was frustrating.  So I am updating the text system to make it more in line with everything else.  That is time consuming.  Last of course this is unlikely in any way to fix the initial problem of rooms displaying old text.  Which means I am just running in circles.


Thursday, December 13, 2012

Bugs day 1

Got 1 bug fixed... still working on the rest.  Why won't this bug die!


Monday, December 10, 2012

Prego Done Maybe... I'm sure there are bugs.

Definitely one of my favorite WTF? moments.

Well I think pregnancy is done but there do seem to be bugs.  Saving and loading seems to crash on babies. But then again there are no events that call pregnancy at the moment.  I need to spend some days not at work and out of work safe mode to get rid of a bunch of bugs and add some good content.  Going to begin polishing mode for the next few weeks.  Adding events and crushing bugs.  Watch the trello for new bugs are removed bugs.


Sunday, December 9, 2012

Auto Sale Working

So lets go over how pregnancy is supposed to work.

Girl Becomes Pregnant -> Birth  Split ( baby is tubed (cost), baby is auto sold (cheaper))  -> baby is removed from tube grown split (boys are auto sold, girls are sold if auto is on or pushed to the pens.)

I want to do that your children can become assistants but it is a lot of extra work to make new assistants.   Lots of internal issues.  I may still do it later on.


Saturday, December 8, 2012

Still working on it

Added a lot of little extra checks on the combo box.  This is the first time I have needed to make a more dynamic combo box that can with out a page refresh.  Not difficult but had a few OBO index issues and any programmer will tell you an OBO error on an array is one of the easiest crashes.  Should be resolved now.  Still working out the exact cost vs profit math for the babies.  Oh and yes all boys are named Bob... perhaps I should build a list of male names... nah don't think I care.


Friday, December 7, 2012

More Prego

Yes I am moving damn slow on this.  But I did get girls to push from the baby array to the actual girl array but didn't get a chance to check the dolls which should be working I hope.  Stuff is getting done...


Thursday, December 6, 2012

First Look at the Lab

Well getting the UI up and running for the lab.  Lots of fun had by all.  Baby creation seems to be working fine but haven't tried to actually add them to the pens.  Expect more on this in the next few days.


Monday, December 3, 2012

Back to pregnancy

Working on making babies and the interface for the labratory.  Also added a new effect and events to go through them.  pregnant_father about at the point where sex actions can be linked with them though need to add some contraceptives .  I'm thinking of Koneko punch as the name of the contraceptive.


Sunday, December 2, 2012

Effects done for now.

I finally got effects working again exactly as I wanted it to.   Yes I did a guide yesterday but it still needed a full love to get it working.   Now back to pregnancy.  Always seems like a never ending battle but it is getting closer to finished.


Saturday, December 1, 2012

Guide - Effect Events

First off Effects locations

events are in


text is in


effect basic information


effect images are in


A long list lets first go over the actual effect information.

This is the information displayed by effects when they are made.
name - name of the effect it is auto capitalized best to use lower case for the effect calls more on that later
file - the image file pulled from libs/otherlib/images/effects/
description - our flavor text
counter - the default starting counter.
counterdescription - this is flavor text for the counter will appear as counterdescription counter


So how do events work.  Well that's pretty simple every turn events are made for every effect called nameeffect ( pregnanteffect, sickeffect, milfeffect, etc) They are just handled like normal events divided in to two categories effects are changed and checked in those events by eveeffectcheck and eveeffectchange.

Lets talk about check first you can check on 2 things exist or exists (both work) and counter.  eveeffectcheck

check exist is 
label = "effectname" -- name of the effect
exists (exist) = "true" or "false" -- does the girl have the effect

check counter

label = "effectname" -- name of the effect
( exist is auto set to true as you can't check a counter if it doesn't exist)
counter = "-1" -- variable to check against
check = "eq" -- type of check eq, ne, gt, lt

Those are it for checks, now on to changes.  eveeffectchange

add or remove

Adding or removing the effect from the girl.

label = "effectname" -- name of the effect 
add = "true" -- add the effect
remove = "true" -- remove the effect
percent = "100" -- odds that the girl learns the effect
--- the below 3 are used with add or remove to check agaist existing variables to add or remove and percent can be used with them.
class = "#health"  -- a variable to check against
checkvar = "30" -- the variable sum
checktype = "gt" -- the check type

counter change

Changing the number of counters on the girl.  It will try even if the effect is not on the girl.

label = "pregnant"  -- name of the effect
counter = "-1"   -- the addition to the counter  280 + (-1)  = 279

That is it on effects and there options all previous information on them is wrong.


Friday, November 30, 2012

Still working on re-doing effects for the umpteenth time

It feels like I'm not moving forward but maybe its going somewhere... basic checks work and adding works... I hope removing works as well.  At the current rate may be done by new years.


Thursday, November 29, 2012

SVN Broken for the next few days

So I ripped out the effect stuff again to turn it into two separate commands eveeffectchange and eveeffectcheck.  Basically 2 different thought trees, like the rest of the system and making it more in line.  I'll write up a guide once it works.  The main thing to take away is that most stuff is now broken.  Oh and girls get pregnant every turn but its false pregnancy.


Monday, November 26, 2012

effects counters and exhaustion

Effects now have counters as a native to the new xml event system.  That almost work.   This gives some basic support and allow for wearing off.  I am still working on it but the stuff I said about a new girl variable called girlPregnant ignore it, it no longer exists.  This will allow for not only pregnancy but also stuff like lactation.  It's been  a huge pain and the event system grows even bigger.  I should probably go ahead and now split effect events into 2 like every thing else change and check and I may still need to the current version is getting really long hand.


Sunday, November 25, 2012

One step forward a bunch of head pounding backward

Think all the bugs are gone and a lot of events have been updated.  But going a step back and working on effects again.  Counters do need to work with the event system.  Continuing on...


Saturday, November 24, 2012

Playing with the laboratory more like debugging other issues

Today was supposed to be spent working hard on the laboratory for hatching demon spawn.  Instead spent the day finding out why every room entry was spawning an event.  In the end I just added the event it seemed the easier answer.

So hatching tomorrow.


Friday, November 23, 2012


The hardest part of adding pregnancy so far is spelling it right every time.  Anyways building a pregnancy system that basically adds like the sick system.  All event system based except that there is a variable in the girl to count days pregnant as it would have been a pain to do it using on the fly variables.  Event for pregnancy pops fine, days down pops fine.  Still working on popping pop day.


Thursday, November 22, 2012

Defense and security events that triggering with points

Yay there is output to the event system.  What more could you ask for... well besides actual events that do something.


Monday, November 19, 2012

The option list gets longer.

Difficulty on security and defense are coming along working on the internal event pushing right now.  Got the UI sort of working.  It's good enough but it's not great I could spend a few more days on it but it would require an overhall of a lot of the internal girl changing systems for shops.  I still might do it later on though as a universal system.  Maybe.


Sunday, November 18, 2012

Missing in Action

Well fixed last nights odd bug...
Dirt works now.
Added a flag girl.girlMissing that throws events like that above.  Still need to add a lot of UI upgrades to support missing and a way to recover the girl, a way to actually set the variable in game...  Lots to do.


Saturday, November 17, 2012

Yep it's broke

Think I got dirt working... using an evekey but not able to test because all of the shops right now give me the above default shop so working on that and a bit sidetracked.  I could verify that dirt was growing and reducing but didn't get a chance to check with multiple rooms and with maids skills.   Feels like an XML error but not seeing one...


Friday, November 16, 2012

UI done working on events

So got the UI showing for all screens now working on actually events to go with it.  Dirt will be added automatically rather then a manual event because its a pain in the rear to do the other way.  Still working on that then throwing events for defense and security hopefully tonight.  Most likely won't be any thing done after that do to work for the week.


Thursday, November 15, 2012

Security / Defense / Dirt

Still having some internet issues but thankfully they no longer affect upstream so can get back to work.  (Down stream is a head banging disaster of losing connection about every minute.)  Just doing the GUI right now but the goal is to have dirt, external security, and internal defense back and will hopefully have tentacle attack events possible as well as runaways.  Anyone interested in writing the text for these please contact me also going to see about fixing the message board somehow this week or next.


Tuesday, November 13, 2012

Vacation ~ After Action Report

As is my way I normally do a rating on what I wasted my vacation on.  Last time I didn't include my rankings so lets do that and why.

A - Go WATCH NOW.  This is a classic.
B - I would watch it again.
C - I saw it.
D - I hated it.
F - I couldn't complete it.


Mugen Soul B+

Another of the NIS / Compile Heart RPGs.  And one of the better ones.  The plot is very simple you go around conquering all the worlds, making the inhabitants your peons, by moe killing them.

Unlike most games where you have elemental stats fire/water/air/earth instead you have moe stats ego/terse/ditz/bipolar/sadist/masochist/hyper/graceful.  Yah you heard me right you can go around as a sadist making monsters your slave.  And it only has a T rating thanks to censorship... ( you don't get to rub the girls in the hotspring in the English version...)
So by the numbers:
Plot - B It's not epic but its fun.  Love having a masochist princess to beat.  Love conquering worlds.
Music - C If you have ever played a Disgaia you are familiar with the music.  
Normal Combat - B It works well.  There are a few oddities though first of all is the peon kill, is okay if redundant after a while.  The peon ball is a pain as it basically forces you never to use your main character after a few consecutive battles.  Expect for party members to be one shotted a lot but this is one of the few games I have ever seen with multiple party member rezz, and you can switch out party members constantly and while a party member is off the field of battle they are regening hp/sp.  This is a fun feature meaning that you don't have to worry about sp or healing.  Especially in the Mugen field, Mugen Souls variation on the item world, you don't have to worry about running out of SP.
Ship to Ship Combat - C Irritatingly easy.  It's supposed to be rock/paper/scissors instead the AI isn't that smart.  This could have been a really cool system but it really comes down to spamming one attack until the other ship dies.
Interface - D First of all load times are Insanely long, way to long, no excuse to long.  In combat you have the special attacks turned off and it still takes 10 seconds of loading before attacking.  It speeds up as combat progresses but still what the hell.  Entering the town will take over a minute.  
Other issue with the 20 plus characters you can't compare items with worn items before buying in the shopping market its irritating and a standard from 10 years ago.

I have yet to see the true end still need 2% of my charm level.  But I am still playing did see the normal ending already.  Yes, I will repeat I have been playing for over 2 weeks now which is a good sign and why the rating.  Most of the stuff above is negative because that's the type of person I am but there is a lot of good and if you like this style of game I highly recommend checking it out.


Joshiraku B+

It's obviously based off a 4-com.  But it funny all the same and you get a good tour of Tokyo at the same time.  Plot wise... there isn't one it's based off a 4-com after all.  Some of the jokes are excellent and some just don't hit but then again that might be just no translating over to English and keeping the joke.  The girls though are well defined which is the key for this type of show.  If you liked Azumanga or K-on you might like this the main bonus is there not in highschool but actually at a job.


Haiyoru! Nyaruani C-

Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying, Annoying!

Can I leave that as the review...  The harem is Annoying, the trap is the only one of the harem that isn't annoying... THE TRAP!  The plot arcs are Annoying.   It doesn't rate a hated but it doesn't get above that.  Though the 5 minute mini anime were actually much more interesting then the full sized episodes... ANNOYING!


Persona 4 (including True Ending) B+

So a few things one... I only got about 60% through the game and have always regretted not finishing it.  It's been on my too do list for years now.  I still have it and the PS2 just waiting.  Second the reason I am only now watching the anime is because I was going to buy the blu-rays... but there DUBBED ONLY!  WTF???  You all just lost my money.

It's good, it feels though that they copied and pasted the game into the anime almost line for line from what I remember this is both a good thing and a bad thing.  The animation is top of the line excellent.  Well worth watching, though the two I had marked as the criminal were... which was a bit disappointing.


Arcana Famiglia B

While this is obviously a reverse harem show.  That can be fine if there's a bit of action and the guys aren't annoying.  Arcana Famiglia doesn't do any other this and is actually a pretty solid anime.  The plot twists are nice and rather unexpected.  The main female character though is a bit to much shonen jump.  Well worth watching if you don't mind reverse harem.


Tari Tari - C

This show is a tale of two shows, the first half is just nothing it starts off with character development, loses who the main character is, switches to another character and then just uses up all your care for the show.  Then the second half appears and there is a bit of plot the story actually pulls together and its not that bad unfortunately its a bit too late.  There are much better coming of age stories out there.


Jinrui wa Suitai Shimashita B+

The dieing bread, OMG, the dieing bread will not be eaten.  This show is off the wall but that is not a bad thing, a huge amount of fun.  The main character, who has no name, is a lazy sarcastic girl that you just have to love.   The fairies are also interesting and very consistent.  The show is set up in about 6 arcs, unfortunately arc 2 and 3 are just not that good, otherwise this would have been an A series, I'm getting tired of the Otaku culture stories...   It's probably still the highlight of all the anime I watched this week so don't hesitate go download it.  Hell I will even through in the link.

Down load


Not as much anime this time around, as I am still beating on Mugen Souls.


Monday, November 5, 2012

Head Banging and Personal Screen

Two days and that is all I have to show.  I'm pretty much frustrated beyond belief.  Do to certain internet issues after the new install in my building I haven't really been able to work on it.  Hopefully after vacation this will be resolved but don't expect anything from me for the next week or so.


Saturday, November 3, 2012

Posts where?

Internet hell has left me with a bit of trouble blogging.  My building was supposed to go fiber but that got delayed for a few minutes and they cut my cable so stuck with this crappy new cable from dish.  Add that to a day completely down, a day the modem just got "unplugged" and a day my computer decided to lock up... Nothing has happened so there are no posts.  But I am enjoying both Mugen Souls and Torchlight II.  Vacation in 2 days.


Monday, October 29, 2012

The Bug From Hell

Okay so much was broken to get this to work.

First - Assistant Skills were not in the xml had to add.
Second - The actual weekly cost was never calculated.
Third - The loyalty change xml had #asPay in it when it should have been #aspay. Added a tolowercase()
Fourth - in game variable to in game variable change did not exist... fixed.

That was an entire night...  Wonder where the assistant picture went for the event...You know what, I don't care.


Sunday, October 28, 2012

Polishing Crap

Okay so events now work for:


That's a lot of good stuff up and running all of it core stuff.  Spent the rest of the day working on cleaning up bugs and events.  Check the Trello for details on the bugs that have been cleared.  Overall more and more clean up finished.  I might release a new bugged version in about a week when I start vacation not sure where I'm going to host it.


Saturday, October 27, 2012

Guide - Brands (creation and event)

Brands can be added at any time through xml.  First off the directory for the xml is


You can add need brand files to


The properties for the xml are pretty straight forward.

name = "Amore"  - the name displayed at the counter
event = "amorebrand"  - the event called when the event fires
cost = "2" - the cost to use this brand
morning - night - is this brand effect usable in these times
description - what it does

That's it everything else is handled by the event system and it happens as a normal event except for one tag.

brand = "true"

To allow for brands to be skipped like, tattoo, furniture, and effects.


Friday, October 26, 2012

Brand stuff

I see new bugs.  But getting there slowly.  The new brand system will be a lot more flexible then the old system using parsed in effects.  More on this later.


Thursday, October 25, 2012


Killed some bugs.  Added some help.  It's really dull also still working on brand.


Monday, October 22, 2012


The bug doc has been moved to Trello.  For those of you who had admin access to the old bug doc please contact me when you have a trello account and I will give you write permission.  It is visible to anyone on the net and the link is on the left hand side.

The reason for the changes is a better sorting system then just docs.  And its a nice GUI that lets you see just about everything at once.

Also there is a new To Do Trello as well with tasks that are still on the drawing board.  We shall see if I keep it up to date or not.


Sunday, October 21, 2012

Guide ~ Tattoo (event)

Tattoo events work like any other event.  But there are a few notes to make. 

First off event calls are the name of the tattoo plus tattoo all lower case no spaces so:

Little Flower



Tattoo  events can be turned off so please add the

tattoo = "true"

tag to all events for tattoos.

(Yes It's exactly the same as furniture and I just copied and pasted. )


Saturday, October 20, 2012

Guide ~ Furniture (event)

Furniture events work like any other event.  But there are a few notes to make.

First off event calls are the name of the furniture plus furniture all lower case no spaces so:

Potted Plant



Second furniture events can be turned off so please add the

furniture = "true"

tag to all events for furniture.


You can also check for events if a certain type of furniture is in a room.  The format is:


label = "furniture" arg1 = "pottedplantfurniture"

Please note it uses the same truncated and furniture pattern as event calls.

That's it for furniture.

Friday, October 19, 2012

Still furniture

Still playing with furniture.  Got all the visible stuff done just working now on it firing events.  Which is a bit overly complicated since it has to do with what room the girl is in.  Oh well I hope to have it done soon.  Then onto tattoos or branding.


Thursday, October 18, 2012


Furniture no longer crashes on the furniture screen.
Furniture sort works on the furniture screen.
Furniture show up on the room screen.

Still to do:

Furniture in player and assistant screens.
Furniture FO.
Furniture events.


Tuesday, October 16, 2012

Effect Event Guide

Effect events are ran each shift the event is called by the effect name + effect.  (Example "virgin" + "effect" event call will be "virgineffect")

As an add to the normal event there is a tag called effect, default false.  When set to true this effect will not be shown when effect show is off in options.  This setting does NOT have to be set, for big effect messages, but should be for the majority of effects.  That is actually all the tags for effects that are different.

Note Effects fire first before the girl job event and run for each shift.

[shift start event ] [ time event ] [ girl effect event] [ girl job event ] [ time end event ] [ shift end event ]


Effects -> Events

Effects now work again but as events.  This is important as having a universal system where everything is the same makes the game a) run better, b) is easier to add content.

The major difference is that you can turn effects off from being visible under options so your not flooded with a ton of event text from effects.  There is a new basic event tag:

effect = "true"

in the event xml to allow for the skip of the text when effects trigger.  That's it.


Sunday, October 14, 2012

No help at all

Still adding a help topic a day.   
Player screen is a fla now rather then on the base.
A bunch of clean up of (it now has about 500 fewer lines)
removed some .as from the main folder.