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.