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Posted on 04-17-13, 10:40 pm in Hey Kawa!
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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Though your suggestions have their own intrinsic value (which I won't guess at), here's my thoughts:

1) By being born there. The starting town is always a cultural match to the player's starting race. If you pick pony in the character creator, the town will be full of ponies.
2) Their motivation is mu. Your suggestion here is as good as any. There are no town walls because that idea hasn't been implemented yet. And that's because there's some implementation details left to puzzle over.
3) There are no quests yet, but eventually you'd get from talking to people.
4) Talk to yourself on a Summoning Day. This is, I think, broken in 0.1.2 but there's no deity dialogue yet anyway. If the in-game day, for example, is Midyear 26, you get the offer to pray to the Madman. It's an offer so you won't accidentally break the Atheist Conduct.

Town roads are planned. I have a system in mind that's waiting for implementation. I like the well idea.

And thanks.

I don't just program Noxico...
Posted on 04-19-13, 05:29 pm in Custom glyphs
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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On second thought, custom glyphs make it difficult to tell who's the NPC. Right now, it's the player-exclusive @, but custom glyphs would introduce an inconsistency that, when fixed, brings a gameplay problem.

I don't just program Noxico...
Posted on 04-20-13, 04:58 pm in Worlds
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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The simple way is to find and delete that world's folder -- in Windows 7 that's C:\Users\O-Bakasama\Saved Games\Noxico. For any other OS it's the same place screenshots end up.

But I suppose if I replace the MessageBox.List() call with a bit of custom UI, I can add Delete and Rename buttons...

I don't just program Noxico...
Posted on 04-21-13, 10:42 am in 100% Stimulation
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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You are debilitatingly aroused, and can think of doing nothing other than masturbating.

In Corruption of Champions, reaching 100% Lust while not in battle disables travel you're stuck in camp until you fap it off. In battle, it triggers a loss rape. This works because CoC has a travel system like that, and distinct explore/battle modes (even though they use the same UI)

In Noxico, with its roguelike "battle and explore are the same thing" deal, it's not that clear what should happen when its counterpart to Lust, Stimulation, reaches 100%.

One option I can think of is to slow down (or maybe even incapacitate) the player, retaining the ability to masturbate. An interested hostile would be more inclined to pick rape over attack, simulating that thing where you go into battle in CoC with high Lust and the first and only move the opponent makes raises it to 100%.

But what if this happens in a town, from brushing past one too many attractive but non-hostile NPCs? Where do we go from the slowdown?

I'm thinking, depending on the town's culture, it could be okay to masturbate in public? Or probably just somewhere you're spotted... If it's not okay, another question is raised: what happens when you're caught?

I don't just program Noxico...
Posted on 04-22-13, 05:20 pm in 100% Stimulation
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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Interesting idea. Here's one I came up with:

Give each town board a guard NPC. When a villager spots the player in a compromising position, they call for a guard (assuming correct cultural standings) who then goes after you. If they catch you, it's a fight or a fine. This means that to safely masturbate (and thus reset your Stimulation to zero) you have to find a spot where no NPCs can see you (except for perhaps your lover(s) and other followers)

This could also apply to public nudity in addition to masturbation, with adequately adjusted approval.

Thus, in a civil situation, here's how a non-guard, non-follower NPC might react:
• Seen naked: NPC facepalms, might call you out on it and perhaps like you a bit less.
• Seen naked and horny: NPC facepalms, probably calls you out OR calls for a guard.
• Seen naked and overstimulated: NPC definitely calls for a guard.
• Seen masturbating: same as above.

There's another part, as it were, to this idea. But that'd complicate the scene system somewhat. That idea is to have an amount of time pass between scene windows, depending on the amount of text in said window (by reducing the participants' energy counters) and thus allowing NPCs to catch you in flagrante delicto, but this would mean time visibly passes between scene windows. Unless it's something special like a dream.

I don't just program Noxico...
Posted on 04-23-13, 04:24 pm in 100% Stimulation
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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Exactly! The only thing stopping you would be that all characters have 360° vision :ninja:

I don't just program Noxico...
Posted on 05-02-13, 01:42 pm in Crown's Writing Block
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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Technically, you're free to define your own stats. The token system is cool like that.

I don't just program Noxico...
Posted on 05-02-13, 03:21 pm in Crown's Writing Block
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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If I understand you correctly, no and yes.

"Relation=none" filter would mean it's true if there is no relationship. But I'd suggest using more positive tests than that -- one block for, say, lover ship, one for friend ship, and one that doesn't specify a ship at all to mean "none". Checked in that order, it'll reject each until the "no ship" case is found by virtue of not checking for a ship at all.

Why are you asking, though? Didn't I mention in the call for help that you don't have to work directly on the XML and that that's for me tackle? Doesn't that sort of imply the exact filters are too? It's not that I'm not appreciative, but I'm just wondering.

I don't just program Noxico...
Posted on 05-02-13, 04:16 pm in Crown's Writing Block
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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A filter like that will only return true if the player has cat legs. First filter for a given scene that returns false means the entire scene is thrown out. If another scene with the same name has different filters that are all true, or has no filters at all, that scene will be chosen instead. An action link only appears if there's at least one scene with the given name that passes all filters.

That also means you can list actions for later and not need to define placeholder scenes for 'em.

I don't just program Noxico...
Posted on 05-02-13, 05:44 pm in Crown's Writing Block
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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I'm severely leaning towards pseudo style. The XML you wrote is mostly a lot of complicated work because you're reinventing some serious wheels here. For example:
The [color] [ponytype] waves a hoof at you. "Hi there! Can I help you?"
The [ponytype] tag is implemented in your XML as JavaScript, just to call the pony a mare or colt. It also uses a gender token that doesn't exist -- gender is a property. The entire introduction paragraph can be implemented like this:
The [b:t:skin/color] [b:title] waves a hoof at you. "Hi there! Can I help you?"
That line, in a <code><P></code> element, would give the desired result -- the <code>t</code> tag takes the specified path and splices in the text value for that token (in lowercase, use T for the original value), and <code>title</code> would, for a pony, return "mare" or "stallion". If something more specific is needed, "<code>[b:g:colt:mare]</code>" would work too.

And that's for me to worry about when rewriting the pseudo to XML. Including things like his/her.

Other than that, you're on to a great start.

I don't just program Noxico...
Posted on 05-02-13, 05:54 pm in Another "looking to help" post
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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Okay. That's cool. You're cool. If this forum had badges, you'd get a cool badge. Like this: <span class="threadTag" style="background-color: hsl(180, 70%, 40%);">cool!</span>

I don't just program Noxico...
Posted on 05-02-13, 07:54 pm in Crown's Writing Block (revision 1)
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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<code>[cocktype]</code> returns a descriptor, such as "human", "tapered", or "bumpy". The exact wording is random, and the set chosen from depends on the cock's type.
<code>[cockrand]</code> returns a random synonym for cocks in general.

An opinion will follow. Okay, that's pretty good. I like how you can go from a blowjob to penetrative intercourse, or cut off the interaction entirely.

As an extra challenge, you could try reversing the roles, giving the player a "let him/her lead" option. It was originally made for when a hostile rapes you, but when the player is the bottom, the game picks options at random instead of letting the player choice. Unless a JS block calls <code>LetBottomChoose()</code>, which works for one block per invocation. It should be easy enough to add a <code>SwitchRoles()</code> function for this purpose...

I don't just program Noxico...
Posted on 05-04-13, 04:03 pm in Crown's Writing Block
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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And so, CrownFox's work is in the game.

I don't just program Noxico...
Posted on 05-05-13, 01:04 pm in Crown's Writing Block (revision 1)
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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Will look into it. Liking is something I added just for this scene set, so it was pretty much something to be expected.

Update: yeah, logic error. Some temporary testing dialogue shows that it should work now.

I don't just program Noxico...
Posted on 05-05-13, 02:12 pm in Crown's Writing Block
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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Thanks for the assist. I'm pushing this change now...

I don't just program Noxico...
Posted on 05-05-13, 02:26 pm in High resolution background graphics?
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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Right now, there are a few background images in the game, stored as 100x60 PNG files. They used to be 80x50 but then I increased the screen size to make room for a permanent sidebar and such. Each two-pixel pair is turned into a Unicode half-block (U+2580 '▀'):

Please ignore the bad Japanese -- this was the only screenshot I had within reach at the time.

Now, what I can do, and have in a testing copy, is use 800x480 PNG files instead. Nothing about the game would change, and any low-res background art would still render as halfblocks:

Image was built from a rough Sai drawing, in turn traced from Poser, that I later scaled down to use in the top image, and an alternative logo I had lying around. One obvious con you can see is that text can no longer be rendered transparantly. Where the top image has the halfblocks disappear where there's text (which is pretty subtle) the bottom is much more obvious. Ofcourse, empty spaces could be provided. For the character creation screen, they should be. Other than that, one could remove the half-baked Dwarf Fortress reference and put the subtitle and maybe the "Press Enter" text in the image itself. Which is not a problem at all.

So that's a bit of a choice to make.

I don't just program Noxico...
Posted on 05-12-13, 03:40 pm in Pregnancy in Nixico? (revision 2)
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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It's in the works.

Edit: I felt I should go into more detail so I looked into it.

YES
• There are two pregnancy methods currently written; UpdatePregnancy() and Fertilize(father).
• If you don't have a vagina, UpdatePregnancy() does nothing.
• If you are an egg layer and are not pregnant, UpdatePregnancy() will periodically cause an unfertilized egg to spawn in your inventory. It is worth a few HP. I might add little accidents when laying.
• Your newborn gets a random name matching the culture set in Fertilize().
• Fertilize() can cause "abstract babies" if you don't have a home base to put them in. Abstract babies never actually appear in the game world and have no associated character data.
• Your offspring's character data is a combination of different fixed tokens from both you and the father.

NO
• Bearing a child should trigger a Midwife Dæmon cutscene.
• If you have a home base (which is also not planned yet), it should be spawned on that board, in a specific location.
• Fertilize() only checks the mother's fertility stat and rolls against that. The math is also broken. It should also involve the father's stats.
Some of the inherited traits should come from the parent's original bodyplan, or whichever is closest. Instead, fromMothersPlan and fromEitherPlan actually use the parents' actual data.
Only two scenes currently call Fertilize(): the Imp loss scenes.

BUT!
• I have since added GetClosestBodyplanMatch().
• Update: said matches now have more aspects so it can tell a goblin from a human and such.

I don't just program Noxico...
Posted on 05-13-13, 06:50 am in Error when using the interact command.
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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It's because of an incorrect path. It tried to use the eye color (probably copypaste from the "eyes in the darkness") but beasties aren't as detailed. Changed it to the skin color it's supposed to be and just pushed the change.

I don't just program Noxico...
Posted on 05-13-13, 06:55 pm in Missions
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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For me, it worked out of the box, except for this one part where PlayMusic was given a null string.



It's right there.

I don't just program Noxico...
Posted on 05-13-13, 07:58 pm in Missions
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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Did you start a new game? Missions are applied when a new world is created.

I don't just program Noxico...
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