PSCD 0.7.9 - beta demo!

A VN/CCG hybrid game with all romance combos https://www.winterwolves.com/pscd.htm
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jack1974
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Re: PSCD 0.7.7 - beta demo!

Post by jack1974 »

I'll upload a new build shortly, to fix also that starting new game bug! :lol:
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jack1974
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Re: PSCD 0.7.7 - beta demo!

Post by jack1974 »

kadakithis wrote: Awesome, yeah I chose to sedate them, but even after figuring out exactly when the cards would come out, I found it hard. I cakewalked through the rest even on hard though. Samuel and Alex make a fightening team. Add in a bunch of gold cards (10 missions+ 7? side missions = 8 gold cards) and they absolutely trounced the field.
Cool, starting from mission 11 will begin to make the hard version of battles... hard :)
Franka wrote:I don't see the changes to Elk and Inner Force, or any of the other cards, either.
Strange, I thought inner force was fixed though. Of course you'll need to try before a battle, not from a save in middle of a battle. But should be temporary boost now.
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Franka
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Re: PSCD 0.7.7 - beta demo!

Post by Franka »

jack1974 wrote:
Franka wrote:I don't see the changes to Elk and Inner Force, or any of the other cards, either.
Strange, I thought inner force was fixed though. Of course you'll need to try before a battle, not from a save in middle of a battle. But should be temporary boost now.
I loaded saves outside of battles (I generally don't keep saves inside battles). None of the cards have changed text/stats in 0.7.7 from what I can see. But I thought that might be different if I started over, so I tried that. With bad results. :lol:
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Anima_
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Re: PSCD 0.7.7 - beta demo!

Post by Anima_ »

They still have the old values in my copy of the XML files. Though that may just be because Jack didn't synchronize.
RPG Programmer for Winterwolves, currently working on: Amber's Magic Shop
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jack1974
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Re: PSCD 0.7.8 - beta demo!

Post by jack1974 »

Yes forgot to synch with you Anima.
Franka, I think is because you had the card in the deck, since now you CAN'T have that card, because I moved up to Rare. So you should get Clear Vision instead :)
Anyway uploaded 0.7.8 which hope works, because I'm totally burned out and eager to go to relax :mrgreen:
kadakithis
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Re: PSCD 0.7.7 - beta demo!

Post by kadakithis »

jack1974 wrote: Cool, starting from mission 11 will begin to make the hard version of battles... hard :)
Probably best, I normally don't play on hard, so I was really surprised I was so able to go through it,especially so easily. I feel bad for you though, if it isn't too hard, its too easy or vice versa.
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jack1974
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Re: PSCD 0.7.8 - beta demo!

Post by jack1974 »

Indeed, also with a card game luck/random plays a big role, plus people can upgrade to gold different card on each match, etc. So I won't lose the sleep on it. I mean it's worse if is too difficult that's impossible to win a battle on hard, than "too easy". Even Hearthstone adventure matches are relatively easy, I was able to beat them all in a heartbeat, and only those where the CPU was blatantly cheating were a bit hard :)
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Re: PSCD 0.7.8 - beta demo!

Post by Franka »

I deleted all my saves and started over, the cards are updated now.
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Franka
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Re: PSCD 0.7.8 - beta demo!

Post by Franka »

Today's exercise from the cruel beta tester:

1) Play Automated Repair Device 0/4
2) Play Optimization on it 3/4
3) Play Unoptimal Balance on it 4/3
4) End of turn, Optimization ends

What stats will our Automated Repair Device have now?

The answer is not obvious.


Bonus step 1b) or 3b) Play Reinforce on it. Now what?
Play Customize on it. Now what??


Bonus exercise (this is where it gets fun):

1) Play ARD 0/4
2) Play Unoptimal Balance on it 4/0

What happens now?

Bonus Answer: It can't die, but it causes funny errors when it tries to. Push ignore. You now have an immortal ARD.

Code: Select all

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/gameflow.rpy", line 129, in script call
  File "game/plot/talk.rpy", line 1733, in script call
  File "game/script2.rpy", line 495, in script call
  File "game/script.rpy", line 79, in script call
  File "game/script.rpy", line 142, in script
  File "renpy/common/000statements.rpy", line 457, in execute_call_screen
    store._return = renpy.call_screen(name, *args, **kwargs)
  File "renpy/common/00action_control.rpy", line 142, in __call__
    renpy.hide_screen(self.screen)
  File "game/sfx_screens.rpy", line 199, in execute
  File "game/sfx_screens.rpy", line 199, in execute
  File "game/sfx_screens.rpy", line 203, in execute
  File "game/sfx_screens.rpy", line 209, in execute
  File "game/sfx_screens.rpy", line 211, in execute
IndexError: list index out of range

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/gameflow.rpy", line 129, in script call
  File "game/plot/talk.rpy", line 1733, in script call
  File "game/script2.rpy", line 495, in script call
  File "game/script.rpy", line 79, in script call
  File "game/script.rpy", line 142, in script
  File "F:\Temp\PSCD-0.7.8-all\renpy\ast.py", line 1689, in execute
    self.call("execute")
  File "F:\Temp\PSCD-0.7.8-all\renpy\ast.py", line 1707, in call
    return renpy.statements.call(method, parsed, *args, **kwargs)
  File "F:\Temp\PSCD-0.7.8-all\renpy\statements.py", line 144, in call
    return method(parsed, *args, **kwargs)
  File "renpy/common/000statements.rpy", line 457, in execute_call_screen
    store._return = renpy.call_screen(name, *args, **kwargs)
  File "F:\Temp\PSCD-0.7.8-all\renpy\exports.py", line 2400, in call_screen
    rv = renpy.ui.interact(mouse="screen", type="screen", roll_forward=roll_forward)
  File "F:\Temp\PSCD-0.7.8-all\renpy\ui.py", line 277, in interact
    rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
  File "F:\Temp\PSCD-0.7.8-all\renpy\display\core.py", line 2365, in interact
    scene_lists.replace_transient()
  File "F:\Temp\PSCD-0.7.8-all\renpy\display\core.py", line 728, in replace_transient
    self.remove(layer, tag)
  File "F:\Temp\PSCD-0.7.8-all\renpy\display\core.py", line 1015, in remove
    self.hide_or_replace(layer, remove_index, "hide")
  File "F:\Temp\PSCD-0.7.8-all\renpy\display\core.py", line 939, in hide_or_replace
    d = oldsle.displayable._hide(now - st, now - at, prefix)
  File "F:\Temp\PSCD-0.7.8-all\renpy\display\screen.py", line 444, in _hide
    i.set_transform_event(kind)
  File "F:\Temp\PSCD-0.7.8-all\renpy\display\behavior.py", line 1839, in set_transform_event
    run(self.action)
  File "F:\Temp\PSCD-0.7.8-all\renpy\display\behavior.py", line 295, in run
    return var(*args, **kwargs)
  File "renpy/common/00action_control.rpy", line 142, in __call__
    renpy.hide_screen(self.screen)
  File "F:\Temp\PSCD-0.7.8-all\renpy\display\screen.py", line 1063, in hide_screen
    renpy.exports.hide(screen.tag, layer=layer)
  File "F:\Temp\PSCD-0.7.8-all\renpy\exports.py", line 622, in hide
    sls.remove(layer, key)
  File "F:\Temp\PSCD-0.7.8-all\renpy\display\core.py", line 1015, in remove
    self.hide_or_replace(layer, remove_index, "hide")
  File "F:\Temp\PSCD-0.7.8-all\renpy\display\core.py", line 939, in hide_or_replace
    d = oldsle.displayable._hide(now - st, now - at, prefix)
  File "F:\Temp\PSCD-0.7.8-all\renpy\display\screen.py", line 430, in _hide
    self.update()
  File "F:\Temp\PSCD-0.7.8-all\renpy\display\screen.py", line 565, in update
    self.screen.function(**self.scope)
  File "game/sfx_screens.rpy", line 199, in execute
  File "game/sfx_screens.rpy", line 199, in execute
  File "game/sfx_screens.rpy", line 203, in execute
  File "game/sfx_screens.rpy", line 209, in execute
  File "game/sfx_screens.rpy", line 211, in execute
  File "<screen language>", line 211, in <module>
IndexError: list index out of range

Windows-7-6.1.7601-SP1
Ren'Py 6.99.8.865
 0.7.8
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jack1974
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Re: PSCD 0.7.8 - beta demo!

Post by jack1974 »

Having a powerful unit with several actions is not a problem, also because the enemy right now doesn't have many ways to counterattack this. From mission 11 and higher I plan to put some actions that could even kill a unit with one hit, or do other serious stuff like reduce attack/HP to 1, etc. I don't want to limit the way the players can have fun to make their powerful unit, I only need to add countermeasures for the AI :)

Instead, if use the Unoptimal Balance on a unit with 0 attack probably the expected thing is that the unit dies. I'll ask Anima, if it's too problematic I will just disable it on unit with 0 attack.
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