Thrugar

Newbie
Nov 14, 2017
58
33
Just thought of this. When Rogue presents her but plug to you it would be awsome if you could slap her ass at that time. Also when you slap her ass since she is presenting it to you if you could show the white hand hitting her ass at the same time that would be cool too. Last idea maybe have rogues cheek turn red when you smack when the ass is facing you. I don't know how much work that would be but just some suggestions.

Love the game and keep up the mods!
 

Shanks_Aka

Member
Modder
Dec 3, 2017
213
573
Hey guys, can we have a separate thread for discussing if we could have a separate thread? Thanks.

I'm only joking, of course.;) Normally, I'd be inclined to have a separate thread for mods, but with the long-ish gaps between updates and the fact that the game is fairly straightforward (no need for walkthroughs and such), I think it's fine to have mod discussions in here as well. Having said that, if Oni starts pumping out content more frequently or if we get a plethora of mods (seriously, thank you modders), then I'll be the one to start/monitor a modding thread for rogue-like if need be.
I can agree with that, but only if we have a fourth separate thread for more discussingXDXD

Sorry I haven't done anything lately, my desire to art has been quashed by my need to get other stuff done. I did make a few things for Kitty if you want to add them in though, to complete the set, so to speak.
View attachment 91776
Looks great, I'll try to add it later tonight

@Shanks_Aka
I think you can add something like a "more options" button at the bottom of a sub menu which in turn will open another sub - sub menu. Sorry not really a programmer so cant really tell you the exact method but it would be something like this

Lets talk about your overshirts
tops - clothing option 1 select - color options insert more button here for next sub menu for more color variants- and so on.


PS apologies if it is a bit confusing.
Yeah, I can either mix "nex page" button with categorized buttons (like clothes->overshirts->jacket->red,blue,green) or I can add a scrolling option for the menu. Either one is possible.


Just thought of this. When Rogue presents her but plug to you it would be awsome if you could slap her ass at that time. Also when you slap her ass since she is presenting it to you if you could show the white hand hitting her ass at the same time that would be cool too. Last idea maybe have rogues cheek turn red when you smack when the ass is facing you. I don't know how much work that would be but just some suggestions.

Love the game and keep up the mods!
I like those ideas, I'll see what I can do.
It would be cool to have Kitty's doggy position too so she could have the same options, hope Oni draws the pose for her someday.
 

Shanks_Aka

Member
Modder
Dec 3, 2017
213
573
If you're playing with the modpack Rogue's buttcheeks should turn red if you slap them a few times. There should be a sound effect too
At first I didnt understand it either, but hes refering to the dialog option for her to show you that shes wearing the buttplug (she just turns around, show it to you, then turns back)
 
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Tinymanhood

Member
Modder
Jun 6, 2017
353
836
I like those ideas, I'll see what I can do.
It would be cool to have Kitty's doggy position too so she could have the same options, hope Oni draws the pose for her someday.
That seems to be the main issue with modding the game right now - the lack of art.
I've been going through the game files, and it seems a bunch of features has already been written, but lacks the art for it.
Some features can already be unlocked. Right now I'm testing a couple for Emma - gifts and relationship - and it seems to be working just fine. Gonna try a few more today or tomorrow.
I really hope we start seeing some more art soon.
 

NSoull

Member
Mar 2, 2017
469
1,212
I am never going to understand why Oni is so stubborn about the way he codes the game. It is like he got that geometric toy and insists in trying to put the square toy through the triangular role. He is KNOWINGLY performing his task in the most inefficient way he could. The only way for this to be more inefficient would be if it wasn't functional.

I get wanting to do his entire project single handedly, but at least improve your method. Rogue-Like has been a patreon project for about 3 years now. How does this even make sense at this point? I just can't see any other reason than him being inefficient deliberately.
 

Miosys

Newbie
Oct 25, 2017
45
25
I am never going to understand why Oni is so stubborn about the way he codes the game. It is like he got that geometric toy and insists in trying to put the square toy through the triangular role. He is KNOWINGLY performing his task in the most inefficient way he could. The only way for this to be more inefficient would be if it wasn't functional.

I get wanting to do his entire project single handedly, but at least improve your method. Rogue-Like has been a patreon project for about 3 years now. How does this even make sense at this point? I just can't see any other reason than him being inefficient deliberately.
Curious if you'd have an example of a game that is efficiently coded. As someone who sort of used to opening up games and looking into them as a process of touching upon new things, I'd very much appreciate taking a look at something that might prove to be useful.
 

NSoull

Member
Mar 2, 2017
469
1,212
Curious if you'd have an example of a game that is efficiently coded. As someone who sort of used to opening up games and looking into them as a process of touching upon new things, I'd very much appreciate taking a look at something that might prove to be useful.
Out of my head? I don't think so. These kind of porn games projects usually get stalled by art, not code. I can't remember how many games in this forum died or slowed to a crawl because of art, but I can barely remember any that had it happen due to code, mostly because it is usually simple stuff like Renpy, RPG maker or point and click unity/java.

I imagine that Akabur has some organized and "efficient" code. I heard he makes a lot of redundant stuff and mistakes, but at least he must have mastered the "If you do <Action>, +1 <stat>" thing to a science since he has made what, 3 or 4 COMPLETE games that use this system? But like I said, I'd have to look at it to give you a certain opinion, which is effort I am not willing to make frankly.

The game "Four Elements Trainer" uses the exact same system training system, ie "do action, gain stat, rinse and repeat", (plus some other stuff) as Rogue-Like and Akabur's games, so you might want to take a look at their code to compare with too. Again, can't attest for its quality.
 

Tinymanhood

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Modder
Jun 6, 2017
353
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Out of my head? I don't think so. These kind of porn games projects usually get stalled by art, not code. I can't remember how many games in this forum died or slowed to a crawl because of art, but I can barely remember any that had it happen due to code, mostly because it is usually simple stuff like Renpy, RPG maker or point and click unity/java.

I imagine that Akabur has some organized and "efficient" code. I heard he makes a lot of redundant stuff and mistakes, but at least he must have mastered the "If you do <Action>, +1 <stat>" thing to a science since he has made what, 3 or 4 COMPLETE games that use this system? But like I said, I'd have to look at it to give you a certain opinion, which is effort I am not willing to make frankly.

The game "Four Elements Trainer" uses the exact same system training system, ie "do action, gain stat, rinse and repeat", (plus some other stuff) as Rogue-Like and Akabur's games, so you might want to take a look at their code to compare with too. Again, can't attest for its quality.
That's not really a fair comparison in my opinion. The stat system in Akabur's games is very simple compared to the system in Rogue-Like.
You're right about it being more organized though, but that could have something to do with how simple it is in comparison. I mean, Akabur's games has like 2-3 different stats? While Rogue-Like has 15+.
 

NSoull

Member
Mar 2, 2017
469
1,212
That's not really a fair comparison in my opinion. The stat system in Akabur's games is very simple compared to the system in Rogue-Like.
You're right about it being more organized though, but that could have something to do with how simple it is in comparison. I mean, Akabur's games has like 2-3 different stats? While Rogue-Like has 15+.
There is no difference between 5 stats or 100 in Renpy. It doesn't increase complexity. All it does is increase the amount you have to write.
Is counting from 1 to 50 any harder than counting from 1 to 10?

You will be writing the same type of expressions, with the same amount of complexity, the only thing that changes is the names. The mechanic is still the same simple one.

Each action has a stat reward and a stat requirement. You do an action until you increase your stat enough to do the next action. It might look different and complex in the user-side, but there is basically no difference in the code.
 

Tinymanhood

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Modder
Jun 6, 2017
353
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There is no difference between 5 stats or 100 in Renpy. It doesn't increase complexity. All it does is increase the amount you have to write.
Is counting from 1 to 50 any harder than counting from 1 to 10?

You will be writing the same type of expressions, with the same amount of complexity, the only thing that changes is the names. The mechanic is still the same simple one.

Each action has a stat reward and a stat requirement. You do an action until you increase your stat enough to do the next action. It might look different and complex in the user-side, but there is basically no difference in the code.
There is a difference when those stats affect each other. Which they do in Rogue-Like.
 

NSoull

Member
Mar 2, 2017
469
1,212
Again, that is a matter of relation, not complexity. It just means there is more things to write, but it doesn't increase the complexity of the code. More work =/= Harder work.

Not to mention that regardless of how many stats there are, you only write the expressions ONCE if you use them as methods and with extend. I am not trying to diminish Oni's work here, but this isn't a complex game just because it has several stats as in opposed to 3 or 5. Adding in a stat to a character in a game like this doesn't increase the workload by even 15 minutes.
 

Tinymanhood

Member
Modder
Jun 6, 2017
353
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Again, that is a matter of relation, not complexity. It just means there is more things to write, but it doesn't increase the complexity of the code. More work =/= Harder work.

Not to mention that regardless of how many stats there are, you only write the expressions ONCE if you use them as methods and with extend. I am not trying to diminish Oni's work here, but this isn't a complex game just because it has several stats as in opposed to 3 or 5. Adding in a stat to a character in a game like this doesn't increase the workload by even 15 minutes.
I think you misunderstood me. In Rogue-Like it's not just about doing one action enough times that you'll unlock the next action. Or well, it is to some extend, but there's way more to it. The stats all affect each other, and the different characters will act differently depending on those stats. Not just around you, but around each other too.
There's stats that you probably don't even know about unless you've looked at the coding. It is definitely more complex than the system Akabur is using.
I'm not trying to defend Oni, I'm just saying that I don't think it's a fair comparison, because of how different the two systems are.
 
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Miosys

Newbie
Oct 25, 2017
45
25
I suppose better question would be, what would be an improvement in Rogue-Like Ren'py code? Be it making things easier to refer to while adding more content, cutting down on manual input. Asking cause some here seem to know a thing or two about Oni sticking to some old fashion way that seems to be slowing down the process or making it tedious to work with?
 

osmcuser132

Well-Known Member
Modder
Aug 8, 2017
1,012
3,699
5min napkin analysis:
- Player object managing player stats, money and inventory
- writing a girl object, create student and teacher derivatives which groups all the common stuff
- location object for each location, which defines a list of action available at said location and private/public location for inhibition stat of actions
- Framework managing Player, time, girls and locations

Bumping into Kitty would be executing
Framework.addGirl(Kitty)
And Kitty.introduction() would auto-play

Adding clothing to the game could be as simple as making the art and one line of code
Rogue.addClothes("Black Lace Panties", "underwear", inhibition wearing stat, inhibition public stat)

Basically with such a frame-work, only minimal coding would need to be done. Most of the time could be spend on art and dialogue.
 
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NSoull

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Mar 2, 2017
469
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I suppose better question would be, what would be an improvement in Rogue-Like Ren'py code? Be it making things easier to refer to while adding more content, cutting down on manual input. Asking cause some here seem to know a thing or two about Oni sticking to some old fashion way that seems to be slowing down the process or making it tedious to work with?
Organizing the code and cutting down on manual input would help lots, but from what I saw from his posts, the biggest problem is that Oni seems to take the "the more I do it, the better I'll be" approach with coding, as if it was a physical exercise that you improve as you perform.

Coding absolutely requires taking time to study and consulting with either more experienced people or more complex codes. Of course, both of those options would require taking away attention from the project, which would slow it down no doubt.

The only SHORT TERM solution would be to outsourcing the code to someone more experienced and focusing on what he is good, the art. I get it that it is not ideal, but the modders here have put more art into the game in a month than he did this year. He is obviously getting stalled by the code to an extensive degree, which is kind of hard to justify on a project that he gets paid for monthly.
To me, it touches in a very ethical and moral point, but I guess I already said my piece. Better drop it before a mod decides to step in. It is not like it is my money anyway, I guess.
 
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