Wolf Hall - Development Testing Thread

Male protagonist, in the Hall for bold and athletic boys.
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hanako
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Re: Wolf Hall - Development Testing Thread

#481 Post by hanako » Wed Aug 14, 2019 10:13 am

No, missing sprites are always an error and should be reported, thanks.

kfc9omg
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Re: Wolf Hall - Development Testing Thread

#482 Post by kfc9omg » Thu Aug 15, 2019 8:59 pm

hanako wrote:
Sat Aug 10, 2019 11:59 am
Question for people doing Ellen's route:

Want to take any guesses about how Musette died before you get more information? :)
my guess: Musette isn't actually dead. she was expelled from the school and lost her memories, but a ghost of her remains that's leftover from experimenting with technology and magic. maybe it will turn out that magic and technology actually do mix, but too well -- mixing magic and technology caused Musette's magical energy to bounce around the school like wandering radio waves

either way, if what Minnie said in Horse Hall is true, it sounds like we're going to learn more lore about magic/technology mixing through Ellen's route. definitely looking forward to seeing what happens

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hanako
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Re: Wolf Hall - Development Testing Thread

#483 Post by hanako » Sun Aug 18, 2019 7:29 pm

0.6.44 Update

New scenes to Feb 21st

* Sprite zoom adjusted on the scene in Virginia and Ellen's room. Existing
saves in that scene may look briefly odd but it will fix itself.
* Bonfire subtly less subtle.
* Spark anims tweaked so they won't repeat forever, so the bonfire should
use less CPU.
* Buying an ornament for William no longer takes our money negative if we
had <$5.
* Minor text corrections.
* Feb 14 Minnie scene now has more relationship options.
* Go from the bonfire straight to a night-bedroom background instead of
randomly coming up to a day-bedroom bg.
* Tweaked the music on the William kiss CG. May still be too subtle.
* FlowTapped indicators no longer physical. This protects them from
area-effect spells that work on physical objects, like Blast shrapnel.
* Shockwave now works.
* Fixed save warning loading when a unit was killed by a Condition (like,
say, a lightning trap.)
* Crash damaging decorative flames (say, with Shockwave) fixed.
* Display a note on saves when they have debugger use or ignored crashes.
* New looting function that decides whether or not to tick added
* Examining sleeping monsters should add 'E is asleep.' (with appropriate
pronouns and is/are mapping)
* Blinded monsters can no longer move forward.
* Crash killing Gates fixed.
* Scrubbers for equipped_{charm,head,wand} added.
* Should more reliably track when you've cast a spell.
* Poison now notes the caster among the target's damagers.
* Monster Emote2() method added, delivers one of two emote strings depending
on whether you can see the monster only or both objects.
* Potsdam should no longer disappear when learning Stagger.
* Big Steve's sprite should actually show up in week20.
* Now clear out a unit's level field when it's removed from the level.
* Warnings scrubbing timer callbacks should now leave a nop in the timer
callback so they don't cause crashes later.
* Examine no longer counts as a spell for tracking dungeon_cast_spell.
* Monster movement no longer makes player footstep noises.
* Blindness should now show a message when it wears off.


New scenes include: Ellen, Minnie Romance, Barbara, William, Angela, and a new exam!

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Hesquidor
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Re: Wolf Hall - Development Testing Thread

#484 Post by Hesquidor » Mon Aug 19, 2019 6:21 am

With the new dungeon I managed to catch up to my opponent. Examined, tried to talk to her - but I got an error code:

Code: Select all

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/week25.rpy", line 237, in script call
  File "game/exam6.rpy", line 62, in script call
  File "game/exam6.rpy", line 88, in script
  File "game/exam6.rpy", line 90, in <module>
AttributeError: 'Level' object has no attribute 'Tick'

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

Full traceback:
  File "game/week25.rpy", line 237, in script call
  File "game/exam6.rpy", line 62, in script call
  File "game/exam6.rpy", line 88, in script
  File "C:\Users\I\Downloads\magical-diary-wolf-hall-win\renpy\ast.py", line 814, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\Users\I\Downloads\magical-diary-wolf-hall-win\renpy\python.py", line 1695, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/exam6.rpy", line 90, in <module>
AttributeError: 'Level' object has no attribute 'Tick'

Windows-8-6.2.9200
Ren'Py 6.99.12.2.2029+SPIKY
 

After the exam I also got a sprite error with Corrinna, if she was sent a valentine.

Code: Select all

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/week25.rpy", line 239, in script call
  File "game/week25.rpy", line 854, in script
  File "game/week25.rpy", line 854, in <module>
NameError: name 'chose_week25_v_corrinna' is not defined

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

Full traceback:
  File "game/week25.rpy", line 239, in script call
  File "game/week25.rpy", line 854, in script
  File "C:\Users\I\Downloads\magical-diary-wolf-hall-win\renpy\ast.py", line 1656, in execute
    if renpy.python.py_eval(condition):
  File "C:\Users\I\Downloads\magical-diary-wolf-hall-win\renpy\python.py", line 1725, in py_eval
    return py_eval_bytecode(code, globals, locals)
  File "C:\Users\I\Downloads\magical-diary-wolf-hall-win\renpy\python.py", line 1719, in py_eval_bytecode
    return eval(bytecode, globals, locals)
  File "game/week25.rpy", line 854, in <module>
NameError: name 'chose_week25_v_corrinna' is not defined

Windows-8-6.2.9200
Ren'Py 6.99.12.2.2029+SPIKY
 

deathscoming
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Re: Wolf Hall - Development Testing Thread

#485 Post by deathscoming » Mon Aug 19, 2019 6:50 am

Was this week meant to end after the exam on friday? It didn't do Saturday or Sunday

deathscoming
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Re: Wolf Hall - Development Testing Thread

#486 Post by deathscoming » Mon Aug 19, 2019 8:25 am

Freeze doesn't stop things from moving

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hanako
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Re: Wolf Hall - Development Testing Thread

#487 Post by hanako » Mon Aug 19, 2019 9:27 am

Yeah, Saturday and Sunday aren't in yet because it was taking a while to get the exam ready so this stops after that.
deathscoming wrote:
Mon Aug 19, 2019 8:25 am
Freeze doesn't stop things from moving
Freeze on a living target blocks movement only momentarily. It stops the frog from moving on the turn that you cast it, but on the next turn the frog can move again.
This means that you can sit there casting Freeze on a target repeatedly and it can't get away while you slowly freeze it to death. However, a single casting won't hold it in place for long.
If you use Freeze in the dueling practice scene against Luke, it mentions he's only frozen in place for a second.

deathscoming
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Re: Wolf Hall - Development Testing Thread

#488 Post by deathscoming » Mon Aug 19, 2019 11:10 am

Thank you very much!

And cool, was curious as I am waiting for Barbara, she's the romance route I am going through

Ryechu
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Re: Wolf Hall - Development Testing Thread

#489 Post by Ryechu » Mon Aug 19, 2019 9:27 pm

Will update this post if I find additional issues.

Missing Sprites: https://ibb.co/vX6s0k3 (It doesn't appear that any of these work. I uploaded a report for each variation).

Game-stopping crash when selecting "Poetry Club" re:chose_week25_v_corrinna has been uploaded. Ignoring does allow the script to continue, at least.

--
I'll move typos to a new post now that there's a bugfix patch in.
Last edited by Ryechu on Mon Aug 19, 2019 10:05 pm, edited 2 times in total.

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hanako
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Re: Wolf Hall - Development Testing Thread

#490 Post by hanako » Mon Aug 19, 2019 9:57 pm

0.6.46 bugfix

No new content, just quickly covering some obvious bugs.
* Scrubber for exam6_result in.
* crash in Corrinna convo in week25 fixed.
* Missing sprite in week25 Corrinna convo fixed.
* Fixed exam6_lever save warning (fix won't immediately affect old saves that
exhibit it, but should affect new saves.)
* Crash Ticking when talking to the Loveland Frog fixed.
* Vine-descended objects have a custom Sicken damage message.
* week24_william_path scrubber in.
* Fixed joined_chorale check talking to Corrinna in week25.
* Should now dump any Chalices in inventory when you enter the dungeon or
finish exam6.
* Another block-rollback added to the end of exam6.

Getting the best result when talking to Corrinna is complicated - you need to not only send her a valentine but also be in TWO clubs with her. Ask if you're stumped.

surreal_chameleon
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Re: Wolf Hall - Development Testing Thread

#491 Post by surreal_chameleon » Tue Aug 20, 2019 8:23 pm

This was an interesting update.

As for Ellen:
I figured Musette either a) was a ghost because she did herself in with her experiments in technomancy, or b) was alive but her experiments put her out of phase with this dimension in a way that made her seem like a ghost. Her actual situation is much more interesting than either of my imagined scenarios.

As for Minnie:
In Ellen's Horse Hall route, I seem to recall Minnie sneaking to the PC's dorm room guised in a Cloak spell and giving dire yet vague warnings about the dangers of mixing technology and magic. In this game she's all fight the power, and in the last one she was a tool for the Man (or the Woman, in this case). I'm hoping it turns out that Potsdam is at least somewhat mistaken in her values and the use of her power as headmistress. In my more lurid imaginings, the series' depiction of Potsdam grows darker and darker, to the point that all the routes in Magical Diary: Toad Hall involve putting an end to Potsdam's evil regime. Alas, all the signs are pointing to things being a misunderstanding on Minnie's part.

This is probably too early ask at this point in the narrative's creation, but here goes. Minnie believes that Iris Academy acts as an enforcer for the political status quo. If her view is even partially correct, do all wizarding schools play this role in their society, or are things different at St. John's and Sacred Smoke?


As for hidden things:
(Ironically, this is the one subject I don't have to put spoiler blinders on). I think it's fine to put in obscure, long-shot options like that one interaction in the latest dungeon as long as you indicate that this hidden content exists. Achievements are good for doing this, but you also have the options of having <Locked> choices rather than choices that don't display themselves at all unless the player has satisfied all the necessary preconditions.

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hanako
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Re: Wolf Hall - Development Testing Thread

#492 Post by hanako » Tue Aug 20, 2019 11:02 pm

There's a *lot* of times when options don't appear unless conditions are met. Many of them are totally unimportant, but IMO it would be confusing and frustrating in most circumstances to list all the options and just lock the unavailable ones. Dangling a 'locked' option in front of a player is a provocation, it basically dares them to come back and meet the challenge, and I don't want that happening much, especially for things that are essentially unimportant.

And then there's things like the Corrinna scene where I'm openly saying 'There is a hidden best ending' because I'm not sure what the odds of anyone stumbling over that on their own are! If this weren't a bonus side route I would be hanging up bigger flags to try and steer the player in the right direction, but as it is, super-obscure bonus is okay.

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indiiea
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Re: Wolf Hall - Development Testing Thread

#493 Post by indiiea » Wed Aug 21, 2019 7:58 am

Just wondering, why is there now a (Bug) written below all my saves? I can play just fine, but...

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hanako
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Re: Wolf Hall - Development Testing Thread

#494 Post by hanako » Wed Aug 21, 2019 10:13 am

* Display a note on saves when they have debugger use or ignored crashes.
I think this is just a flag to show that there's a possibility that your save has a hiccup in it somewhere.
When a crash happens and you 'ignore' it, the game skips ahead a little and tries to carry on. This can mean that an important variable wasn't set it skipped over that line. And that can mean that, later down the road, you someday get a weird scenario where something doesn't work as expected because you're missing a variable that should have been set on the path you took.
ALL my saves are labeled debugger+bug, pretty much, because I'm always fooling around with broken things. :) It does mean that sometimes I get errors that no other player will, because I have some weird bugs in my save history that we fixed before anyone else reached those scenes, and I've cheated and manually adjusted some of my flags to test different outcomes.

It doesn't mean your save won't work, though, it's totally possible there's nothing wrong at all. It's just a reminder to Spiky, if he someday needs to examine one of your saves to figure out why something really weird is happening, that this save has at least once skipped over a crash. AFAIK.

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