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/slavmaker/ - Slavmaker Modding Board

Board dedicated to modding Jack-O-Nine-Tails, aka Slavmaker

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 No.4

Thread for Merged Mods. If you've got code or text to contribute or you just want to discuss this mod in a way that'd clog up the general slavmaker thread back at /hgg/, here's the place.
The mod itself can be found here: http://wiki.anime-sharing.com/hgames/index.php/Jack-o-nine/Merged_Mods

 No.9

Lillibilli I'm ok for the jon-strec v1.10 mod to be merged, it's stable.

I reworked the code and now all my code is in separate files prefixed with 'sjm' with a few lines to make the includes.

Do you want me to make a special page in the wiki to present the features or do you include them for now in your page?

 No.13

>>9
ok, i will look into merging the first chance i get, i will most likely not merge the code verbatim but make some modifications to better fit my vision of the game (in this case i want to put the code it in the appropriate menus for easier debugging, and maybe add a shortcut or two), much like i did with the other mods, if you want to run a parallel version to the Merged Mods then go ahead and make a wiki page, if you do change the title in the main menu stating that it is an offshot of the merged version to avoid bug reports that refer to the wrong version.

 No.15

If you want to move some parts of the code while not, if you like to have more work at each release :D

In my mind there is no need to make a special page for some so simple features so if you want to modify anything do it, I don't want a battle on this :)

Note that I have the need of the unused grey icons for my next mod.

As soon as I'll deliver the first version of my genetic clinic we'll see cause it will eventually be another problem and I'll do a wiki page.

I would have prefer a more team work with you and Boney M, but I'm ever hopefull in life :)


 No.16

>>15

Teamwork only works if the whole team pulls in the same direction, which we will not necessarily always do (for example some of what you planed goes against my vision of the game) or if there is a leader that decides what goes in, what doesn't, and what to focus on.

There are also additional problems with QSP itself, as you might have noticed it does not give runtime errors but just go on its merry way creating messes in the background, so when bugs present themselves it is already challenging to track it down, without knowing each line that was modified the challenge only gets bigger.


 No.17

I agree with what you say, be quiet, but to be able to go in the same direction and integrate in your vision of the game, it would be easier for me if I did know them :)

Concerning QSP I agree too, it is for these reason I did separate my code from the rest, as by just commenting the few lines making the includes you can completly deactive the whole mod. It is a basis rule of parallel coding to isolate the features.

So, I'm very interested by your vision of the game to see if I can accept it as is, must debate or must retreat, I'm completly open :)


 No.18

>>17

Well, simply put i don't want to radically change the game, my vision is to improve on the game without changing the core flow of: gain a slave -> train a slave -> sell the slave to stay afloat -> repeat.

>I have some different ideas of feature, the main is producing new slaves by genetic manipulation, with a sort of harem which would be a foetus factory, and genetic manipulation on foetus would produce new slaves.

This for example is something i'm not fond off, since it would make it too easy to custom build a slave and make the other ways of gaining slaves completely inferior, which would in turn create repetitiveness.

All in all i don't have precise guidelines for what i intend to do, i judge each modification on a case by case basis.

If you have more specifics question feel free to ask, i'm always open to just throw ideas back and forth or someone disagreeing with me.


 No.19

I don't understand well.

- Having a barn with a dedecated assistant, producing egg, milk and meat is ok

- Having more than one slave and more than on assistant (seems to be a wanted feature Boney M wants) is ok

- Having more than one dungeon and more than 3 cryos is ok

But having a system producing slaves by using (and destroying) other slave we gained by combat and/or buying and educates is not ok.

"since it would make it too easy to custom build a slave and make the other ways of gaining slaves completely inferior"

Hu!? Maybe you could have more information on the mod to assert this! My goal is to have a game IN the game, not a new game replacing the old one :)

For now I'm only in the process of thinking about the gameplay of the mod, nothing is in stone and I would enjoy to have exterior ideas or advice.

So I create a dedicated thread for my mod to explain my point of view on the rules and recolt ideas and advices.


 No.24

>>19

Sounds like i misunderstood your intentions then, as i said i judge each modification on a case by case basis before merging them into the Merged Mods.

When/IF you do complete it i will look at it and see if it fits, that was my intention from the very start, i do not make judgements on unreleased stuff.

What i meant (and i now realize that i could have worded it better), is that such a modification was likely to be an easy way to custom build a slave, you never mentioned about using up the slaves involved in the process.

I would also make note that i'm open to throw ideas back and forth even if i don't think the ultimate result will fit into the Merged Mods, everyone has a different vision for the game and is entitled to put it into practice, so if it had come across like i was saying that your idea was bad i'm sorry, it was not my intention.

I'm not aware that Boney M intends to put multiple assistants, and as i said i go on a case by case basis, not all that Boney M did is in the Merged Mods, specifically the masturbation calculation and a change on the beach reward hygiene are different from the hggmod.

More than one dungeon is also something i was not aware it was being developed.


 No.25

I'll have a few main goals (the same I try to have in any game I mod)

- The mod must not replace stuff modded by another people (can be overlapped a little if no choice)

- The mod must be integrated in the general background (if the game is heroic fantasy, I'll use magical stuff, if futuristic I'll use technological stuff)

- The mod must not destroy the interest of other features (so I'll protect the combat mode to gain slave and I won't produce food if barn is sufficient)

- The mod must be usable by any player, beginner or elite, in a way limitated by his level. It's important for me, to avoid players jump the begin of the game because they must be elite to use a feature.


 No.26

Thread dedicated to my mod created here :

https://8ch.net/slavmaker/res/20.html#23


 No.174

3 questions.

1. I am allways a fan of not judging people. I mean, if you dont want to replay, thats fine by me. If you want to replay, also fine. But to categorically say, naw, njuggah, no cheatin, no custom slaves, no moneyhaxx, that seems a bit too much.

I allways appreciated when people let you unlock the cheats.

As an example:

Lets say I get marks ( or any other secondary currency) from the training of slaves. 1 mark per slave trained.

I can now use these for temporary enhancements for a single slave( lets say, increase this slaves bust one size), or I could buy more expensive, but permanent versions of this ( permanently allow slaves bust size to be changed if you visit cheater NPC. )"

That way, you add replayability to it, that goes above "I want to be a patrician", and that allows me to gently unlock new content. ( for example, invest a couple of marks in the ability to buy a fiend from The smuggler, a couple of marks in the ability to have the tatoo artist make fiend tatoos, or as a tasty treat, import all natural pig. ),

Is something like this possible? or are there things that speak against this?

2. I would like to contribute text. I know my coding is mostly crap, but if I have a quiet day, I can type 2-3 pages. is there anything that is needed for the Mod? Story, intro, personal experiences? I woul offer my help free of charge under the agreement that I do not even get credit, apart from the usual "a kindly anon".

3. will there ever be an editor to add in own events / slaves / pictures?


 No.175

>>174

>But to categorically say, naw, njuggah, no cheatin, no custom slaves, no moneyhaxx, that seems a bit too much.

don't think anyone ever said that, i once said that i was not particularly fond of cheating, but that was NOT the reason i didn't port the cheats from NINJ4 R4BBID mod, it was the fact that the code for the cheats didn't play well with the other mods changes and would have need to be recoded and revised, my lack of fondness for cheats just made it so that i didn't try too much, the original game cheats are still accessible (even easier since the code is translated instead of having to be typed in russian) and you can also activate it by the menu option, along with the no mindbreak option from the hggmod which is also a cheat.

>Lets say I get marks…

in part that was the plan already, in the code there are some references to npc friendship, but the thing was either scraped or didn't get to be completed before the coders moved on, i'm not actively modding this game atm but one of the other modders could be interessed in completing (or writing something else similar to it).

>I would like to contribute text

That's great, i'm fairly sure Boney M needs some text related to the barn should leave him a message, maybe Strec is in need for something too.

>will there ever be an editor to add in own events / slaves / pictures?

difficult to say, i would hazard a no, but anything is possible and there have been some progress into making custom slaves easier to add.


 No.176

>>174

also if you want to rewrite, correct or add new lines you can write them and specify where, how and when they should happen, Boney M often takes suggestions.




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