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File 136125104326.png - (182.55KB , 816x738 , pokerprogress6.png )
67641 No. 67641 ID: 65449b

Whoa what's this?! It's a strip poker executable that isn't terrible! That's right, this baby will run on your machine without any modifications or hassle! And compiling new modules? It's a breeze! You can even customize the GUI and the cards themselves! Amazing!

And it's free, from you to me! It's taken me 4 days of development to get to the point you see in this picture. Now, there is one catch: It's not quite done yet. I need to iron out the bugs, tweak the AI, and whip up a character selection screen before I can release it. The last is the most important, since right now I'm selecting characters from the command line, and that won't work on a compiled .exe.

But, when that's all done, I'll convert the poker .dll's I have into modules for this, package it all up, and release it and the source code. You can expect that probably by Friday, February 22nd at the latest, but I'll try to get it out earlier.

So, this will be a poker .exe you can run easily, with modules that can be easily made and added, and you'll be able to put together GUI and card packs and distribute those freely, and you can take a look at the code and try and debug it for me.

I've got a few goals for this beyond what's going to be in the initial release:
* Up to 4 opponents (that's why there's empty space, and that's what the bar under the image is for).
* Supporting images bigger than 400x400 without resizing.
* Allowing you to resize the window freely.
* Playing as one of the characters.
* Replacing the text fields with images so you can replace that too.
* Total GUI customization, including the colors of the lines, up to complete rearrangement of everything in the game.

I'll continue to work on those after the initial release and I'll also release bugfixes that I find or that people post about in here. I'll try and incorporate any changes other people make if they don't conflict with my code and they make it obvious what they changed.

Feel free to ask any questions you might have about the initial release, but keep in mind the readme's when it's out will probably answer most of your questions. Otherwise, I'll see you then!

Peace out.
222 posts omitted. Last 100 shown. Expand all images
>>
No. 89161 ID: 64f780

That's pretty weird. They are all exactly identical.
>>
No. 89178 ID: 3c70d1

I just wish we saw more modules for it.

Though I guess you could try to pimp it to places outside of tgchan to get them to make strip poker stuff for the things they make and like.
>>
No. 89186 ID: a32d59

>>89178
>I just wish we saw more modules for it.

>Though I guess you could try to pimp it to places outside of tgchan to get them to make strip poker stuff for the things they make and like.

Seconding this. Hopefully I'll be able to complete my module in the next couple months, but pretty much everything has kind of slowed down in the last month or two, for various reasons I might get into later in my own thread.

Anyhow, If I actually manage to get to a point where people outside tgchan are actually looking at my work, I might see about promoting it myself if that's okay with you. I really like this thing and I'm sad it hasn't taken off, and has lost momentum on tgchan. I miss people actually making modules.
>>
No. 89187 ID: 9dd1ee

I would also love to see more moduals . . .
and also have one on the go that I never seem to be able to make time for . . .
>>
No. 89188 ID: 3c70d1

>>89186
>>89187
Back in the day, I linked the original thread (of the old, crappy sp game) to the two main Homestuck chans at the time and got SOME hits.

Are there any other places like that that might latch on to a game like this and start making content? It would have be a community that has a group of dedicated artists at least.

I just don't know enough to speculate.
>>
No. 89190 ID: 64f780

As I said earlier, you may spread and use the software anywhere you like as long as you link the thread here so that I can view the feedback and bug reports there. I also won't include any non-tgchan modules in the official download.

I would quite like to see new modules myself, but I understand that the days of fanart and strip poker on tgchan are waning. It's just unfortunate that these improvements on the original program couldn't have been made when the fad was at its prime.
>>
No. 89200 ID: 9dd1ee

found a couple glitches

Alice2: when ever Alice runs out of money, the UI elements all shift in size location and dimension, making it impossible to play further.

Punylocks: if I click "stay" as my first button click the game auto closes
>>
No. 89269 ID: 9dd1ee

Tested some more moduels

Nan: character image doesn't show up when moduel loads

Katrina: same problem as Alice2, window size screws up when she loses clothing

Bangles: crashes when you win, you never see the final pic, a couple of the clothing lose dialogues are mismatched (perhaps this is related?)
>>
No. 89270 ID: 76dd2a

There shouldn't be any module-specific problems. All of those modules are identical except for text and images. It sounds like Bangles has messed up image progression, though. I'll take a look at all of those next time I'm at my computer.
>>
No. 89272 ID: 3c550e

Also, whenever you hit a bug you should pastebin the contents of stderr.log and stdout.log to help me reproduce it.
>>
No. 89276 ID: d958ad

IIRC the Alice modules have really weird/big image sizes. Could be a problem there.
>>
No. 89282 ID: 9dd1ee

>>89272
Ah okay, I'll put that in future reports

more testing done

Janet crashes on startup, looks like her brashness isn't

Telwis crashes after I place my first bet

both tested multiple times to same effect
http://pastebin.com/35gGYsr8
>>
No. 89316 ID: f8b4f5

Okay, confirmed the bug on Alice and Katrina. I'll do some more testing and fix it in the next version. I can only guess that their problems stem from the same bug in the image sizing as Nan's.

Bangles's crash is due to the fact that she has 14 images and only 12 lines, when she should have 15. I opened the old .DLL file and fixed it with the original lines. Now she should work properly. I sure hope I wasn't the one that fucked her up.

Looks like my automatic converter didn't set Janet's brashness. Easy fix.

Telwis just didn't have updated functions. Also an easy fix.

Thanks, LW!
>>
No. 89459 ID: f8b4f5

Alright, here's a bugfix version to tide you guys over until people start making modules for this again so I can justify continuing to improve it.

Download: http://tgchanpoker.sourceforge.net/

Changelog v1.63:
-Module assembly program now comes packaged with the game. Only 48KB, after all.
-Fixed a bug where the Bet button wouldn't gray out when you hit the max bet.
-Fixed a bug where, when resizeToFit = 2, and one dimension of a picture was smaller than 400px and than the other dimension, its size would be rounded to zero.
-Fixed resizeToFit setting 4.
-Fixed a bug relating to how the game window resized to fit images that were different sizes from previous ones.
>>
No. 89552 ID: 4ce660

It's kind of soon for another version, but I made some changes that kept me from waiting. People who complained about the images being too accessible before will be pleased by the changes.

Download: http://tgchanpoker.sourceforge.net/

Changelog v1.64:
-Improved the code's organization so that the source code version can be run on non-Windows computers.
-Changed the way image files are handled. The game now accepts .dat files, and comes packaged with a "convert" app that will automatically convert your .zip files to .dat files. This should please people who wanted better security on the images. I've removed the opponents folder from all previous downloadable versions. The game will still accept plain .zip files, but there's no real reason to use them.
-Brought the Gnoll Camp module up to date and packaged a default version in the opponents folder. Hilt and Shabin are in a 'benched' folder, so you can swap them in and out freely.
-Updated Poker Module Assembler to account for the changes in how images are handled.
>>
No. 89567 ID: 9dd1ee

Katrina seems to crash when she jumps to third image
http://pastebin.com/mch3m15v
>>
No. 89584 ID: 3c550e

>>89567
Yeah, she's missing most of her image lines. Not sure why that happened to her and Bangles. It's possible the auto converter messed up somehow.
>>
No. 89595 ID: 9dd1ee

did more testing

Punylocks crashes when I "stay"
http://pastebin.com/r6BGjMq5
>>
No. 89598 ID: 9dd1ee

penelope same deal as punylocks

http://pastebin.com/4aVQLy8F
>>
No. 89622 ID: 9dd1ee

tested Gnollflakes
crashed on losing

http://pastebin.com/kVMfyC80

tested Zane
crashed on first "stay" like penelope and punylocks

http://pastebin.com/d8RQR3W0
>>
No. 89654 ID: f8b4f5

I believe the errors for all the modules besides Gnollflakes are due to not having up-to-date methods. Any error related to processResponse() not having enough arguments is that same crash bug. I'll fix it but the user can also fix it by replacing the method at the bottom of the character .py file.

The Gnollflakes bug is pretty bizarre. It's saying that her Player class has no "name" attribute. But her name is properly defined in her module, and the code that throws the error doesn't reference her name except in the module. I'll have to test it out and try to get to the bottom if it later.
>>
No. 89710 ID: d51579

>>67641
I've been having one odd issue with the game: the game crashes after a few moments if i click on a different page. I don't know if this is an issue with the game or whatever, but i'm deleting and re-downloading this just to make sure.

Also you guys should add an option to play with custom cards (if possible).
>>
No. 89793 ID: aa355f

>>89710
Please be sure to include stderr.log if you can reproduce the error on the latest version.

You can already use custom cards. Simply replace the card images in the cards folder. The next version will come with the ability for modules to come bundled with their own cards, without modifying the base deck.
>>
No. 89804 ID: 5b7083

>>89793
Thanks. Didn't knew that you could change the cards either. I'll try to make the error and post the stderr.log text here later.
>>
No. 92000 ID: 0a1420
File 143447765434.png - (188.47KB , 1280x720 , SP.png )
92000

After a bit of a hiatus, I'm going to start updating my quest again some time next week. Before I do that, I wouldn't mind getting some drawing practice in, to bump my "art" back up to sub-par again. I realize I'm about six years late to the party but if anybody out there still gives a fuck about this strip poker thing, I wouldn't mind making another module for it.

Since there's a good chance you're not one of the roughly two or so readers I've got, I've labelled the girls for your convenience. If you want to see one of them naked, tell me which one. If there's absolutely no interest for this outdated fad, I won't bother.
>>
No. 92002 ID: 5d4fc9

>>92000
Lady Baroness clearly
>>
No. 92003 ID: dbe554

>>92000
>AAE as an option

I am choosing the robotic one just because combined with how she was in the quest is just rather hilarious.
>>
No. 92011 ID: 6cb413

>>92000
My vote goes to Seshe.
>>
No. 92012 ID: bd8b82

vicki, main character for life.
>>
No. 92020 ID: f68a09

Ava + Guest
>>
No. 92040 ID: 0a1420

So one vote for everybody. I suppose it's my choice then, unless there's a tie breaker.

Or I could do one for everyone, but that'd take awhile.
>>
No. 92266 ID: 5d4fc9
File 143518580122.png - (150.66KB , 534x640 , RubabuPoker1.png )
92266

Created a brand new strip poker module
this time staring Rubabu from my quest "Saiyans"

if you'd like to play it, it can be found here
http://www.4shared.com/zip/mtXN-mP6ce/Rubabu.html

special thanks to Beakie,
who this is ultimately a gift for.
>>
No. 92267 ID: f8b4f5

>>92266
Didn't realize 4shared had a mandatory account system; people had used it in the thread before. Here's a Mediafire link:

http://www.mediafire.com/download/x5l23dys4zkkm8h/Rubabu.zip
>>
No. 92270 ID: eb5c78

<Huckebein> You are literally locked into betting as much as the CPU wants before switching cards =V
<Huckebein> Because stay doesn't properly call
<Huckebein> which basically forces you to just stay/fold until you have a strong enough starting hand because you can't bet a moderate amount
<Huckebein> ~500 or nothing
<Huckebein> also you can click the opponent's hand right now to see their starting cards
<Huckebein> (whoops)

By 'stay doesn't properly call' I mean that if you stay before switching cards the computer can just keep raising until they hit the cap and there's nothing you can do about it =V

And the clicking cards thing doesn't always work, it seems to just be random
>>
No. 92272 ID: f8b4f5

>>92270
Staying isn't a call, only calling is a call. Staying only works if all the players decide to stay; otherwise, the other players can continue to raise. This works in your favor as well; you can force the CPU to go all in on a hand or fold.

However the degree to which you can bluff is limited because most players (myself included) like to just bet as much as they can on every hand they think they can win with, and if the AI were very likely to fold when you did that, then it would be rather frustrating and slower to play.

Anyway, not a bug. You have to bet as much as the CPU wants you to in the first round and vice versa for you and the CPU. That's just part of the game and since your hand isn't final at that point it's risk and reward. However the card-clicking is a bug and has been fixed; it results from the part of the code that allows you to flip cards that you want to swap out for new ones, however it's not configured properly so it allows you to flip any card you want. I'll be releasing a new version soon, but I have to update the Module Assembler first.
>>
No. 92274 ID: 353cab

>>67641
Is there any way to resize the game screen? i'm trying to play in a shitty laptop and the screen is too long and my cards are left offscreen.
>>
No. 92275 ID: e114bc

>>92272
Well if we want to talk about poker rules, there is no "stay" in poker. You either check, call, raise, or fold. Checking is betting 0, and can only be done if nobody else bet before you in that betting round. Calling is accepting a Raise. Raising is, obviously, deciding to bet more than the current bet. All other players must react to a Raise, but NOT the player that just raised. After everyone has either called, raised, or folded, the betting round is supposed to end.

This means that if there are only two players, these are some of the ways it can go, assuming neither player folds:
1st player checks.
2nd player checks. Pot stays, new hands are dealt.

1st player checks.
2nd player raises.
1st player calls. End of betting.

1st player checks.
2nd player raises.
1st player raises.(this can go back and forth)
2nd player calls. End of betting.

1st player raises.
2nd player calls. End of betting.

As you can see, the betting ends immediately if either player calls.

If there were three or more players, then each player would have to respond to every raise, but in any case, so long as nobody responds to a raise with another raise, the player that raised first cannot raise again. They don't have the opportunity to call their own raise.
>>
No. 92277 ID: f8b4f5

>>92274
You can change how the game resizes images in settings.ini by changing resizeToFit. Unfortunately more precise resizing isn't possible with the current GUI implementation but you can set it to 4 to keep the game as small as possible.

I'm afraid that a screen resolution of at least 800x700 is, for now, a system requirement.

>>92275
>Well if we want to talk about poker rules
We don't.

In essence, the stay is you matching their raise and there is no way to call in the first round. This is intentional and thus not a bug; if it bothers people enough I will look into allowing you to modify the game rules at some point in the future.
>>
No. 92278 ID: f8b4f5

As usual, I keep the progress I've made under my belt until another module rouses interest in the program once more.

Download: http://tgchanpoker.sourceforge.net/

Changelog v1.65:
-Fixed a bug when opening a module that has smaller images, after escape-quitting a module with larger images.
-Changed font to DejaVu Sans Mono to prevent formatting errors in dialogue.
-Added new "cards" option to __init__.py to allow modules to load in their own custom, module-specific cards. Reminder that they will always be resized to 71x96.
-Fixed a bug that allowed you to freely flip opponents' cards after the second round began.
-Updated Ven's methods from nonfunctional legacy.
-Updated Gnoll Camp to give you 5 attempts.
-Fixed the Poker Module Assembler not including the portrait file name in the resulting module and not properly formatting __init__.py. Added support for custom playing cards.
-Barring improvements made by request from individual module makers, all that's really left to do is overhaul the GUI.

When reporting bugs, please include the stderr.log and stdout.log in a pastebin or something similar to help me identify and reproduce the bug.
>>
No. 92281 ID: e114bc

>>92277
Uh... why is it intentional though? You don't want to use poker rules?
>>
No. 92287 ID: f8b4f5

>>92281
That is how it was in the original MSDOS poker game, IIRC. Either way it allows you to bet for more so it's generally beneficial to the player. Just fold if you don't have a good hand.
>>
No. 92294 ID: f331e3

>>92277
I'll try that out, thanks. I tried changing one of the settings (in one of the text files), but i think i didn't modify the correct one.
>>
No. 92295 ID: e114bc

>>92287
It's not how it was in the original dosbox/windows3.1 poker. In that one, calling stops betting.

It's generally *not* advantageous to the player, because there's a cap to how much you can bet: 250. You can also bet up to 200 at once. So you can already hit the max bet by betting once. You can always bet once, so if you want to hit max bet, you can regardless of whether Call stops betting or not. However, the AI tends to approach the bet cap in small increments, so if you want to bet conservatively you *can't* if the AI decides it wants to bet more.

I don't see how it being advantageous to the player is even a good reason for *breaking the rules of poker*.
>>
No. 92296 ID: f331e3

>>92278
I don't know whats happening, but the Rubabu module isn't working. Whenever i try to select her the game just closes.

The sderr just says:
Traceback (most recent call last):
File "<string>", line 1891, in <module>
File "<string>", line 1845, in main
AttributeError: class Init has no attribute 'cards'


I'll redownload the module just to make sure.
>>
No. 92297 ID: f331e3

>>92296
I'm using version 1.65 by the way.
>>
No. 92299 ID: 5d4fc9

>>92296
weird 1.65 works fine for me
>>
No. 92309 ID: f8b4f5

>>92296
Did you upgrade to 1.65 or just copy in the files? Your version of Rubaba's __init__.py doesn't have the "cards" variable that the version in the release's opponents folder has. You're meant to completely replace everything with a new version.
>>
No. 92310 ID: 051ae6

>>92309
I think this was the issue, i copied the old folder to the new version's opponents folder and it didn't work.

Now i re-downloaded the whole thing and its working normally.
>>
No. 92366 ID: 0a1420
File 143543829965.png - (18.71KB , 160x160 , LBportrait.png )
92366

When I'm finished with all of them, I might toss together a group package like with gnoll camp. But in the meantime, the first two modules;

Lady Baroness
http://www.mediafire.com/download/g0ow4uoc2ud2l6g/Lady_Baroness.zip
https://mega.nz/#!aRpHiDDT!lYf9yTNJWgYlZH7vkKauCVsxaUYpLJhmdwlNLvvFVPY

Vicki
http://www.mediafire.com/download/7h7c5r62bsd4iw5/Vicki.zip
https://mega.nz/#!CYZHgSzQ!JoDjqcZzc2YhA2bvN1C1LVhLnefG9FKx5tuaqhZHWmc

I'd recommend going into settings.ini and changing resizetofit to 0, since it looks a little bit shit shrunken down, especially Vicki's.

If there are any errors, tell me and I'll try to fix it.
>>
No. 92368 ID: 5d4fc9

>>92366
I'm getting a "list index out of range error on both modules"
>>
No. 92372 ID: f8b4f5

>>92366
The only error I could reproduce on Lady Baroness is that she's got a messed up variable in her raiseMessages:
>"${0}! ${0!}",
Should be
>"${0}! ${0}!",

Likewise, in Vicki, there's this:
>"{1){0}!",
Should be this:
>"{1}{0}!",
>>
No. 92373 ID: f8b4f5

>>92372
Oh yeah, and it seems that in Python format arguments cannot be directly adjacent, so you'll probably want to replace the latter with just
>"${0}!",
>>
No. 92375 ID: 0a1420

>>92372
>>92373
I thought there might be a bug on both of their raise statements but I couldn't find it, thank you.

The mediafire links are updated with a fix but mega doesn't seem to want to let me replace, so,
LB: https://mega.nz/#!7Zx2jQzb!3mq-wcZ0Sq3qV49N9rpDENsjTYRubvsQlBUWJd0x8Z8
V: https://mega.nz/#!PRQFCJDA!COcd6zfLiO8WQgwBOSuNxx8hjS-tTKaOKwGTdRHK06M

>>92368
I can't reproduce that by using older versions or on two different computers, using both versions of the download. Maybe try redownloading the poker program and the module?
>>
No. 92377 ID: 5d4fc9

>>92375
don't worry I got it to work

Rad moduels by the way! look foreward to seeing the rest!
>>
No. 93112 ID: 5d4fc9

got an error on Ria module

Traceback (most recent call last):
File "<string>", line 1891, in <module>
File "<string>", line 1887, in main
File "<string>", line 1445, in play
TypeError: processResponse() takes exactly 17 arguments (10 given)
>>
No. 93154 ID: fbf5f7

Hmm, there seems to be a problem in the Gnoll Camp module. At some point, no matter what I get, the same person will always win. (i.e. after a random amount of hands, if a character wins, they'll automatically win all subsequent times, even if the hand is them a king high, and you a 3 of a kind.)

I can't seem to figure out what triggers it.
>>
No. 93595 ID: 5d4fc9
File 143810573248.png - (326.68KB , 980x743 , EkiaPoker1.png )
93595

I created a bonus Commander Ekia strip poker moduel
don't worry, Kirska is on the way!

You can download Ekia here!
a.pomf.cat/akgjvi.zip
>>
No. 93642 ID: a32d59

>>93595
Since it seems nobody's actually dropped any meaningful feedback, I figured I may as well say something.

I see you finished that Ekia module you were talking about. I think it's pretty neat. Thought it was pretty clever that you had her assistants do the undressing.

Also, glad to see somebody keeping this strip poker stuff alive. Kinda wish there was more interest in this.

Pretty hyped for the Kirska module, too.
>>
No. 93656 ID: e0c514

>>93595
Ekia and Mook are just great.
>>
No. 93693 ID: f8b4f5

>>93642
Fuckin' sweet, a Kirska module? I'm hype for that.

Also comfy bat is good, I'm gonna go beat it now. The module I mean.
>>
No. 93694 ID: f8b4f5

Welp, finished it. That was great. Good job LW, this was a bad week so this was a nice diversion.
>>
No. 94568 ID: fe06ff
File 144103892194.png - (247.95KB , 760x730 , kirskaPromo.png )
94568

Here's a moduel for Kirska Gemtail from my quest "Gnoll's Bane"

for those not in the know, Kirska is a female Draco-Kobold knight and friend/team mate to Bangles (Also available as a strip poker characters)

you can download Kirska here!
a.pomf.cat/chqzvx.zip
>>
No. 94569 ID: fe06ff

>>93642
>>93656
>>93693
>>93694

Thank you everyone for all the excellent feedback! it's really nice to know people enjoy my things!
I know a lot of authors put a ton of work into all these thing so be sure to let them know what you think of their modules as well.

And I hope you all enjoy the Kirska module!
>>
No. 94576 ID: bfb318

The new modules are neato, it's cool to see people making them again.

Bugs/Improvements:
I'm not sure of the purpose of clicking to clear the text boxes, I think just leaving it on the last piece of text would be better than it going blank.
Having a Max Bet button or having you automatically bet the maximum if you try to bet over the maximum would expedite gameplay a lot, and be more suited to one-handed gameplay. The way the limits work is pretty goofy and I think a limit for number of raises instead of cash limit per round would be better, or if not that at least a higher per round cash limit.
Sometimes when calling a bet the opponent will fold even though they have no current obligation to put more money in.
Stay should really be Check.
When calling your first bet the opponent states they are staying, when they should be calling, and when they call the betting round should end.
When you stay before getting new cards and your opponent raises your available option is "Stay" instead of "Call", and after selecting "Stay" the opponent is able to bet again, leaving you again with the option to "Stay". Your option should be Call and the betting round should end at that point.
The betting behavior acts correctly in the second betting round.
When both players stay after getting new cards both hands are discarded and the pot moves to the next hand, but this should only happen with the first betting round.
>>
No. 94582 ID: 0a1420
File 144106892777.png - (60.36KB , 1487x893 , WIP.png )
94582

>>94576
I have no idea if it is possible or feasible, or if it can be custom coded into the bottom section of a module- I'm not good enough at computer to have any idea how to begin with that. But it would be neat to be able to switch to a completely new script at set points- say, after 1 or 2 losses a cocky type could get more cautious, and after another 2 losses could get downright panicky. Or vice versa with getting more excited, if the character's a little kinky. I'm finishing up a module where my character's got a buffer to make up for her usual lack of clothing- it'd be nice if I could have her be uncaring and amused as long as losing just strips her 'friend' down, but become more serious and play harder when she actually has to play for herself.
>>
No. 94583 ID: f8b4f5

>>94582
Yes, it's possible, and not particularly difficult. You would just add a hook to handleMsg that changed the dialogue variables depending on what image number the character is on.
>>
No. 94590 ID: a32d59

>>94568
Really digged the module. Poses and expressions were both hella, and the lighting was really well-done tpp. Also, it contained Kirska, which is always a plus.

Also, quick feature request: would it be possible to, potentially in a later version, unlock the ability to extract a module's images after winning? I love all of the more recent modules, but I also miss the ability to look at them outside the context of the game after I beat the modules. I like to see all of the images lined up after the fact, because it's neat to see how they all go together. I think this might be a good compromise between forcing people to play the games every time they want to see the art, and allowing cheating on the modules.
>>
No. 94633 ID: 0a1420
File 144139771452.png - (26.27KB , 160x160 , Aportrait.png )
94633

>>92366
I've finally gotten off my ass and finished another module. Next in line is Ava, servant of the pleasure/chaos god. Since Ava has a thing for showing off her body and doesn't like to wear much in the way of clothes to begin with, she's dragged one of her Lord's many concubines along for some extra support. Don't worry, she's probably into it. Maybe.

http://www.mediafire.com/download/60d4yteyptdpqbc/Ava.zip

Next up (when I get around to it in five years) is A.A.E., machine goddess of order and duty. So that'll be interesting. I'll have to think up a proper way to do it.
>>
No. 94636 ID: e114bc

>>94633
>A.A.E.
Dat exposed circuitry.
>>
No. 94731 ID: fe06ff

>>94633
nicely done! I always like it when characters find interesting ways to hold off further stripping
>>
No. 94773 ID: dab7d1

I get a "File already exists but should not" -error when I try to run the program. It does run fine, but then closes to desktop as soon as I choose an opponent.
>>
No. 94780 ID: dab7d1

>Ace, 2, 3, 4, 5
>Straight, bet everything
>"You have ace high"

This miserable machine knows fuck-all. This needs to be changed ASAP.

Also, some button to bet the maximum amount available would be great because always writing it, and having to rewrite it because someone already bet a little bit, is a hassle.
>>
No. 94781 ID: dcd644

>>94780
According to most people, that'd be an ace high. Aces in poker are usually seen as being above kings, but not below twos.
>>
No. 94789 ID: dab7d1

>>94781
The way I learned it, Ace is either 14 or 1, whichever's the most convenient to your hand.
>>
No. 94791 ID: e114bc

>>94781
There's a special term for a straight that begins with an Ace. It's called a "wheel", and is the lowest possible straight.

This is true in every version of poker, afaik.
>>
No. 94794 ID: 7e5a25

>>94576
Thiiiiis. The whole stay/call thing is annoying as hell. They get to keep unfairly raising the bet and it sucks.
>>
No. 94797 ID: 395c02

>>94781
An ace can be high (10-J-Q-K-A) or low (A-2-3-4-5) for the purposes of a straight, just not both at the same time (so Q-K-A-2-3 doesn't work, for example).
>>
No. 95341 ID: f8b4f5

>>94794
But so do you when you have the advantage. If you don't want to check then fold.

>>94780
That's an error in the code, yeah (aces are given the value of 14, so it wouldn't see that as a straight). Easy fix, I'll add it to the next version.
>>
No. 95342 ID: f8b4f5

>>95341
Oh, in the meantime, you can add these two lines to StandardCharacter.py after line 236:

elif cardOne.value == 14 and cardTwo.value == 2 and cardThree.value == cardFour.value-1 and cardFour.value == cardFive.value-1:
return ["wheel",6,cardFive.value,cardFive.name]

Should work fine.
>>
No. 95343 ID: f8b4f5

>>95342
Whoops, no it won't; mixed up the order there. Been a while since I touched this code.

elif cardOne.value == cardTwo.value-1 and cardTwo.value == cardThree.value-1 and cardThree.value == cardFour.value-1 and cardFour.value == 5 and cardFive.value == 14:
return ["wheel",6,cardFive.value,cardFive.name]
>>
No. 95365 ID: 7e5a25

>>95341
>But so do you when you have the advantage. If you don't want to check then fold.

That's not an advantage. It's a flawed system. I have never heard of a single ruleset of poker that allows this. Bets are supposed to either be called or raised from. There isn't a poker player alive who would stand for a "you called? psyche! I raise again!" rule. Because it's unfair and stupid and ruins the psychological element of the game.
>>
No. 95367 ID: f8b4f5

>>95365
Good thing there's no psychological element of playing against an AI, then.
>>
No. 95368 ID: 5ad4a7

>>95367
You realize that humans are playing against the AI, right? What you just said only works if it's AI vs AI.
>>
No. 95384 ID: f8b4f5

>>95368
So I guess there's a psychological element in wall tennis too, then.
>>
No. 95397 ID: 7e5a25

>>95367
Then the system is double meaningless, since it just means the computer is cheating. Yet another reason to ditch it.
>>
No. 95398 ID: 5ad4a7

>>95384
Why don't you just make it like poker instead of insisting your gameplay is somehow superior via increasingly ridiculous arguments?

Let me address this one though: WALL TENNIS DOESN'T HAVE AN AI PLAYING AGAINST YOU
>>
No. 95403 ID: 87a8e1

>>95367
Yeah, well, it'd still be unfair and stupid.
>>
No. 95415 ID: f8b4f5

>>95398
>Why don't you just make it like poker instead of insisting your gameplay is somehow superior via increasingly ridiculous arguments?
>>92277
>I will look into allowing you to modify the game rules at some point in the future.
>2015/06/04

Calm your tits. It's a game, the point is getting characters naked, not playing casino-accurate poker. If you're having any trouble doing that with the current rules you aren't playing right.
>>
No. 95751 ID: f0ebef
File 144564056275.png - (101.90KB , 746x717 , You're Fat.png )
95751

Any way to view the images directly? I noticed that only the portraits are easily viewable (.png) and I'm presuming that the rest are in the .dat file, but I'm not quite sure what to open it with.
>>
No. 95777 ID: 0a1420

>>95751
The .dat is basically an encrypted .zip file. The whole point of it is so that you can't easily look through the images.

Also there's a new thread,
>>95526
>>
No. 95778 ID: 32fa26

Unless it's been updated since I last checked the files, it's not even encrypted, merely obfuscated, and so easy to deobfuscate for someone with a bit of programming experience that posting any more about it would be spoilers.
>>
No. 95788 ID: f8b4f5

>>95778
Yeah, come to think of it, even saying how it's "obfuscated" would give it away. But it was never meant to be more than a rudimentary obstacle to decompiling, much like the .dlls of old. Originally all the images were just in folders.

Clearly it works well enough.
>>
No. 95789 ID: f0ebef
File 144582997213.gif - (1.95MB , 328x328 , Anton OK.gif )
95789

>>95788
I mean, no shit explaining how it's hidden would give it away. That's pretty much the whole idea.

Anyway I'll just google around.
>>
No. 96113 ID: b7f27c

>>77885
Don't suppose you still have those, do you? Remembered this existed after a year or so, apparently my copies of those DLLs got left on my other computer, and the MEGA link in the other thread no longer works.

Thanks in advance!
>>
No. 96158 ID: 7e5a25

>>96113
Here you are, such as they were. All that came of my little project.

https://mega.co.nz/#!CZwFSThK!ypn34A0H7VySmz2ge-UCXAT1fhTEfe3jSOyunhSvaWA
>>
No. 96168 ID: 05d1ef

>>96158
I was a bit surprised to find 16-bit DLLs in this archive. The images are easy enough to extract, but the string tables less so (Visual 2005 gives me mojibake), and the order of strings in it is a bit weird, especially when I don't know how to access the string tables' resource IDs with my hex editor.

...I know what could help me: Does anyone have a link to the documentation that says which string ID is supposed to mean what?
>>
No. 96169 ID: 05d1ef

>>96168
Whoops no wait, I found it on the old app's thread ( >>/questdis/5059 )
>>
No. 96195 ID: 477b7d

>>95430
You can just play them natively here with no issues.

For getting the strings out with a hex editor, it's good to note that the strings are packed in groups of 16, and the index of the block id is 1/16th of the string id.
>>
No. 96197 ID: 05d1ef

>>96195
I know they're packed in groups of 16, the part that confused me was that the last two "stripping" quotes (936 & 937) are apart from the others.
(plus the fact the string bundles are stored in reverse order)

But now that I got the list of string IDs and what they mean, all became clear.
>>
No. 96199 ID: 1d8a7b

I feel like, just to avoid confusion, I should point out that this thread is out of date.

A new thread was made for a new version, over at >>95526
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