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#1
Brothel King / Re: [Questions] Gameplay quest...
Last post by Finisky - May 23, 2024, 10:22 PM
Quote from: Mudpony on May 06, 2024, 11:57 AM
Quote from: Finisky on May 02, 2024, 06:38 PMIs there a more efficient training method? Do they gain XP for the skill while working (and is it enough XP to the point where I just have to train them to be willing to work it).
Agree with AlolanNineTales says. Charisma, if not your main stat, should pretty much always be your secondary one and not neglected. And to add to it
Quote from: AlolanNinetales on May 05, 2024, 11:30 PMIf you're really looking for a good strategy, I find myself always investing my skill points into charisma. 
Thank you both! In general I find I already incorporate most of your tips in my gameplay already! For example, I max my charisma first and half shift a lot. I did also notice that sex acts aren't that frugal in the beginning. Thank you for both again for your inputs, I will continue playing as I do right now! Also, I apologize for the late reply.  ;)
#2
HHS+ Development / Re: Scenario proof of concept
Last post by dedios3 - May 23, 2024, 06:50 PM
Well it's knowing. thank you
#3
Brothel King / Re: [MOD] [IN DEVELOPMENT] BK ...
Last post by Goldo - May 23, 2024, 03:27 PM
Quote from: Huitznahua on May 12, 2024, 07:55 PMHi guys.

I've been ... quite struggling. Usually, when I'm stuck, I fuck around a bit, waiting for an epiphany of sorts. Well this time it didn't came.

Anyway, here's the lastest version :
Spoiler
[close]

My issue was (is ?) the rivers. I tried to follow the feedback of @dcsobral by adding new layers and then "digging" those layers to make the rivers beds. It was taking to much space. I felt there was no more room for the future buildings. Plus covering the rivers beds with actual rivers masked the previously dug layers, and making the rivers transparent looked weird.
So instead I added different colored layers on the rivers to simulate depth. It's mostly visible for the lake, not so much for the rivers though.
My last problem with the rivers is that it looks like fucking squidward dancing.

About the walls. Thanks @22ndgentlemen for the comment, I did extend the walls in order to cover more layers. There is many wall tower accounting for the terrain irregularity but maybe it's to much. It is assume that there is grates embedded into the walls for the rivers to pass trough. I'm not sure how to represent that otherwise.

The road leading to the hold is waaaay too steep, I forgot to fix that.

The map looks very cool, I think you're suffering from tunnel vision having worked a lot on this and you beat yourself up too much on minor issues!

I see no problem at all with the rivers. If the road to the castle is steep, well maybe there are stairs at some point and some kind of side path or elevator platform for goods and carriages. Not a big deal!

If we are reaching the point where we can nitpick about the accuracy of the outer wall placement to prevent sea landings, I feel like we are in a good place  ;D .
#4
HHS+ Development / Re: Scenario proof of concept
Last post by superevilking - May 23, 2024, 03:05 PM
Quote from: dedios3 on May 23, 2024, 12:50 PMDo you think it would be possible to expand the number of teachers (I have always seemed very few)? And you may add some history, blackmail or corruption that involves the police itself ...?

Each subject has its own teacher, except for classes that are restricted to one room i.e biology, chemistry, etc.

I do have a plan for the police, with some location events.
#5
HHS+ Development / Re: Scenario proof of concept
Last post by dedios3 - May 23, 2024, 12:50 PM
Do you think it would be possible to expand the number of teachers (I have always seemed very few)? And you may add some history, blackmail or corruption that involves the police itself ...?
#6
HHS+ Development / Re: Scenario proof of concept
Last post by superevilking - May 23, 2024, 09:52 AM
Quote from: ElPresidenete on May 23, 2024, 08:46 AMNo less than 63 special NPCs? Isn't that a bit much?

I know specials use a different schedule handler that's more resource intensive.

There are some characters even I was feeling don't really serve a purpose to be made. I will most likely go though the list and remove the unneeded characters.

But something I am aware of is after doing a small comparison to what I had to the base game, everything I made so far is slightly bigger.
#7
HHS+ Development / Re: Scenario proof of concept
Last post by ElPresidenete - May 23, 2024, 08:46 AM
No less than 63 special NPCs? Isn't that a bit much?

I know specials use a different schedule handler that's more resource intensive.
#8
HHS+ / Re: Gameplay questions
Last post by Oakhill - May 22, 2024, 07:03 PM
Quote from: Oakhill on May 18, 2024, 05:56 PMIs there any way to remove the band aids and nipple rings from the paper dolls?

So, I guess not?
#9
HHS+ Development / Re: Scenario proof of concept
Last post by superevilking - May 22, 2024, 06:15 PM
Because of how my brain is, out of pure curiosity.

Would anything like a different versions of the fast travel system?

Not sure if it's possible, but if it is I can make about 4 different systems.

Bike
Faster then walking, random events can play. Will increase stats like stamina and appearance

Cab
Faster then biking, random events, one event that can make you money. No stat increase

Subway
Is needed to get to the country just adding it here because.

Bus
Same speed as cab, events can play.

Teleporter
Once two clubs are made the idea for the teleporter Becomes an option. It will become the fast travel like normal, with a time pass of a minute. No events.
#10
Brothel King / Re: v0.3 Test version (gamepla...
Last post by Goldo - May 22, 2024, 02:40 PM
Quote from: juli0r on May 19, 2024, 08:34 PMThanks for your effort in developing/porting/cloning this game. I really like it. Looked for something like this after playing void club and being annoyed by the clunky user interface.
I hope chapter 3 will come soon :)

That said my bug report: (could be that it's simply not implemented yet and isn't even supposed to work, yet)
Extractor MKII does not seem to work correctly.

I am not sure if this is part of the problem, but I had Extractors MK1 on every resource spot (wood, dye, leather) and the one for wood broke. There already was a small visual/text bug - the collecting wood button (and tooltip) said "Get Wood [(1)" with the opening bracket for "[Ext.]" still visible.

When trying to install the MKII it said something like "Install extractor MKI" although I did not have a MKI in inventory and used up the MKII which now works exactly like a MKI with only extracting 1 resource daily.

Thank you, I will look into it.