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#1
HHS+ Development / Re: Scenario proof of concept
Last post by dedios3 - Today at 06:50 PM
Well it's knowing. thank you
#2
Brothel King / Re: [MOD] [IN DEVELOPMENT] BK ...
Last post by Goldo - Today at 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 .
#3
HHS+ Development / Re: Scenario proof of concept
Last post by superevilking - Today at 03:05 PM
Quote from: dedios3 on Today at 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.
#4
HHS+ Development / Re: Scenario proof of concept
Last post by dedios3 - Today at 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 ...?
#5
HHS+ Development / Re: Scenario proof of concept
Last post by superevilking - Today at 09:52 AM
Quote from: ElPresidenete on Today at 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.
#6
HHS+ Development / Re: Scenario proof of concept
Last post by ElPresidenete - Today at 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.
#7
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?
#8
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.
#9
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.
#10
Brothel King / Re: v0.3 Test version (gamepla...
Last post by Goldo - May 22, 2024, 02:39 PM
Quote from: Mudpony on May 18, 2024, 01:23 PM
Quote from: Goldo on May 17, 2024, 02:37 PMI couldn't reproduce both these bugs, can you confirm the order of events to reproduce? Has anyone else experienced them?
I can't recall exactly what other factors are part of it. I think I had no girls at the farm when I drew the cards. After seeing the summon option, I wanted to see what supercharging it did, so I bought a girl. No open rooms at the brothel, so I sent her directly to the farm. I think I might then have sent a brothel girl to the farm as well after buying the new girl, to use for one of the other cards. But unsure.

What is interesting is that, though the wrong name was used in the events, the newly purchased girl was sent to the institution. So kind of weird that it did know what girl it was using, but for some reason pulled the name wrong.

Edit: Tried to replicate it today in another play through without success. I wonder if perchance another bug that sometimes happens might have impacted that situation. That being that, when you buy a girl from the slave market and don't have an open room, and then you pick to send her to the farm, she rarely doesn't go to the farm. She instead winds up in the brothel, giving you a situation where you have more girls than rooms. I don't recall that happening, but maybe it did?

In the course of that testing, though, I did run into issues where, if I selected the card (charged, as that is what I was testing), selected the girl, then backed out to the card selection screen, and then selected the card again, the UI malfunctioned, missing most of the buttons, and I'd have to either hit "e" to end the day or escape to load a game to be able to break free.

Thanks for the details. I'm afraid this is not actionable for me at this stage as it is not easily reproducible, but if you ever have a chance to grab a save file (preferably right before the bug occurs) and share it with me maybe I could do more.

As for the missing buttons, this is a known issue with older versions of Ren'py and not specific to any screen. That is solved in the new build that will be ported to a newer version of Ren'py.