Debu Complex : a tamagotchi-like game - 24/12/30 | I LIVED BITCH (version 0.9.4)

and how exactly to set them up?

Just talk to her on multiple different days. Bear in mind, sleeping on the bed doesn’t advance the date. The clock hitting midnight does

Is anyone experiencing no sounds in the game? I tried the Linux version.

You may be missing a package update, Game Maker uses Open Audio Library (libopenal1) for the audio if I’m not mistaken.

Also, I just uploaded a new version. Most of the issues that have been reported should be fixed, except for the Tetris ones that I haven’t been able to reproduce yet.
Now, time to start working on the next version!

I updated the font and added the unicode ranges for these alphabets (except Korean because I don’t understand which range(s) to add). It should be working, but please let me know if something still doesn’t work properly or if characters are still missing.

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Yes, in fact I missed openal to fix no sounds in both Linux and Windows (on Wine) version

Thanks, It works very good now.
(+ About Korean range, U+AC00~U+D7AF are used. )

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Time for a small progress report.

This month, I’ve been able to create all the new NPCs I wanted to introduce, 4 more in total. Two of them are a bit of a teaser for what I have planned further down the line, and one is a special NPC which will have a specific role in the game. I haven’t yet written any of the dialogue lines for these characters, but I plan on having that done before the update.

Next update will introduce events for at least Jenny. You will be able to interact with her, earn her friendship, and turn her into a feeder. If I have time, I want to write dialogues for one of the newly introduced NPCs, just to bring one feedee-oriented character into the pool of NPCs that can be interacted with. But Jenny will be my current priority.

I’m also pretty much done with the Maison Mocha. All that’s left is the mini-game, which I don’t think I will include in the next update because it will require a bit of work. I want it to be a management-like mini-game, a bit like the one in Yakuza 7 but much lighter and simpler.

Another thing I’m working on are expressions. I want to revamp it a bit so that characters are more expressive, and clean up the expression list for the default personality. There are currently 150+ different expressions for this personality (some of them being just very slightly different from each other), which is ridiculous. I want to limit it to 30 different expressions for the default personality. It won’t be a hard limit and I will let users create as many as they want for their custom characters, but the default personality should set the minimum requirements, and 30 sounds reasonable to me.

While I’m at it, I’m trying to make the face sprite more customizable. Up until now, I was using a single sprite for both eyes. I have separated the sprite into 4 different sprites per eye to allow more customization: the eye shape, eyelashes color, iris shape and color and eyes white color will be customizable. Here’s a small sample of what I’m working on:

expressioneyes_coloreyes_demon

And finally, I’ve started reworking the customization tools from the ground up. This time, I’m making it in GML instead of visual basic.
The main reason is that I want to be able to use the game engine in order to show previews in the customization tools, so that users can see exactly what their work will look like in-game. GML and Visual Basic are very different, so in order for me to show a preview in Visual Basic, I have to translate the code from GML and maintain two very different projects. By using GML for both projects, I can share assets and capitalize on code I have already written to save time and ensure I have exactly the same functionalities in Debucon and the customization tools.
The only issue is that Game Maker isn’t really made to create form applications… Especially, there’s no native solution to create stuff like dropdowns or textboxes in GML, so I have to make them from scratch. For some objects it’ll be relatively easy, but textboxes are going to be a real challenge. If I get this figured out, it’ll save me a ton of time on the long run.

That’s all I have for now. I’ve been working on a few more things, but it’s bit early to really talk about it. Pretty happy with my progress so far, but there’s still a lot left to do.

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[this place has shitty rules so I’m checking out. Enjoy the anti-AI circlejerk mods.]

@darnetal I had a simple question, so I looked at the code, and now I have a rant.

So I’ve been playing for a few weeks, interacting with Emma a lot, chatting, having her over and feeding her and the pet character their favorite foods… and the plot seems stalled. No movement towards becoming besties, or either feeding the other.

So I figure since the dialog and characters are supposed to be moddable, I’ll go digging in the files and find the line where it states what it takes to make this girl a feeder.

So I looked into the various character and dialog files… and there aren’t any nice, searchable statements like ā€œEmma.feeder++ā€, or ā€œEmma.feeder = 2ā€. Instead I’m apparently looking for about 6 lines (!) of bits of code in quotes, most of which has almost no information at all. Like, ā€œrelationā€: ā€œinā€ā€¦ this for a simple ā€œdid this thing happen yet or notā€ check.

The only thing I know for sure is the check is going to involve or be near the word ā€œfeederā€. So I search for that and… it’s everywhere. Anything that happens while this character is already a feeder, and all five micro-steps of it happening, are titled with the word ā€œfeederā€ in the title. It’s the best lead I have, so I search on.

Every so often I find a little tiny individually-wrapped bit of code that suggests Emma just became or maybe will become a feeder, and I get a breadcrumb to the next or previous micro-event in the chain. But for some perverted, godforsaken reason, the next/previous link in the chain is always in the other file full of alphabetised code snacks, and so far I literally can’t find where the check actually is. I think the part with the ā€œthis is what is requiresā€ is many steps away from ā€œnow she’s a feederā€. Why??

I’ve done this sort of thing with other games, games that were 100x bigger and with code that in some ways was way worse. It wasn’t nearly this hard, because finding the place the value I wanted was changed was easy, and once I got there I pretty much had to read, changing files once or twice in total.

I remember Stardew valley had almost everything moddable, and the mods looked a lot like your files, but they didn’t have the same trail of breadcrumbs problem. Maybe look at some of them for inspiration?

This problem would mostly be because those files aren’t intended to be modified by hand. In the future, I will release a tool to manipulate the dialog files and visualize them in a human-friendly fashion, but as long as the files themselves can be read by the game that’s all that matters for now.

Also, not all the code is in the gamedata files. for example, you will not find any code for basic feedee/feeder progression or friendship progression in the gamedata files, these are hard-coded. The gamedata files can contain a few events that extend those mechanics, but I don’t allow the players to meddle with how the base mechanics work.

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Update time!

I was sick for the last two weeks and couldn’t get much work done, so I’m late on my schedule. But I still did a few things in February.

First, I got a lot of work done on my new and improved version of the customization tools. It’s still a buggy unrefined mess and not every functionality has been implemented yet, but I got a good chunk of the work done and it’s functional enough to produce working game files. I also made a massive overhaul to the facial expressions, reducing the number of different expressions available by default while making the remaining ones much more expressive. There’s also more options to create more varied expressions in the customization tools.

small preview

I don’t think I will release this new version for now, it still needs more work. But once it’s ready, I’ll add it to the download list.

Regarding the game itself, I added a few new hairstyles and eyes options. I would have liked to work on more stuff, like two-toned hair colors, eyebrows shapes, face sizes or animal ears/tails/horns, but I haven’t been able to so far. There’s still a lot of work to do with the new dialogs and a few things I would like to adjust, and I would like to release the new version sometime between March and April, so I don’t think I will have time to work on many other new assets for this version.

messy_hair ponytail

I’m starting to feel a bit better so I should be able to get back to work, and hopefully finish the remaining must-have content quick enough.

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The customisation tools are interesting but nothing beats my excitement for that ponytail style. My collection of Aegis girls will be complete!

Yay, new hairstyles!

Keep up the great work! Looking forward to coming updates with more characters and locations :smiley:

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Update time!

Like last month, I made limited progress because I’m still a bit sick, but I did make some progress.

Most of my progress revolved around Jenny and her dialogue tree. I think I have at least half of her dialogues done, and having the help of Fathalia and TryHardS sped up the process quite a lot. But there’s still a bit of work to do. Jenny’s ā€œquestlineā€ to befriend her will be very different from Emma’s. She will also be a feeder, with more of a force-feeding and humiliation twist. I won’t have time to work on a feedee character for now, but the next one will be, promise!

I also realized that part of the interactions with her required another location, the nightclub, and I didn’t have it planned for now… So I dedicated a few days to this new location. I had a bit of fun with it and added a few small details (example below), but it may still feel a bit rushed ; I will add more details later.
dancefloor

I’m expecting to be done sometimes this month. All that’s left to do is to finish Jenny’s dialogues and fix a few details, so if life decides not to be a dick for a bit, I should be ready to upload the new version in a couple weeks.

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Keep up the great work! Also recover soon, the next update will be worth the wait! :smiley:

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Looking forward to it as always, take care of yourself tho

Hey there,

Started this game not too long ago and am impressed with how you’ve stuck with the project. Especially enjoy the writing.

Reason I’m here is that I ran into this error after, and I mean this literally, bumping into my laptop. Here’s the message it displayed:


############################################################################################
ERROR in
action number 1
of Create Event
for object oPreviewSave:

ds_map_find_value argument 1 incorrect type (undefined) expecting a Number (YYGI32)
at gml_Script_RefreshSaveList
############################################################################################
gml_Script_RefreshSaveList (line -1)
gml_Object_oPreviewSave_Create_0

Anything I can do to keep my save? Any help is appreciated

I’d need to take a look at your save file(s). Can you send them to me? It should be located at [user]\Appdata\Local\Debucon on windows and Home/.config/ on Linux.

Yeah it’s no problem. I’m on windows, where exactly do I find that Appdata file? It’s on my Local Disk right?