Forks: A Weight Gain Visual Novel (Cancelled, all assets posted for everyone)

Lies and slander.

At the risk of being “That Guy” and potentially getting myself in some rather hot water, wouldn’t the tracker just need to be set to show such and such a number when this route/flag is tripped, or is there something far more dynamic at work than I’m aware of? I will plead ignorance, as I’ve barely escaped the Stone Age. Not quite sold on this “loom” invention, either…

Will we as players be able to record observations, or is that menu strictly for Alex in-game? As silly as that question might seem to ask, I usually have a doc open, and make jot notes while playing. Had to get away from paper because my dog kept attacking it when I left it on the floor.

Now those are very interesting words. I don’t dare even ask for clarification because that would totally ruin the joy of discovery.

Everything you guys have done so far has been amazing, and I can’t wait to see the end result. Best of luck with all the writing.

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Not the dev but it sounds like he wants there to be graphs showing weight increasing or decreasing at each interval from the start of the game. Just showing weight as a number would be easy but making a graph like that seems much more complicated.

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I apologize in advance if this comes off as hand-wavy, but wouldn’t it be possible to use the already existing functionality in RenPy to render a series of vertical bar graphs to show weight over time? If you store the weights in a list (or dictionary) and call the last, say, 8-10, weights, you can render them out as bars spaced evenly across a chart (and styled however, based on what you declare in RenPy)… if that’s a thing you wanted to do. Drawing an actual line graph is a bigger pain in the ass (but still technically doable - if you need help, please give a yell; I’m not an expert at this stuff, but I’ve run into a similar problem making a similar game).

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A bar graph, that’s a wonderful idea! I got so hungup on a line graph that I couldn’t even see the tools Ren’Py already had available :sweat_smile:

If that fails, then there’s always a text list. I always need to be aware of how I might need to limit the scope of things. It’s already happened with in-game texting. I’ve got it mostly working, but it’s sending/receiving multiple texts in real time (without using multi-screen or ynvl mode) that had me stumped. No problem, just gotta send/receive one at a time, then store the history! That’s at least a way forward.

Anyway, thank you very much for that flash of insight. I needed it :grin:

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And I’m kind of surprised it took me re-reading a couple of the old posts before I noticed it, but:

  • alexhome

  • alexhomelake

If I’m interpreting these two correctly, I can only wonder what her parent’s reaction will be when she comes back from campus 2-300 pounds heavier than when she left…

So unbelievably stoked for this.

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Hey, you’re welcome. I’m glad I could help. If you need any help coding anything, give a yell.

Inspired by Forks and A Piece of Cake, I started learning Python last month (I’m a web developer by day), and it’s been a lot of reading Ren’Py docs since then - hence the knowledge of the bars. The other option would be to add the weight integers to a static grid to create a dot/point? graph - drawing the line in between them is much harder - because you can use xpos and ypos to position objects with custom screens (which you seem very comfortable with). Here’s a pretty basic thing I did with a simple character creator and home screen:

I’m hoping to dump snippets of code around here once I’m done converting the game, so if anyone needs help in the future with stuff (or during game jams), they’ve got a starting point.

EDIT: Sorry, this is what I was converting - A Piece of Cake / C'est de la tarte (le français)

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How similar are Python and C++?

Depends, syntactically wise they are night and day. System wise Python makes use of a fair amount of C++ standard libs.

Hmm. I took some C++ courses back in college. About a decade ago…

Python use a interpreter and c++ use a compiler, the interpreter in simple term process part to part of code with according use, but a compiler make process all, but this make that practically the programs making in phyton are more slow that in c++, also the syntax is diferent(really this is the minor), but I know that the asignamient of memory in variables is automatic in phyton, in c++ this have that be specified, in esence are cosiderably diferent, phyton can use library of c++, though this is not some that make similars.

Hmm. C++ can do automated variables, you know, even if pointers are a nominal thing for OOP. But I hate pointers, so I stopped studying it at that point = P

Not really, and for these reasons:

  1. You specify type data when creating a variable.
  2. You assign the amount of memory you need in based a how much use of variable
  3. You say when free the memory space, else generate junk data

I love when people get perceptive like you! The reason for current “offness” in the new puppet is that Alex is going to gain aloooot of weight. In prep for this, Tron and FoxFire made the puppet of Alex skinnier version proportions just a bit askew. This allows the weight to be drawn in more detail since it will be taking up the space that was once occupied by say a thigh gap. At least that’s what I gathered from what Tron told me since I’m one of the script testers. As shown in the original body models of Alex, her stomach is going to be very big. Which is why the torso is so elongated as opposed to the older version of her. Hope this helps :smiley:

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That character creator looks amazing! Can you by chance provide me with the name?

I played the demo one or two month ago and this is a very big project I’m pressed to play to when it will be completed. You’ve got all my support !

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Absolutely. It’s the custom upgrade/update I’m making for A Piece of Cake / C’est de la tarte. I’m hoping to help anyone making Ren’Py games with custom code made for WG games.

I’ve been dumping code snippets via the game’s Discord so far, but if you want, I can share everything here (in another thread, I already feel bad I’m polluting this one).

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Hey, everyone! Hope you all had/continue to have some fun holidays! FoxFire and Ars are on break until early January, and I’m just about to take a quick vacation too. I wanted to give an update of where we’re at, as well as what we’ll be doing into the new year:

  1. Before break, FoxFire finished two more backgrounds, which completes the three planned generic University exterior shots.


    These are just the Winter shots, variants for each season are also done. Once FoxFire comes back, he plans to start working on Alex’s dorm room.

  2. As soon as I come back from vacation, I’ll work towards finishing the script. Had I not gotten sick and swerved into the GUI for so long, I likely would’ve met my goal for finishing the script this year. So close, but solid progress was made nonetheless!

  3. After the script is complete, it’ll be sent off to testers. Once they’ve cleared it, I’ll make another giant pass to the current script, implementing the new UI functions and trying to get the story moving sooner. Don’t want to talk to Ryan at the beginning? You hopefully won’t have to in the next demo!

  4. Once FoxFire finishes the demo’s backgrounds, he’ll move to CGs. Once the CGs are done, he’ll be finished with all major visual assets, and will start a polish pass.

  5. I’ll spruce up the GUI further, fixing the remaining bugs and getting it ready to release.

  6. The release candidate will be given to the testers. Once everything’s green, I’ll edit the first post in this thread and release it here!

Unless something totally unforeseen happens, 2020 should be the year this demo releases. Shoot, the whole game might if we work fast enough :sweat_smile: While you shouldn’t expect content updates for a couple of weeks, I’m always happy to answer questions. Those are easy :grin:

@jarlewski Thank you for the offer! There’s a tenacious little bug that I’ve been trying to squash, and if I still haven’t found a way after a code cleanup, I’ll probably contact you.

@notmaebarakeiichi Thanks! It can get overwhelming when you realize what all you can need to make a game. Serious respect to those that can make entire games by themselves, I’d be lost without my team. :relieved:

FoxFire, Ars, community editors/testers, my lovely wife, and shout out to @queenfatty from this very thread for her help with the script. She helped me through a major writer’s block that’s going to make the game that much better for everyone!

WG as a whole, really. This game wouldn’t have gotten this far without all of you!

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A general review of what I like so far, and what needs work. Spoiler alert! As far as I can tell, I'm not very far into it yet. I'm playing on Debian 9, and installation was...

I should also add, I’ve never used ren.py before but if you want someone who knows how to do some pretty fancy stuff with python, let me know.

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Forgot to add:

  1. big hips grace is best grace
  2. the red highlights in her hair in the earlier design align with her personality very nicely. I’d love to see those make a return.

Oh, and the amount of contours and shadows in the new Alex belly is distracting and doesn’t look realistic for her size. Still an improvement overall.

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Hey, everyone! Wanted to post a quick update and say that we’re all back, and have been back at 100% since Monday. Foxfire’s even got a new background done; let’s compare from the very first post in the thread:

Aww yeah, feel that progress! All four seasons at day and two at night, Alex’ll have so much to see out her window! Also added some things that actually show up in the narrative, such as her mirror.

As for writing, I’m grinding through the end of the demo to finish the first draft. How about some new lines with no context?

Trouble in paradise, or just some Jenga action?

@e123b I know I’m late, but thank you so much for the feedback :grin:! Getting cellphone chats working 100% without a web of code and variables has been a real thorn, so I might contact you about that once I go back to UI. As for your feedback, is there any way to format spoiler text? Thankfully, there won’t be anything heavy here; I’ll go through your bullets:

  1. Yep, that scene’s from an earlier draft, and it needs more massaging to get it clicking with the current version. Hannah’s reaction to Grace also no longer fits, and I’ll be working in ways to make it less of a surprise for everyone.

  2. Believe me, if we had infinite time, we’d love to do it! We do plan to for a few simple shots like that, things like Alex’s plate in the first cafeteria scene, but it’s an unfortunate balancing act between time and content. After this demo, we’ve still got at least 27 character portraits + outfits :stuck_out_tongue_winking_eye:

  3. Fixing those hands, that’s right!

  4. Funny enough, I still have an idea for a 16-bit style RPG that Alex and Rea play together, utilizing Live 2D for their avatars. It’s just that there’s so much important core to fill out that it’s always been near the end of the line.

  5. Ha, YES! I had always meant to do a second edit pass before posting the first demo, but never did! I caught that “through” later and fixed it, along with several other mistakes. Can’t believe I missed some of those :sweat_smile:

I hope you enjoyed the rest of the demo! I aim to keep doing everything you liked about it.

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