You're stopping by to say hi and see what's going on with development in depth and in game. Not only will you be able to see all of the Patreon NSFW posts, you'll also be given access to the most recent version of A Very Full House. This is the tier if you want to stay perfectly up to date on development!
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Delivery Man
You're stopping by to say hi, but with a purpose: buying Mira (Me, the dev) lunch! This tier has exactly the same perks as the Visitor tier, but you're paying the price of a large pizza. With your membership Mira can justify having someone else make her food and spend more time writing, drawing, and coding! This limited edition tier is perfect if you want to know exactly where your money is going and help speed up development!
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Friend of the Family
We're glad you stopped by, come on in and see what's going on! At this tier you receive access to all of the patron exclusive posts, access to the most recent version of A Very Full House, and the ability to vote in development polls! Polls will be held at least once a month, but sometimes more often if Mira needs lots of input. These polls are your chance to directly influence development and help decide what characters will be added to the game first, what outfits will be added for different characters, and what special events should be added into the game. This is the perfect tier if you want to directly help with the development of A Very Full House!
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Housemate
You're not stopping by, you practically live here! This tier includes all of the benefits enjoyed by the other tiers, plus a place for your name on the in-game patron thank you page! This is the tier if you want to be way too generous and really help speed up development!
If you're a supporter and want the password for v0.36 you can find it here! If you aren't a supporter, now's a great time to consider it!You'll get access to a bunch of extra perks like a cheat menu, some alternate outfits, and a corruption point tracker to help you find every bit of content! A Very Full House is entirely fan funded; your support is what makes this whole project possible!
Major Update Features
The Jock's Nighttime Workout! - Pick up a new workout supplement for Brandon and be amazed at the amount of energy it's given him! So much energy, in fact, that he just can't get to sleep! Find him late at night in his room and help him work out all of that pent up power with a series of fun "exercises". I've also improved some of the art assets in Brandon's room, since you'll be there a little bit more.
Coloured Caves of Grothnar Art! - Exactly what it says on the tin: the Caves of Grothnar video game locations have been given a glow up with some coloured and shaded art!
Improved Menu Code! - AVFH's menu code has been updated to play nicely with Ren'py and remove the need to redraw the whole screen when hovering/unhovering. That means a much smoother experience when scrolling over a bunch of things on screen!
Refactored Button Requirement Code! - The code that handles button requirements has been completely refactored, transforming it into a highly extendable Class based system. It is now possible for mods to add their own button requirements, change how button text is displayed, and change existing requirements, all without overwriting the base files. That means multiple mods can all implement new button logic without causing conflicts!
Bug Fixes, Animation Improvements, And More! -- There have been so, sooooo many little changes, tidying up little issues all throughout the game. Animations for condoms and climaxes have been changed so they are displayed on the male character model, tan effects are fixed in a variety of situations where they were broke before, outfits are properly applying their bra related boob-lifting effects when tried on, and a bunch of other stuff! If you're curious you can read through the huge changelog down below!
Screenshots
It's like a whole new game!Ah yes, a very reasonable amount of cum :P
Changelog
Updated to Renpy 8.4.1
Nerd is now asleep during the Morning time slot after his 'Caves of Grothnar' raid. House stability decrease only triggers if he isn't woken up in the Early Morning or Morning.
Tweaked tootlip fade in timing.
Refactored choice menu to eliminate some redundant Fixed displayables.
Properly centered menu options.
Refactored choice menu buttons to avoid costly interaction restarts. Menu buttons now always have a hidden tooltip that is revealed when hovered.
Menu buttons now properly place hotkey buttons underneath the foreground image (no visual difference atm, but might matter eventually).
Added MiraMenuRequirement class. Subclasses of this class are used to handle button requirements. Includes pass/fail logic as well as display control. Note: These are static classes, they are not instanced.
Mods can now add their own menu requirements. See 'Classes/Display_Classes/MiraMenuRequirement.rpy' for more information on how this is done.
Updated MiraMenuOption to use MiraMenuRequirement structure.
MiraMenuRequirement returns a set of results that can be modified by subclasses. Currently used return values are 'enabled', 'slug', 'npc_requirement'.
Added {arousal} text tag to quickly insert an arousal icon into text. Also includes an {alt} tag wrap to describe the image for any functionality that uses it.
Added {corrupt} text tag to quickly insert a corruption heart icon into text. Also includes alt text.
Added {stress} text tag to quickly insert a stress icon into text. Also includes alt text.
Added {control} text tag to quickly insert a control icon into text. Also includes alt text.
MiraMenuRequirement _pass_slug and _fail_slug functions can return a 'string', a tuple of ('text', 'colour_code'), or a list comprised of either of those. Tuples allow colouring parts of the text.
Menu button argument 'tag_requirement' now only checks chore_list for tags. Updated a couple of events to use new requirement keywords.
Menu button argument 'corruption_tag_requirement' added. Checks the MCILF for the given corruption tags. Can be given a string, a tuple (displays the second element, optional third on pass), or a list (iterates through previous).
Menu button argument 'npc_arousal_max' added, mirroring the existing 'arousal_max' requirement for the MCILF, but for whatever NPC is set with 'npc_requirement'
Made subscript text 65% of base font size, up from 50%.
Added warning notifications when starting a test build or loading a game in a test build. The warning can be suppressed by adding a file 'ignore_test_warning.txt' to the game file.
Made the version number more prominent. Added some simple animations the version number if playing on a test build.
Did a better job making sure characters finish sliding in when starting conversations.
Added an aesthetic fade to black when loading saves.
Fixed path scry failing on nodes that lacked parameters or keywords.
Fixed path scry failing when attempting to get character stats.
Prevented the MCILF from napping on the very first morning and missing the early shower scene. Should help direct new players without overwhelming them with options.
Prevented the MCILF from skipping time with her phone on the very first morning and missing the early shower scene.
Fixed some improperly named animation calls for the MCILF that resulted in her boobs being less jiggly than they should be.
Updated art for Jock's weight set.
Improved Jock bedroom base art.
Added boob lift animation for new Jock event.
Added new Jock event when getting groceries.
Added late night workout event for Jock. Multiple paths through the event, including six different sex/tease options and a ton of cumshot options!
Added 'First Fuck' corruption tag for the MCILF, Jock, Slacker, and Nerd. Added in any event that triggers the 'Person.gave_vaginal' sex stat event.
Added two new corruption points for the Jock and one new corruption point for the MCILF, all added inside of his workout event.
Added 'Brotein Powder' quest. After picking up Brotein Powder the first time you'll be able to stock up on it any time he's low and you go grocery shopping.
Added a 'female_climax_threhsold' to the common values list, equal to 80 arousal. Updated some events to reference this instead of having a magic number.
Added colour to Caves of Grothnar location art.
ChoreList.check_tag_time_remaining() now takes an optional 'default_value' parameter. If the tag is not present the default value is returned (default is None).
Thought and speech bubbles now animate at 60fps, reducing jitteryness on high refresh displays.
Nerd is no longer summonable when he is raiding late at night (currently no difference; might matter for future events).
All bed NPC images no longer hide when interacted with.
Fixed the kitchen table being off by one pixel.
Fixed lifted boobs being shaped strangely inside of the boob frame.
Speech bubbles for NPCs not currently displayed are now displayed even further to the left, as if coming from off screen.
Fixed one Firebrand chat->tease branch giving Control instead of Arousal (if only it was that easy!)
Mirrored condom and climax animations for men in many events. Should ensure condom state is properly displayed. I have plans for updating the animation and frame system to make this more streamlined.
Updated Jock, Slacker, and Nerd Live2D models to properly display condom cum bulges. Improved condom cum bulge transitions.
Fixed several events that weren't setting the 'is_hard' flag for Nerd, Slacker, and Jock.
Fixed bathroom door having two door knobs.
Fixed MCILF minified work outfit not respecting underwear set rules (like lifted boobs) when trying it on for the first time.
Person.apply_outfit(new_outfit, new_underwear) now automatically applies the person's current underwear if new_outfit is defined but new_underwear isn't. Hand new_underwear = False to explicitly not include underwear.
Updated some outfits to have ignore_underwear_tags, unlikely to change anything major.
Fixed some tan effect layering issues that was resulting in swimsuit tans being applied over some pieces of clothing.
Fixed some similar tan errors in the pussy, boob, and butt frames.
Fixed blowjob frame using wrong parameter name for tan effect, resulting in no tan being applied.
Fixed Cheerleader's masturbation help button using the expected Control cost instead of the Arousal cost.
Fixed some incorrect variable comparisons in Caves of Grothnar code.
Removed redundant scene statement from change_location label.
Fixed Nerd being displayed behind the bathroom door when peeking through it.
Features
Gain access to feedback polls for each game update!
See work-in-progress and practice artwork from Mira!
Unlock bonus in-game content as a special thank-you!
Hey everyone, this is just a quick check-in from me to bring you up to speed on development! My last few days have been focused on fixing up all the edge cases for the new outfit code and getting it as bug-free as possible before I go and complicate things by adding new content on top of it.
As part of the bug hunting effort I've released a tech test build over on the Discord. This build has exactly the same content as v0.36 but with the new outfit code implemented. In theory the two builds should function (near) identically, so you aren't missing out on anything but problems by skipping it. On the other hand, if you like finding bugs and helping me make the game more stable and enjoyable it might be exactly what you enjoy!
Things are looking pretty stable so far, so I'm working through my backlog of non-critical bugs and general to-do's. Assuming nothing horrible shows up in the bug tests I'll be back in a few days with another update and a poll with some new content options for you to weigh in on!
Madison's Public Relations, Update Progress, and a Poll!
Hey everyone, I'm here to give a progress update and let you know what I've been working on for the last week or two!
First up, AVFH work. My focus has all been on moving the outfit system into 'init' time. In Ren'py code can be put into two categories:
Init time. Short for initialization, code in init time runs each time Ren'py starts up. Generally this is where classes and functions are declared, as well as any parameters that shouldn't change during an individual game. Variables set during init time are not saved, so any changes made to them are reset the next time the game is started.
Script time. This is all of the code that exists inside of the actual game script, and covers all of the stuff that is expected to change between games. Variables set during script time are saved along with your game, so their state is specific to that save. Updating the code after the code has been run won't change what those variables are set to!
Outfits (meaning the code construct that represents what a character is/could be wearing) were originally defined in script time. Characters would be changing in and out of their outfits, unlocking new outfits, etc., so outfits being saved along with the rest of a character's stats made practical sense.
Over time having outfits in script time has become more and more awkward. Changes to the code for outfits required a specific patch to update old save data, and it was a frequent source of game bugs. It also meant I couldn't link locations (defined in init time) to outfits, because the outfits don't exist until a game is actually running.
Moving the outfits to init time was reasonably easy. The only tricky bit was handling how outfits would be "unlocked" now. Now the 'Household' class handles that, storing a list of outfits that have been unlocked in a particular saved game so far. Maintaining save compatibility turned out to be **waaaaaay** trickier, though! Because old games already have definitions for all of the outfit names Ren'py overwrote any values set by an init block. Renaming all of the outfits was a possible solution, but would have meant a lot of looking through existing events and updating references. Instead, I created a set of duplicate references to the same init outfits and delete all of the original references one an old saved game is loaded. Then I can safely re-assign the outfits to their original names, solving the issue. In theory saves from way back in v0.4 should still be loadable!
There are a lot of other related code things that I've updated, like texture replacements (used by mods that want to add clothing, as well as a few of my own events) and outfit groups (new this update, used to organize outfits so an NPC can grab the correct one), but that's all technical boring stuff. I've written enough boring code stuff already so let's move on!
The next order of business is the actual v0.37 update. With the outfit code all working I'm able to actually add some new content now! Obviously this update is running a tiny bit behind schedule at this point, so my question is: Do I aim for a small release with a small bit of content, or take my time adding a big pile of content? A small release would help me get back into the routine, but could feel underwhelming after such a long wait. A bigger release would mean an even longer wait, but might make the wait seem a little more worth it. I've enabled a poll down below, so go let me know what you think I should do!
And lastly, I've got some practice art for you! Bullying Madison is my comfort art, apparently, so I've been finishing up part 2 of her "public relations" trip.I guess we DO all turn into our mothers. If you want to add a comment, like, or retweet you can head over to Twitter. Your votes help motivate me to draw more AND feed the engagement gods so more people hear about A Very Full House - a win-win!
That's all for now, I'll be back with more news about the v0.37 update in a few days! If you're curious about anything I'm usually hanging out on the Discord, so come by and say hi!
Hey everyone, I thought I should stop by and give you a rescue cat update. Unfortunately, it's not good news. There's no AVFH info here, so feel free to skip reading this if you want.
Onto the cat news. After getting a skin graft his stitches weren't looking great, so I took him to a vet that was more equipped for serious cases and major surgery. They did some diagnostic work and found he has Feline Immunodeficiency Virus (FIV) and Feline Leukemia Virus (FeLV). Neither is curable, and both impact his ability to heal wounds and fight off infections. This explains all the difficulty I've had getting his big wound to stay closed. He may have caught both in the same fight that got him hurt in the first place.
On their own FIV or FeLV have moderate life expectancies, but with both and a major open wound there's not much that can be done. Right now he's at home with me enjoying a healthy dose of painkillers and all the wet food he can eat. Tomorrow I'm seeing my local vet to make plans for saying goodbye before he's in too much discomfort. In the meantime I'll be giving him as much fun stuff to do as possible.
I'm sorry this isn't a happier update. Thank you all for being understanding about the progress delays while I've been trying to help this guy out. At least I was able to give him somewhere safe and comfy while we figured this out.
I expect this to be the last cat post, and we'll be back to much happier posts about AVFH within a week.
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