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!
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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!
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!
Ooops, ran out of condoms! Almost exactly a year ago I posted a little game as a thank you to my wonderful community. The community was invited to put in votes for what happened to stuck-in-the-wall Mira, and I tallied up the votes to give you the results. You can check out the recap for all of the votes here, if you're curious.
It's about time I delivered on my promise to give you an aftermath version! A big part of the delay was my lack of confidence with liquid effects. Luckily I've got some good practice on that in recent months, so I finally dove in and gave you all the sloppy results you earned with all of your votes!
And juuust in case you're curious what the "before" looked like, here you go:
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