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!
186 assinantes Visitor
Desbloquear
$11
por mês
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!
Assinaturas limitadas (27 de 30)
Delivery Man
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$15
por mês
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!
45 assinantes Friend of the Family
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$40
por mês
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!
[UPDATE: These links have been updated to v0.31.5, which fixes issues with low performance mode and texture-swapped clothing items, as well as a general interaction bug.]
Looking for the supporter password? You can find it here!
Major Update Features
New Events! A collection of short events and expanded interactions have been added across almost all of the different characters in A Very Full House!
Firebrand Events! Our itty-bitty-titty punk was a fan favourite in the supporter polls and came out with a few major additions. Now you can give her some very direct advice when you walk in on her masturbating, or neg her into joining you for a workout routine so you can get sweaty together.
Seriously, it's just a whole bunch of events! The Cheerleader got some! The Bully got some! Some gym class boys got some! It doesn't make for a thrilling changelog, but I promise they're fun!
Changelog
Added new corruption points to existing branches of Cheerleader and Nerd's homework event. (related to seeing her breasts)
Added new corruption points to existing branches of Firebrand and Nerd's events (related to seeing her breasts)
Added new Cheerleader x Nerd homework event, along with a new corruption point (related to her teasing him to get something)
Updated Cheerleader homework automation to properly put her in the teasing branch when appropriate.
Moved Slacker's movie events to their own file to keep things tidy.
Added small interaction with Slacker TV. When out of his room, he will leave his TV on.
Added Cheerleader event if Slacker is out of his room and he's left his TV on.
Added cutdown outfit version of Firebrand's couch clickable to properly reflect the outfit state. Also improved all versions of her couch art.
Added a couple of starting corruption points for Goth, unlocked when you get your nipples pierced.
Added short interaction while talking to Goth after having your nipples pierced.
Added interaction with Firebrand interaction while doing yoga. One branch adds a workout chore with Firebrand.
Added firebrand workout chore automation option for the Jock; includes a peek scene in his bedroom while they are working out.
Firebrand can now be asked to weed the garden. Includes minor branch if she is asked to do it while tanning.
Firebrand can now automate the weed the garden task.
Added new post-gym crowd event.
Busty bra-break gym event now only triggers after volleyball (to make room for other events; more expansion coming later)
Added new Firebrand masturbation walk-in options.
Updated dodgeball event to use crowd members, rather than text placeholders.
Added new Bully breast tease vent during detention.
Added new Bully masturbation event during detention.
Updated how crowd NPCs are displayed. New crowd_npc_display label takes NPC info and formats them appropriately, labeling them as crowd1, crowd2, etc.
Características
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!
Whew, it's been a little longer than I planned since my last post! After the release of v0.30 I was getting consistent reports of issues with the Android build, including reports from people who have been able to play without any issues before. I decided to spend a day or two getting to the bottom of the issue, expecting it to be some sort of minor Android setting or permission that needed to get tweaked.
Before I dive into my story, here are the links to v0.30.4. The links on the pinned release post have also been updated.
PC Mac Android This update includes some major performance improvements, particularly for low memory systems. If you're playing on Android the game will automatically launch into "low performance" mode. The default textures will be downsized from 4096x4096 to 2048x2048, and expensive menu animations will be skipped. The texture downscaling can take a minute or two to complete, but it only needs to be done the very first time the game is started. PC players can swap to low performance mode from the preferences menu.
As a quick benchmark, here's the RAM usage on the main menu (a worst-case situation, with six characters shown at once):
v0.30.2: 3.5 Gigs
v0.30.4: 1.5 Gigs
Now that the practical stuff is all out of the way, let's talk about why this took a week to get sorted out. Buckle up, it's going to get nerdy!
First up, I needed to get an Android testing environment set up to try and recreate the issue. Until now I've trusted Ren'py to spit out an Android version that worked equivalently to the PC version, but that wasn't going to cut it any more. I dove into the world of Android emulation and, after some trial and error, got A Very Full House running on the emulator BlueStacks.
With my emulated Android machine running A Very Full House, I needed to figure out how to get the crashing issue to trigger. I had been assuming there was some Android specific problem that my script-searching code was running into. Unfortunately, it seemed like everything was working as expected. I experimented with different emulator settings, different Ren'py settings, different device profiles, CPU counts, and rendering options. None of them produced the crash I was looking for.
After a day or two of digging through all of those options I stumbled on the cause: A Very Full House would crash (silently, to the home screen) if the Android device didn't have enough video memory+RAM. Setting my emulated system to a minimal amount of RAM I was able to finally get a reproducible crash.
Running out of memory for textures is an obvious crash source, but I had ruled it out right at the start. I had players who had played previous versions of AVFH, but were suddenly crashing on the new version. There shouldn't have been any increase in memory use between versions - the new additions for the MCILF all fit onto existing texture sheets. Why was the new version using more memory now?
Well, it turns out a Ren'py update had tweaked how Live2D textures were represented. Rather than storing Live2D textures as an "Image", which I had set to oversample (using less RAM), they were now being stored as an "UnoptimziedTexture", which you might guess is... unoptimized. The UnoptimizedTexture class still took the "oversample" parameter - so my didn't crash - but that parameter was ignored and full, uncompressed image was loaded into memory.
Once I figured out what was happening - which had taken four days at this point - swapping back to the Image class was fairly easy. This got us back to pre v0.30 levels of performance.
But I wasn't satisfied. Now that I had a solid test environment I decided to go further and trim the Android version down as much as possible. Most of the memory use for AVFH are the large texture sheets for the Live2D images. Oversampling the textures could reduce the memory use for the "surface" that Ren'py showed on the screen, but it couldn't help with the memory needed to read the file in in the first place. To do that I would need to downsize the textures themselves.
Luckily, Ren'py had added some tools for rendering out displayables to files. With some coding (which took two more days, including testing) I had Ren'py automatically generating it's own 2048x2048 texture set from the master textures included in the game. I considered including a pre-rendered set of 2048 textures to avoid the startup delay, but I wanted to avoid complications with exporting Live2D models. Having the smaller textures dynamically generated ensures only the most up-to-date textures get shipped along with the game, and keeps the file size small as an extra benefit.
So, that's what's been keeping me busy! I hope the new performance modes make for a smoother experience for all of you, particularly on lower resource machines. Tomorrow I'll be back with a patron focus poll, and we can get to work on v0.31!
Already depth-first-searched what's coming? Grab the new version right now! [UPDATE: These links have been updated to v0.30.4, which includes some significant improvements for the Android build and a low performance mode for lower end PCs]
If you're looking for the supporter password, you can find it here! Thank you to all of the people who support A Very Full House, you're the ones making this whole thing possible!
Major Update Features
Text Bubble Dialogue! - Gone are the days of all bottom text, the era of text bubble based dialogue is here! The text bubbles come along with display and fade animations that make the whole process of interacting with NPCs feel very smooth. I could explain more, but I think a picture is worth a thousand words.
Better Menu Art! - Dialogue is important, but clicking through menus is involved in nearly every interesting event in the game! So, that's been updated too! Buttons now display some added graphics related to the "vibe" of the expected results, so you know if an action is likely to add Arousal, Control, count as completing a chore, make you money, advance time, and so on. What, you want another picture? Alright, fine.
Corruption Progress Hints!- The new buttons have one more trick up their sleeve: they contain info about what that button leads to. If a button has a pink ring, it's never been picked before. If it has a bright blue ring it's been picked before, but it leads to a menu with unpicked options. And if it's gold, it leads to a corruption point that hasn't been collected yet! These button states are calculated completely automatically, so they'll be applied to new content (and modded content) auto-magically!
New MCILF Details! - two new short hair styles, two necklaces, and an earring set give you some new options to play with when you're dressing up your own personal MCILF! Nothing complicated here, just some eye candy!
And for you detail-oriented people, here's a changelog:
Switched characters from normal narration to bubble narration.
Made text bubble location/side procedural, instead of needing every statement to be manually placed.
Menu statements with character narration now display narration as a thought bubble in the center/above the menu.
Added bubble animation on show/hide.
renpy.notify now wraps position after 20 messages if messages are still being displayed - More useful for debugging with lots of message generation.
Adjusted menu code to eliminate unnecessary 2nd menu page when there's only 1 option, placing it in the "prev/next" line space.
Increased cache size, limited prediction to Live2D models (which were the only things heavy enough to require it)
Removed Crowd.__call__, speech is now handled by it's parent Person.__call__ to ensure identical behaviour for all characters.
Replaced default bubble art, with different colour accents depending on gender.
Changed change_location code to prevent old locations from being cached unnecessarily.
Added new button art, composed of multiple pieces that can be altered depending on context.
Added MiraMenuOption class to handle button construction. Should be backwards compatible, unless mods were doing something _very_ weird with menus.
Buttons have three variable sections, in addition to text: a left accent, a right accent, and a ring colour.
Added left accent button art for actions that pass time, that end the day, and the change location.
Added right accent button art for actions that are part of a chore, influence Arousal, influence Control, reduce Stress, or influence Money.
Added ring colour art. Grey ring is default, for options that don't trigger any of the other interesting options.
Added pink ring colour. Menu buttons that have never been selected before are given pink rings.
Added search_nodes() function to parse Ren'py script and look forward for some condition.
Added blue ring colour. Menu buttons that lead to other menus with unpicked options are given blue rings.
Added gold ring colour. Menu buttons that lead to a "add_corruption_tag" call for a tag you or an NPC doesn't have yet are given gold rings.
renpy.notify no longer restarts interaction when called; plays nicer when called by internal functions.
Added default return statement to continue supporting old saves. Also updated Outfit and OutfitManager classes to ensure save compatibility.
Added tooltips when hovering buttons, explaining what button accents mean.
Added sneakers, replacing the default slips for the MCILF's workout outfit.
Added necklace and earring outfit slots.
Added pearl necklace and gold chain necklace. Added hoop earrings.
Added two short hair styles, along with mall event to change between long and short hair (for a price).
Added ability to toggle between short hair styles at a mirror.
Added themes to all of the menu options for events already in the game (so... so many.)
Menu buttons can be right clicked (long pressed on mobile) to toggle if the option should be flagged as having been chosen before.
Added menu option to reset persistent menu data so all options will appear as new/unpicked. Added a confirmation step so it's not done accidentally.
Bug Fixes? In My Full House? It's More Likely Than You Think!
Hey everyone! v0.29 had a couple of oddball bugs turn up that I've spent the last day tracking down. To quash them I've updated the build version of Ren'py that I'm using from v8.1.2 to v8.3.2. I've also tidied up how I was flagging displayables to be predicted (ie. loaded into RAM), so everything should run more consistently now. Hopefully this helps with some of the compatibility issues people have been running into on Android.
I've updated the links on the pinned post, and you can grab the new (v0.29.5) versions here: PC Mac Android
Changing to a new version of Ren'py has the potential to break strange things, so be sure to let me know if something's not working the way you expect.
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