v0.30 Release! Come and get some!
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]
[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]
PC
Mac
Android
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
Mac
Android
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.