[PUBLIC RELEASE] 0.2.3.14 is Live!


TL;DR: New version public release! THIS BUILD HAS NEW VARIABLES, so until I figure out how to add previously undefined variables to the data of a save file after you load it, YOU WILL NEED TO START A NEW SEASON 2 PLAYTHROUGH OR YOU WILL GET AN ERROR ON THE MAP SCREEN! 

Download 0.2.3.14 here: WCA Season 2 Homepage or at the bottom of this post!

Now, for those who wanna read what's up:

Thanks to more people signing up on the support sites, we're doing public release a day early! As Bruce Buffer would say... "IiiiiiiiiiiiiiiiiiiiiiiiiiiiiiIT'S TIME!" This new build finishes Season 2 Episode 2 and introduces a batch of side story scenes each for a few of your favorite girls.


Excited to get this update out, and you may notice a fancy ".14" on the end instead of the 0.2.3.0 that the Supporters got. Well, thanks to their feedback, a couple of changes were made.

In 0.2.3.1

  • A couple of typos were corrected
  • Blossom's unlock tag was placed too late to be able to play her second scene, as that scene was only available during Lunchtime. Her unlock tag was moved to the beginning of S2E2 so that way both of her scenes can be played
  • Debug Menu was accidentally left on, and it's now turned off
  • New Season 1 Playthrough was accidentally left on, and it's now turned off

In 0.2.3.13

  • Bugfix to Blossom's B scene
  • Bugfix to the secret character still being selectable after her A scene

In 0.2.3.14

  • Bugfix to the nighttime map not showing up

A MASSIVE thank-you to everyone who has been signing up to the support sites, as well. Makes a huge difference. For those who want to support and help us get updates out even faster, the links are here:

SubscribeStar (Preferred)

Patreon

If you know of any other support services you'd like to see us add to this list, let us know! Been considering Ko-fi and a couple of others. There's one with a Japanese name that's meant specifically for AVNs I think, but I can't find it again for the life of me. If anyone knows it, lemme know!

Also, feel free to hop into the Discord to chat with me and the community directly, as I have that on my phone and typically respond a lot more often than on here. Bug reports and requests get handled a LOT quicker on Discord. There are also lots of previews and animation tests I share here and there, and a nice and spicy art section!

Anyways, enjoy the new build! While you're on this, we're hard at work on S2E3!

-Vic

Files

[PC] WCAS2-0.2.3.14 870 MB
23 days ago
[MAC] WCAS2-0.2.3.14 838 MB
23 days ago
[ANDROID] WCAS2-0.2.3.14 860 MB
23 days ago

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Comments

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the gargoyle lady is the most intriguing addition. kind if stiff, though, and not a talker it seems :)

> so until I figure out how to add previously undefined variables

you have a few approaches for this

* add missing variables with "default bla = value" to initialise them with a base value, when they already had a different value in the save game they are not touched

* use "label after_load" with constructs (in pseudo-code) like "if <var> is unset / <var> = <bla>" (or open a menu to ask the user, or check the value of old vars to set the new value, ...)

* catch missing vars in the game flow to open a menu and ask the user (or silently set the vars) [after_load is probably easier and better to manage]

Someone in F95 wrote "if variable is not in global ()" to detect variables that don't exist yet, and I may use that method.

And I'm glad you like her. She's a little shit. :)

could work but I thought global variables have to be declared separately and it does not return local variables?

but don't trust me on that, it's half-forgotten half-knowledge :D

and the 'little shit' characterisation makes me even _more_ curious, looking forward to see her arc unfold

From what I understand, local variables start with a "." and I only use those in the quest files. The main script has the _met variables that control the icons in the map and whether or not they should be greyed out by comparing the quest and maxquest variables, which are also not local.

If I'm remembering correctly.

ah, sounds plausible, certainly worth a try then with global()

when everything fails, this should work, using the underlaying python interpreter to access renpy's variable store


if hasattr(renpy.store, variable):
    # 'variable' is defined
else:
    # 'variable' was never set/used before

keep up the great work, 'twas a fun ride so far

Interesting. I may have to see a full example of this using one of my variables to get the syntax right. But thank you!

I think there's a way to have a one-time popup when loading a game.
From my limited understanding, I think it works something like this:
It runs a check for a variable when a save is loaded. If it doesn't find it, then the popup appears (I say "popup," but it's just a dialog). Then you can tell the player what you need to and throw up some prompts for them to fill out all the previously untracked variables.

I've seen other devs do it before when they release an update but forgot to track something and so they throw that in there until they can get an actual fix in the next update.

> one-time popup

"label after_load" with conditions (e.g. a block where you set a tracking var [loadcorrectionseen = True or whatever] and the block is only run when loadcorrectionseen != True)

nice i have bin waiting for it nice Job Vic

(+1)

Cheers Vic