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File 136125104326.png - (182.55KB , 816x738 , pokerprogress6.png )
67641 No. 67641 ID: 65449b

Whoa what's this?! It's a strip poker executable that isn't terrible! That's right, this baby will run on your machine without any modifications or hassle! And compiling new modules? It's a breeze! You can even customize the GUI and the cards themselves! Amazing!

And it's free, from you to me! It's taken me 4 days of development to get to the point you see in this picture. Now, there is one catch: It's not quite done yet. I need to iron out the bugs, tweak the AI, and whip up a character selection screen before I can release it. The last is the most important, since right now I'm selecting characters from the command line, and that won't work on a compiled .exe.

But, when that's all done, I'll convert the poker .dll's I have into modules for this, package it all up, and release it and the source code. You can expect that probably by Friday, February 22nd at the latest, but I'll try to get it out earlier.

So, this will be a poker .exe you can run easily, with modules that can be easily made and added, and you'll be able to put together GUI and card packs and distribute those freely, and you can take a look at the code and try and debug it for me.

I've got a few goals for this beyond what's going to be in the initial release:
* Up to 4 opponents (that's why there's empty space, and that's what the bar under the image is for).
* Supporting images bigger than 400x400 without resizing.
* Allowing you to resize the window freely.
* Playing as one of the characters.
* Replacing the text fields with images so you can replace that too.
* Total GUI customization, including the colors of the lines, up to complete rearrangement of everything in the game.

I'll continue to work on those after the initial release and I'll also release bugfixes that I find or that people post about in here. I'll try and incorporate any changes other people make if they don't conflict with my code and they make it obvious what they changed.

Feel free to ask any questions you might have about the initial release, but keep in mind the readme's when it's out will probably answer most of your questions. Otherwise, I'll see you then!

Peace out.
272 posts omitted. Last 50 shown. Expand all images
>>
No. 92372 ID: f8b4f5

>>92366
The only error I could reproduce on Lady Baroness is that she's got a messed up variable in her raiseMessages:
>"${0}! ${0!}",
Should be
>"${0}! ${0}!",

Likewise, in Vicki, there's this:
>"{1){0}!",
Should be this:
>"{1}{0}!",
>>
No. 92373 ID: f8b4f5

>>92372
Oh yeah, and it seems that in Python format arguments cannot be directly adjacent, so you'll probably want to replace the latter with just
>"${0}!",
>>
No. 92375 ID: 0a1420

>>92372
>>92373
I thought there might be a bug on both of their raise statements but I couldn't find it, thank you.

The mediafire links are updated with a fix but mega doesn't seem to want to let me replace, so,
LB: https://mega.nz/#!7Zx2jQzb!3mq-wcZ0Sq3qV49N9rpDENsjTYRubvsQlBUWJd0x8Z8
V: https://mega.nz/#!PRQFCJDA!COcd6zfLiO8WQgwBOSuNxx8hjS-tTKaOKwGTdRHK06M

>>92368
I can't reproduce that by using older versions or on two different computers, using both versions of the download. Maybe try redownloading the poker program and the module?
>>
No. 92377 ID: 5d4fc9

>>92375
don't worry I got it to work

Rad moduels by the way! look foreward to seeing the rest!
>>
No. 93112 ID: 5d4fc9

got an error on Ria module

Traceback (most recent call last):
File "<string>", line 1891, in <module>
File "<string>", line 1887, in main
File "<string>", line 1445, in play
TypeError: processResponse() takes exactly 17 arguments (10 given)
>>
No. 93154 ID: fbf5f7

Hmm, there seems to be a problem in the Gnoll Camp module. At some point, no matter what I get, the same person will always win. (i.e. after a random amount of hands, if a character wins, they'll automatically win all subsequent times, even if the hand is them a king high, and you a 3 of a kind.)

I can't seem to figure out what triggers it.
>>
No. 93595 ID: 5d4fc9
File 143810573248.png - (326.68KB , 980x743 , EkiaPoker1.png )
93595

I created a bonus Commander Ekia strip poker moduel
don't worry, Kirska is on the way!

You can download Ekia here!
a.pomf.cat/akgjvi.zip
>>
No. 93642 ID: a32d59

>>93595
Since it seems nobody's actually dropped any meaningful feedback, I figured I may as well say something.

I see you finished that Ekia module you were talking about. I think it's pretty neat. Thought it was pretty clever that you had her assistants do the undressing.

Also, glad to see somebody keeping this strip poker stuff alive. Kinda wish there was more interest in this.

Pretty hyped for the Kirska module, too.
>>
No. 93656 ID: e0c514

>>93595
Ekia and Mook are just great.
>>
No. 93693 ID: f8b4f5

>>93642
Fuckin' sweet, a Kirska module? I'm hype for that.

Also comfy bat is good, I'm gonna go beat it now. The module I mean.
>>
No. 93694 ID: f8b4f5

Welp, finished it. That was great. Good job LW, this was a bad week so this was a nice diversion.
>>
No. 94568 ID: fe06ff
File 144103892194.png - (247.95KB , 760x730 , kirskaPromo.png )
94568

Here's a moduel for Kirska Gemtail from my quest "Gnoll's Bane"

for those not in the know, Kirska is a female Draco-Kobold knight and friend/team mate to Bangles (Also available as a strip poker characters)

you can download Kirska here!
a.pomf.cat/chqzvx.zip
>>
No. 94569 ID: fe06ff

>>93642
>>93656
>>93693
>>93694

Thank you everyone for all the excellent feedback! it's really nice to know people enjoy my things!
I know a lot of authors put a ton of work into all these thing so be sure to let them know what you think of their modules as well.

And I hope you all enjoy the Kirska module!
>>
No. 94576 ID: bfb318

The new modules are neato, it's cool to see people making them again.

Bugs/Improvements:
I'm not sure of the purpose of clicking to clear the text boxes, I think just leaving it on the last piece of text would be better than it going blank.
Having a Max Bet button or having you automatically bet the maximum if you try to bet over the maximum would expedite gameplay a lot, and be more suited to one-handed gameplay. The way the limits work is pretty goofy and I think a limit for number of raises instead of cash limit per round would be better, or if not that at least a higher per round cash limit.
Sometimes when calling a bet the opponent will fold even though they have no current obligation to put more money in.
Stay should really be Check.
When calling your first bet the opponent states they are staying, when they should be calling, and when they call the betting round should end.
When you stay before getting new cards and your opponent raises your available option is "Stay" instead of "Call", and after selecting "Stay" the opponent is able to bet again, leaving you again with the option to "Stay". Your option should be Call and the betting round should end at that point.
The betting behavior acts correctly in the second betting round.
When both players stay after getting new cards both hands are discarded and the pot moves to the next hand, but this should only happen with the first betting round.
>>
No. 94582 ID: 0a1420
File 144106892777.png - (60.36KB , 1487x893 , WIP.png )
94582

>>94576
I have no idea if it is possible or feasible, or if it can be custom coded into the bottom section of a module- I'm not good enough at computer to have any idea how to begin with that. But it would be neat to be able to switch to a completely new script at set points- say, after 1 or 2 losses a cocky type could get more cautious, and after another 2 losses could get downright panicky. Or vice versa with getting more excited, if the character's a little kinky. I'm finishing up a module where my character's got a buffer to make up for her usual lack of clothing- it'd be nice if I could have her be uncaring and amused as long as losing just strips her 'friend' down, but become more serious and play harder when she actually has to play for herself.
>>
No. 94583 ID: f8b4f5

>>94582
Yes, it's possible, and not particularly difficult. You would just add a hook to handleMsg that changed the dialogue variables depending on what image number the character is on.
>>
No. 94590 ID: a32d59

>>94568
Really digged the module. Poses and expressions were both hella, and the lighting was really well-done tpp. Also, it contained Kirska, which is always a plus.

Also, quick feature request: would it be possible to, potentially in a later version, unlock the ability to extract a module's images after winning? I love all of the more recent modules, but I also miss the ability to look at them outside the context of the game after I beat the modules. I like to see all of the images lined up after the fact, because it's neat to see how they all go together. I think this might be a good compromise between forcing people to play the games every time they want to see the art, and allowing cheating on the modules.
>>
No. 94633 ID: 0a1420
File 144139771452.png - (26.27KB , 160x160 , Aportrait.png )
94633

>>92366
I've finally gotten off my ass and finished another module. Next in line is Ava, servant of the pleasure/chaos god. Since Ava has a thing for showing off her body and doesn't like to wear much in the way of clothes to begin with, she's dragged one of her Lord's many concubines along for some extra support. Don't worry, she's probably into it. Maybe.

http://www.mediafire.com/download/60d4yteyptdpqbc/Ava.zip

Next up (when I get around to it in five years) is A.A.E., machine goddess of order and duty. So that'll be interesting. I'll have to think up a proper way to do it.
>>
No. 94636 ID: e114bc

>>94633
>A.A.E.
Dat exposed circuitry.
>>
No. 94731 ID: fe06ff

>>94633
nicely done! I always like it when characters find interesting ways to hold off further stripping
>>
No. 94773 ID: dab7d1

I get a "File already exists but should not" -error when I try to run the program. It does run fine, but then closes to desktop as soon as I choose an opponent.
>>
No. 94780 ID: dab7d1

>Ace, 2, 3, 4, 5
>Straight, bet everything
>"You have ace high"

This miserable machine knows fuck-all. This needs to be changed ASAP.

Also, some button to bet the maximum amount available would be great because always writing it, and having to rewrite it because someone already bet a little bit, is a hassle.
>>
No. 94781 ID: dcd644

>>94780
According to most people, that'd be an ace high. Aces in poker are usually seen as being above kings, but not below twos.
>>
No. 94789 ID: dab7d1

>>94781
The way I learned it, Ace is either 14 or 1, whichever's the most convenient to your hand.
>>
No. 94791 ID: e114bc

>>94781
There's a special term for a straight that begins with an Ace. It's called a "wheel", and is the lowest possible straight.

This is true in every version of poker, afaik.
>>
No. 94794 ID: 7e5a25

>>94576
Thiiiiis. The whole stay/call thing is annoying as hell. They get to keep unfairly raising the bet and it sucks.
>>
No. 94797 ID: 395c02

>>94781
An ace can be high (10-J-Q-K-A) or low (A-2-3-4-5) for the purposes of a straight, just not both at the same time (so Q-K-A-2-3 doesn't work, for example).
>>
No. 95341 ID: f8b4f5

>>94794
But so do you when you have the advantage. If you don't want to check then fold.

>>94780
That's an error in the code, yeah (aces are given the value of 14, so it wouldn't see that as a straight). Easy fix, I'll add it to the next version.
>>
No. 95342 ID: f8b4f5

>>95341
Oh, in the meantime, you can add these two lines to StandardCharacter.py after line 236:

elif cardOne.value == 14 and cardTwo.value == 2 and cardThree.value == cardFour.value-1 and cardFour.value == cardFive.value-1:
return ["wheel",6,cardFive.value,cardFive.name]

Should work fine.
>>
No. 95343 ID: f8b4f5

>>95342
Whoops, no it won't; mixed up the order there. Been a while since I touched this code.

elif cardOne.value == cardTwo.value-1 and cardTwo.value == cardThree.value-1 and cardThree.value == cardFour.value-1 and cardFour.value == 5 and cardFive.value == 14:
return ["wheel",6,cardFive.value,cardFive.name]
>>
No. 95365 ID: 7e5a25

>>95341
>But so do you when you have the advantage. If you don't want to check then fold.

That's not an advantage. It's a flawed system. I have never heard of a single ruleset of poker that allows this. Bets are supposed to either be called or raised from. There isn't a poker player alive who would stand for a "you called? psyche! I raise again!" rule. Because it's unfair and stupid and ruins the psychological element of the game.
>>
No. 95367 ID: f8b4f5

>>95365
Good thing there's no psychological element of playing against an AI, then.
>>
No. 95368 ID: 5ad4a7

>>95367
You realize that humans are playing against the AI, right? What you just said only works if it's AI vs AI.
>>
No. 95384 ID: f8b4f5

>>95368
So I guess there's a psychological element in wall tennis too, then.
>>
No. 95397 ID: 7e5a25

>>95367
Then the system is double meaningless, since it just means the computer is cheating. Yet another reason to ditch it.
>>
No. 95398 ID: 5ad4a7

>>95384
Why don't you just make it like poker instead of insisting your gameplay is somehow superior via increasingly ridiculous arguments?

Let me address this one though: WALL TENNIS DOESN'T HAVE AN AI PLAYING AGAINST YOU
>>
No. 95403 ID: 87a8e1

>>95367
Yeah, well, it'd still be unfair and stupid.
>>
No. 95415 ID: f8b4f5

>>95398
>Why don't you just make it like poker instead of insisting your gameplay is somehow superior via increasingly ridiculous arguments?
>>92277
>I will look into allowing you to modify the game rules at some point in the future.
>2015/06/04

Calm your tits. It's a game, the point is getting characters naked, not playing casino-accurate poker. If you're having any trouble doing that with the current rules you aren't playing right.
>>
No. 95751 ID: f0ebef
File 144564056275.png - (101.90KB , 746x717 , You're Fat.png )
95751

Any way to view the images directly? I noticed that only the portraits are easily viewable (.png) and I'm presuming that the rest are in the .dat file, but I'm not quite sure what to open it with.
>>
No. 95777 ID: 0a1420

>>95751
The .dat is basically an encrypted .zip file. The whole point of it is so that you can't easily look through the images.

Also there's a new thread,
>>95526
>>
No. 95778 ID: 32fa26

Unless it's been updated since I last checked the files, it's not even encrypted, merely obfuscated, and so easy to deobfuscate for someone with a bit of programming experience that posting any more about it would be spoilers.
>>
No. 95788 ID: f8b4f5

>>95778
Yeah, come to think of it, even saying how it's "obfuscated" would give it away. But it was never meant to be more than a rudimentary obstacle to decompiling, much like the .dlls of old. Originally all the images were just in folders.

Clearly it works well enough.
>>
No. 95789 ID: f0ebef
File 144582997213.gif - (1.95MB , 328x328 , Anton OK.gif )
95789

>>95788
I mean, no shit explaining how it's hidden would give it away. That's pretty much the whole idea.

Anyway I'll just google around.
>>
No. 96113 ID: b7f27c

>>77885
Don't suppose you still have those, do you? Remembered this existed after a year or so, apparently my copies of those DLLs got left on my other computer, and the MEGA link in the other thread no longer works.

Thanks in advance!
>>
No. 96158 ID: 7e5a25

>>96113
Here you are, such as they were. All that came of my little project.

https://mega.co.nz/#!CZwFSThK!ypn34A0H7VySmz2ge-UCXAT1fhTEfe3jSOyunhSvaWA
>>
No. 96168 ID: 05d1ef

>>96158
I was a bit surprised to find 16-bit DLLs in this archive. The images are easy enough to extract, but the string tables less so (Visual 2005 gives me mojibake), and the order of strings in it is a bit weird, especially when I don't know how to access the string tables' resource IDs with my hex editor.

...I know what could help me: Does anyone have a link to the documentation that says which string ID is supposed to mean what?
>>
No. 96169 ID: 05d1ef

>>96168
Whoops no wait, I found it on the old app's thread ( >>/questdis/5059 )
>>
No. 96195 ID: 477b7d

>>95430
You can just play them natively here with no issues.

For getting the strings out with a hex editor, it's good to note that the strings are packed in groups of 16, and the index of the block id is 1/16th of the string id.
>>
No. 96197 ID: 05d1ef

>>96195
I know they're packed in groups of 16, the part that confused me was that the last two "stripping" quotes (936 & 937) are apart from the others.
(plus the fact the string bundles are stored in reverse order)

But now that I got the list of string IDs and what they mean, all became clear.
>>
No. 96199 ID: 1d8a7b

I feel like, just to avoid confusion, I should point out that this thread is out of date.

A new thread was made for a new version, over at >>95526
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