Год выпуска: 2018
Жанр: RPG, flash, Rape, Anal, Blowjob, Animation, Group sex, Demons, Ghost, Bikini, Brides, Maids, DOT/Pixel
Цензура: Отсутствует
Разработчик/Издатель: Sexums
Платформа: PC/Windows / Mac / Linux
Тип издания: В разработке
Таблэтка: Не требуется
Версия: v.3.5.0
Язык игры: Английский
Язык интерфейса: Английский
Системные требования (минимальные):
OS: WinXP/Vista/7/8/10; HDD: 30 MB; Flash Player
Описание:
Минди проснулась и поняла, что она попала в ад. Но вместо раскаленных сковородок, её там ожидала тьма членов, всех форм и размеров. В этой игре можно: найти работу, посещать занятия и улучшать свои навыки, сражаться в подземельях и ничего из этого не обойдется без садомии.
As the name implies, Simply Mindy stars Mindy, one of the bit characters from Soo Cubus. She has... moved on, I guess... and needs to find herself a job. You'll need to guide her to a fresh new destiny, and watch her get fucked by weird things thousands of times in the process. Fun! The game plays similarly to Soo Cubus in that you need to build up your stats and are fighting a time limit, though there's more complexity and strategy involved. Or there will be. Eventually. It's a WIP.
В раздачу добавлен Flash Player
v.3.5.0
v3.5.0
This build is not QUITE so crazy as the last, and is, in fact, quite straightforward. Aside from fixes, it features two new things:
- One additional animation for each job in Finale Mode, which means twelve new animations there; and
- One new animation for each schooling class thing in Finale Mode. Previously it just rehashed old animations.
A short list, yes, but that means there are a whopping nineteen new animations in this build. And as long as you've got Finale Mode unlocked, it's all available right from the get-go. Granted, all of them feature Shades, but they also feature Mindy and / or one of the other girls getting nailed, so... don't complain. Just don't.
Fixes and / or Changes
In addition to all those animations I spent some time on repairing things you guys brought up in regards to the last build, as well as a few other things. These include:
- There was some overlap in animations at the Mall during Darkly. This has been fixed.
- The final boss was supposed to have up to four crystals floating around their feet, dependent on how many bonuses you'd applied to Mindy when you started the game. They did not work properly the time 'round, alas. This has been remedied. (Also turns out that I'd borked health bonuses the boss was supposed to get, which was causing the crystal issues, so the boss is suddenly a fair bit beefier if you applied a lot of bonuses.
- Because I forgot two tiny snippets of code the final boss was unkillable by using the Gimme (not likely to happen anyway) and Morph (highly likely to come up) spells. You could do DAMAGE to the boss, but no killing. I've fixed this.
- As of the end of Finale Mode it's possible for Mindy to wear two more outfits in cut scenes. I've added them to the Mindy that appears in the Options menu, and they will appear as part of the lineup if you complete the Finale Mode ending.
- For a long time the Immunologist Title had some funky effects attached to it that included giving enemies extra turns. I could never figure out why - until this week. It should work fine from here on in. Also turns out it wasn't negating the Stunned status, which I've thrown in.
- Soo's fight was going a little weirdly, and the screen transition wasn't working properly when losing against her. She was also acting especially weird when the Immunologist Title was activated, largely (as far as I could tell) when she was using her falling hat attack thing. Fixed.
Please let me know if you encounter any more scene transition errors while playing the game. I'm not sure when it happened but the ending tags in several .xml files got yanked, and the only way to know they're fucked is to attempt a scene transition. The fix is easy - literally copy and paste one word - but I need to know they're borked in the first place.
- The Mummy's normal attack rumbles and shakes the screen. Why? I don't know, but I'm sure I had a damn good reason. I've grown tired of the rumble, however, so I've taken it out. Not because it made no goddamned sense at all, mind you. It totally does.
Thanks to everyone who pointed shiz out. Didn't get a lot of bugs busted, but I think I at least handled the ones that could've fucked up the game. (EventSpawn left me a biggun for Finale Mode that I'll have to handle for the next build. As ever, I fear his lists. So many little script problems... I'll blame it on my computer's stupid keyboard... yeah...)
v3.4.0
The New Stuff
Such a wide-scale scenario obviously includes a bunch of new shit added onto the game. This includes:
- Twelve new job animations, one per job;
- One new sexy-sexy animation between Mindy and her 'partner' lover for the scenario - and all five animations are randomized while sleeping at night, so Mindy has fun times all the time;
- Three new normal enemies that appear in the final dungeon, one of which is a sort of sub-boss;
- Eight new bosses, assuming I've counted correctly;
- A final boss with a different-than-normal combat layout, and who has better stats (and different attacks) if you've used more bonuses to start off the game;
- Two new dungeons with largely unique tile sets;
- New sprite animations for all twelve of the spells, all involving your partner lover;
- A fucking ridiculous amount of new cut scenes that tell a fairly long story;
- A new lover that appears in all subsequent normal game sleepovers, if you manage to beat the finale; and
- Other small touches.
It was an ambitious idea. Too ambitious? Maybe, but I wanted to send Mindy out with a bang. Innuendo possibly intended. Assuming this matters to you, the finale is the canonical ending, so what happens at the end of it will be true forevermore.
Note that there are still a few things I need to finish, despite how long it took, though none of it is vital. I still want to add unique teacher animations for the finale section, the end game monsters haven't made it into the brothel gallery yet, the Seduction animations / moves need a bit more tweaking, and the lover still needs one more sleepover animation. There's also a planned extra encounter for those crazy people who get all 100 Morality that didn't make it into this build. I'm aiming to add this stuff in for the next update.
Other Changes
Along with all this stuff the build also includes some general changes and fixes:
- I plugged in the job and school animations from the previous update. That's it. That's all of them done. yay
- Finally added a goddamned proper title screen. FINALLY. I waited 'til the end for Soo Cubus, too, so maybe this is just going to be a tradition from here on in.
- The latest version of Stencyl that I'm using breaks the anchoring system that was in place, so the HUD in the dungeon is borked. I had to change the programming up a bit so the icons just follow the screen, which makes dungeons a teensy tiny bit slower. This also results in a slight floating look to the HUD when you're moving around. Very annoying. I'm hoping they fix this soon so anchoring can go back to the way it was previously.
- As a side effect of the anchors fucking up, clicking the item icon to enter the menu while in a dungeon no longer seems to work. Annoying. I've changed the icon slightly to indicate that you can now hit the W key to go to the menu instead.
- Along the same lines, I altered the A key a touch to indicate that you can press it to open chests and inspect things, because that button ALSO doesn't work with the mouse. Sigh. It also no longer fades in and fades out, because that only worked in, like, the first goddamned dungeon anyway.
- Changed 'Creativity' to 'Charisma' in the Brimstone description of the Cosplaying job.
- Changed how Morality is doled out. Normally you would get it after specific scenes. Now you get Morality at the 'Game Over' screen when you get to an appropriate ending.
- The wavering effect in MegaHot now gobbles resources like a motherfucker, and screws with the game's layers in other ways. It has been remove for the time being.
- Lowered the amount of job visits needed to trigger the associated Sinners Orb scene. I got sick of clicking the damned things 80 times to get to ending cut scenes while testing.
- Fixed the first dungeon's indoor section. You no longer need to hit the A button to go through doors.
- Fixed the Maid's ending scene where you could hear a girl moaning throughout the scene, before her sprite had appeared.
- Tinkered with the bonuses a bit so you can unlock the Restore, Heal, and Gimme spells from the beginning. Missed those somehow. They're all attached to Beast endings.
- Disabled the x-ray stuff for the moment. It's borked and I didn't have time to fix it. Will finally knuckle down and get it done for all the jobs in the next little while, promise.
- Fixed the text in a few places where it was running over. Upgrading Stencyl changed the text size a tiiiiiny bit, methinks.
- This is not a widespread fix yet, but I've come up with a solution for the small gaps in the mp3 music loops. It'll require running all of the music files through Audacity and reuploading them into the game, though, and it's such a minor issue right now that I figured I could put it off for a build. Nevertheless, a few of the loops are now properly seamless.
- A note about an issue: for some reason Ghostings (for me, anyway) gets laggy in this version of the game when on the main hub screen. I suggest turning off effects if this is a problem for you.
- Another very small issue: some of the audio tracks during the ending don't always play properly. Not a huge deal, but if the game is silent when you think it should be musical, that's why. Can't find a good explanation as to WHY it's happening, but there you go.
v.3.3.0
Early build today! Ish, anyway. I guess not posting at 5 am+ Saturday morning is an improvement. I've got to get up early tomorrow and I'll be gone for the weekend, so I wanted to leave a three-ish hour buffer between posting and going to bed to address any issues folks might have. Spent the vast majority of today testing the new scenario from a variety of angles, though, and I'm pretty sure it's working fine.
As I've said many times before, Simply Mindy is drawing to a close, and now it is furiously close to the end. This week's build contains the final storyline - that of Gaspar, the ghostly dude in charge of the mall - and it comes with the usual:
- Three new sexy sleepover animations;
- A branching storyline which can overlap on itself a bit, depending on your choices;
- One new battle (though I want to add at least one more sexy animation to this one in the future - same with a bunch of boss battles); and
- Five new endings. Gaspar gets four (needed to add an extra as I was doing the story), and the Mascot job gets one as well.
I kinda wish I'd done this story earlier. It has fewer ties to the overall storyline, and while it's still fun, it's much less dramatic than some of the others I've done in the past three months up to it (Emm, Middle D, Soo, etc.). Probably should've tackled Gaspar early on. Oh well.
A quick note that one of the ending bonuses messes with the calendar a bit. The bonus shouldn't screw up anything drastically, and I've tested it enough to know that it works on a surface level, but I'd like to know if anything wonky happens with any of the smaller, more specific events I might have forgotten. Please let me know if you discover any bugs related to the calendar.
That's enough notes for the new build. If you just wanna play, well, go right ahead. Enjoy!
Going Forward
The next build is going to be what I'd planned to make for 3.2.0: a strictly maintenance-based build that will drop in more job / schooling animations, perhaps one or two more sexy enemy attacks for variety, and more fixes for bugs y'all have sent my way. Nothing special there.
3.5.0 is going to be the biggun. After that small reprieve between builds I plan on taking a full month to do the end of the game, and when I say 'end' I mean 'THE END'. This'll be the canonical ending that I've been slowly plodding my way towards, similar to the tower endings in Soo Cubus. You'll need a certain amount of Morality to unlock it (probably 50, though I'll mess around with that), and it'll introduce a scenario that will draw in all of the lover NPCs for a final tale that'll have you going all over the place in the game.
Because my ambitions for this build are fairly high, I'll warn you now that I may need more than a month to complete the build to my satisfaction. Probably not, but various personal life things (good ones, I assure you - I finally got permission from my landlord to get a dog, for example, so I may need to spend time training a pupper) might push the deadline past thirty days.
Fret not. I'll make the finale worth your while. Jizz will be flying everywhere. And then, after that... guess I need to come up with a new game, don't I? Or, like, fix that ugly old one I did...
Bug Fixes and Other Changes
I was running pretty tight on time with this build - the surprise appearance of a prematurely-born nephew stole a day away - so I didn't have a ton of opportunities to address bugs. That kinda stuff is going to be the primary focus of the next build, so the list below is pretty squidgy. Ah well.
- Fixed a little flub in the Modelling job that was subtracting Cleanliness rather than Durability during Ghostings.
- Fixed a couple lines in a few of the endings that weren't appearing properly. I doubt anybody even noticed. (Maybe EventSpawn. He always notices.)
- Fixed a few tiny spots where the music wasn't working properly.
v3.2.0
Fixes and Assorted Changes
Not nearly as many fixes this week. I was more or less wall-to-wall busy with sounds once I started working, and my usual Friday buffer for bugfixin' got taken up finishing work on the sound. (Didn't even get a chance to look at your lists, EventSpawn.) Alas. The stuff I did fix I mainly came across while messing with the audio:
- Slightly adjusted Mindy's sword-swinging attack to better fit with the sound effects. I've always thought it was kinda slow. The net effect is it looks better, and you can get through battles just a liiiiiiittle bit faster than before.
- It almost never came up, I'm betting, but if you got an ending and kept going through to a Contest day the Contest Day text would appear but not the button. The text shouldn't appear anymore.
- Several single-enemy attacks were still stunning for more than a turn apiece. Smackdown was a particularly egregious case. All of them have been adjusted down to a single turn.
- Fixed a little bug that basically let Webbsy attack twice per turn whenever she got lucky.
- Added an extra frame to the HardBeast. It looked a little odd coming out of attacks mid-transformation.
- Fixed one of the boss attacks for Emm's scenario. Its normal attack was way too lengthy. One second? No, no, ten seconds sounds better.
- Finally added a 'Previous Page' button to the Gallery. Why the hell didn't I do that in the first place? It took about a minute and a half.
- For some reason you could cycle through JizzWhiz's school animations during MegaHot. No more.
- Fixed the LandMindy ending with Mindy sleeping and the little demonic dude near her chair in the Gallery. He wasn't sliding back into place properly.
- Not a change, but I guess a bug. For some reason while testing the sexytimes sleepovers I kept getting an error message whenever I chose a lover. Then for some reason it got narrowed down to only appearing for sex situations with a specific set of vocalizations. Aaaaand then it disappeared altogether. I can't for the fuck of me figure out why it was happening in the first place, nor why it got cleared up, but if anybody gets a little error message while doing a sleepover session just hit 'Ignore All', or whatever the button is. Things should continue on as normal afterward.
- Fixed some typos. Going back through the cut scenes to add music and the occasional sound effect gave me ample opportunities to read the script again. Yay
v.3.1.0
I need to get an early night's sleep tonight. Looking at a new apartment tomorrow, and the landlord insists on being a normal person and waking up at normal people times. Disgusting. So yeah, you get your build pretty early today! Let's jump into it.
The New Stuff
Another storyline-centric update this build, and this one focuses on Middle D, Lil D's buff brother and purveyor of geisha-centric pleasures. The storyline features the following:
- The usual diverging plot which splits at a decision point, leading you in two potential directions;
- Three new sexy animations between Mindy and Middle D if you decide to woo him; and
- Six new endings. Yep, Middle D got no less than five endings, and the Geisha job gets one as well. One of the endings crosses over between the split storylines, at least insofar as the animation is concerned, and you probably won't be surprised to learn that you need to lose a fight to get it.
I also added in a new enemy sexy spell to somewhat make up for the fact that there's no new battle. (Though there is a battle. The participant shouldn't be too surprising.) The move is... well, it will probably get showcased when you play the scenario through, and it's a touch on the weird side. That's magic for you.
Otherwise...
The Fixed Stuff (and other changes)
Bugs! EventSpawn's lists yet linger in the comments, and I continue to chew away at them when I have the time. Which isn't as often as I would like, but I try to do enough repair work that the resulting list at least looks impressive. The following bugs he IDed have been fixed, along with a few things other people (and myself) found while playing:
- Fixed a bug in the dungeon menu that stacked healing effects after using items, making each subsequent item more potent. This actually made Lil D Brews useful, and I couldn't allow that.
- Got rid of a little bug that made equipment icons brighter and brighter every time you clicked them in the dungeon menu.
- Changed the code that prevents job descriptions for jobs that aren't on the screen from appearing. Occasionally they were popping up even if you couldn't access the job; now they're set not to appear unless the job icon's opacity is 100%. I'm so clever. (Though let me know if this does not, in fact, work. I've tested it for several cases, just to see that it works, but probably not all.)
- Used the same opacity thing from above to prevent the 'New Job' sign from flashing for the Arm Candy / Prostitute jobs even if you'd manage to lock them off via the Soo storyline. Don't think this will ever apply to other jobs, since none of the others are linked...
- Had to temporarily move the stat boxes off of the bonuses page when you start a new game because I was running out of room to squeeze in endings. There aren't many endings left that will go on that page - Gaspar's storyline and job will add four more, and the end game stuff will add a few more - so once I've got the next round of them done I'm going to redesign it so it only shows portions of the bonuses at a time, rather than all.
- Fixed a little bug that prevented the description for the Morph spell from appearing. Only showed up if you had the Gimme spell as well.
- Kinda fixed a little bug that resulted in re-fighting bosses as random encounters. Goob in particular seemed to be a recurring encounter in the bug. This is the result of multi-purposing an important dungeon variable. Doesn't come up often, but it's irritating when it does. I'll probably have to come up with a more permanent solution in the future.
- Fixed an oversight that allowed you to engage in sexytimes with lovers after being webbed up and sent home by Webbsy, assuming you lose her battle.
- Rejigged one of the Mr. Moe scenes so the outer border would fade -
and then reappear - properly. Fading in Flash is really touchy if you don't time things right, I have noticed.
- Fixed yet more typos and just plain wrong things in the script in various places. Still got more to go, too. Worst editor ever.
- In addition to the above, I uploaded a freeze repair early last week when no one was paying attention. It was so long ago I don't even remember what I fixed. Something to do with a Chico cut scene? That rings a bell.
One extra note. There's been a recurring bug (I may have addressed it before, don't remember) wherein cut scenes are not ending, and the game essentially stalls out. Almost every time this happens it's because the player was trying to click / space bar their way through the scene too quickly, and they skipped merrily past the scene changing flag. It seems to pop up when people are doing Mr. Moe scenes in particular.
If this tends to happen to you, just... slow it down a bit. I'm still trying to work out a way to prevent it from happening period, but it needs more testing first. So... yeah... just sayin'. Stop trying to speedrun poor Mindy.
Next Build
I know I've said this plenty of times already, but we are really getting close to the end game here. I only have one storyline left to do (Gaspar's) before hitting the wall on branching storyline content, at which point I'll have to work on the main plot. Yes, there's a main plot. If you've been pursuing all of the endings you've probably seen bits and pieces of it by now. Foreshadowing and such.
I like fedoras. They are rad.
I want to fix some more stuff before I jump to the end game, however, so I'm gonna push it off for at least a few more builds. Gaspar aside there are a bunch more job animations that need to be plugged into the game, I want to add more girls into the contests, and the Minor Crises need to be fixed in a variety of minor, fiddly ways. The next build will probably be another of these animation-centric and fixer-upper builds.
I've loved working on Mindy. For all my amateurish fumbling with code and getting shit to work properly, I'm really proud of how it has turned out. Nevertheless, I would love to work on something else for a change, and I'm lookin' forward to the end game. Like, goddamn, how do AAA programmers work on the same game for three, four, five years at a time...? Crazy bastards.
And speaking of the next game, which is still a ways off but nevertheless on the horizon, I'll be putting out a poll regarding it in the near future. So. Stay tuned.
v2.9
The New Stuff
Everyone voted, and by a pretty wide margin Emm, the owner of the dungeon shop, was chosen as this build's focus character. So here you are, her storyline. It includes the usual shiz:
- A branching storyline that can take you in a few different directions - and I'll say now that rejecting Emm is the meatier of the two options in terms of available endings;
- Three new seasonally-sexy sleepover animations with Emm, if you decide to turn her into a lover;
- Three new endings (I decided not to make one just for plain ol' dungeoneering, 'cause goddamn are there a lot of endings at this point); and
- Two new battles.
(I abhor hints, but I'll give you this much, if you're new to the game: You can trigger Emm's storyline by going to her house in BloodOrb Forest, the first dungeon in the game. It's near the entrance. Ish.)
This is another one of those updates where you'll probably get more out of it if you've played Soo Cubus. And I mean all of Soo Cubus. Not as flashy as previous builds, but it's good setup for later stuff.
Next Week
(The bug list is fairly long, so I'm sticking it at the bottom from now on.)
The next build is gonna be another maintenance-type build. I need to give the combat system a more thorough revamp, and, that aside, I want to give the enemies more varied and interesting attacks. Some of the battles are a touch repetitive. Would also like to add in more sexy moves, because, you know, it's a sex game. I also need to go through all those old dungeon quests again, 'cause it's been a while since I looked at some of them and I want to make sure they still work okay.
So that's a thing.
I'll also probably do Jerry's storyline. It is, as I've mentioned, fairly short, and will only add two more endings, along with three more sexy-sexy sleepover animations with the poor bastard. Chances are good I'll add one or two more job animations, as well, since I'm almostdone with them all. Since the bulk of his storyline consists of gathering his body parts, this build will also give me a chance to make sure the associated dungeon quests all still work properly.
That's the fun stuff. If you just wanted to hear about the new content, you can stop here. Enjoy.
v2.8
New Stuff
This is the shiznit y'all probably find most important for wanking purposes. This week was another animation dump - I like these builds, they're overall more relaxing, if no less time-consuming - and I managed to shove a buncha new gifs into the game, including:
- Two new animations for Shay (Ghostings and Darkly - the animation for MegaHot was bothering me so I tossed it aside for the moment);
- Four new animations for Modelling (Ghostings and Darkly), finishing off the job;
- Two new Darkly animations for Cosplay, also finishing off the job;
- Two new Darkly animations for Camwhore, also also finishing off the job;
- Two new Darkly animations for Farmer, also also also finishing off the job; and
- Two new Darkly animations for Mascot, also also ALSO alsofinishing off the job. I swapped the planned holiday for this to 'Talk Like A Pirate Month' from 'Thankstaking' so I could put Lady Tang in the game, because... why not. I can do what I want.
Fixes 'n Other Shite
Now for the less pleasing stuff. I've been slowly testing and fixing glitches throughout the game whenever I've come across 'em, particularly in light of that last, stupid build, so there's a bunch of stuff down here that may or may not matter to y'all. Thanks to EventSpawn and RN2147 in particular for pointing out several of the bugs so I could jump on them, among other people.
- Rejigged several elements in the combat system to streamline it for my own purposes and, hopefully, cut down on lag a bit. With any luck y'all won't even notice a difference.
- Changed around a bunch of hotkeys to make them a little more logical. Should cut down on some clicking - though not all - and make one-handed play a little easier. Wink wink.
- Fixed a little double-money bug while Camwhoring. What should have been the poor man's job was, in fact, one of the more lucrative pastimes, and I didn't notice at all.
- Fixed a bug that was displaying Stamina incorrectly. Worked fine if you had 3 Stamina max most of the time, got a bit wonky when there was more than 3.
- Fixed the door leading out of the HardBeast's lair. As of 2.7.5 you were getting trapped in there. Thanks to Ian W for pointing it out.
- Fixed the maze quest in the third dungeon. Completely forgot about it when I was doing the rest of the door fixes for 2.7.5. Should be good now. Also fixed a looping bug after you killed the boss of the maze that sent you back to the beginning. Thanks t
- Removed an NPC showing up in the brothel gallery bit during off-season months.
- Fixed the Slip N Slide title, which wasn't working.
- Fixed a bugged chest in the third dungeon, near the entrance of the first temple. It used to work fine. The code for it just... disappeared. Dafuq.
- Messed with the text so it wouldn't spill out of the text boxes. Also gave the names during cut scenes a slight outline and bolding so they wouldn't blend in with backgrounds as much. Give me a shout if you notice any of these that don't look right - I tested a ton of scenes to check for odd overlap, but I know I didn't check them all.
- I guess this isn't a fix, but I fucked up and deleted a bunch of code while putting in the new Farming stuff, so the original Brimstone scenes look a little different. (The zombies don't walk anymore. Oh nooo.)
- Added an FAQ button on the title screen that will take you to the devblog. I've answered the 'How do I transfer my save file from my old game?' question so many times that I think it's prudent to point players a little more directly.
- Aaaaand there's probably a bunch of other stuff I changed that I forgot to add. There are always one or two things I forget to mention.
Жанр: RPG, flash, Rape, Anal, Blowjob, Animation, Group sex, Demons, Ghost, Bikini, Brides, Maids, DOT/Pixel
Цензура: Отсутствует
Разработчик/Издатель: Sexums
Платформа: PC/Windows / Mac / Linux
Тип издания: В разработке
Таблэтка: Не требуется
Версия: v.3.5.0
Язык игры: Английский
Язык интерфейса: Английский
Системные требования (минимальные):
OS: WinXP/Vista/7/8/10; HDD: 30 MB; Flash Player
Описание:
Минди проснулась и поняла, что она попала в ад. Но вместо раскаленных сковородок, её там ожидала тьма членов, всех форм и размеров. В этой игре можно: найти работу, посещать занятия и улучшать свои навыки, сражаться в подземельях и ничего из этого не обойдется без садомии.
As the name implies, Simply Mindy stars Mindy, one of the bit characters from Soo Cubus. She has... moved on, I guess... and needs to find herself a job. You'll need to guide her to a fresh new destiny, and watch her get fucked by weird things thousands of times in the process. Fun! The game plays similarly to Soo Cubus in that you need to build up your stats and are fighting a time limit, though there's more complexity and strategy involved. Or there will be. Eventually. It's a WIP.
В раздачу добавлен Flash Player
v.3.5.0
v3.5.0
This build is not QUITE so crazy as the last, and is, in fact, quite straightforward. Aside from fixes, it features two new things:
- One additional animation for each job in Finale Mode, which means twelve new animations there; and
- One new animation for each schooling class thing in Finale Mode. Previously it just rehashed old animations.
A short list, yes, but that means there are a whopping nineteen new animations in this build. And as long as you've got Finale Mode unlocked, it's all available right from the get-go. Granted, all of them feature Shades, but they also feature Mindy and / or one of the other girls getting nailed, so... don't complain. Just don't.
Fixes and / or Changes
In addition to all those animations I spent some time on repairing things you guys brought up in regards to the last build, as well as a few other things. These include:
- There was some overlap in animations at the Mall during Darkly. This has been fixed.
- The final boss was supposed to have up to four crystals floating around their feet, dependent on how many bonuses you'd applied to Mindy when you started the game. They did not work properly the time 'round, alas. This has been remedied. (Also turns out that I'd borked health bonuses the boss was supposed to get, which was causing the crystal issues, so the boss is suddenly a fair bit beefier if you applied a lot of bonuses.
- Because I forgot two tiny snippets of code the final boss was unkillable by using the Gimme (not likely to happen anyway) and Morph (highly likely to come up) spells. You could do DAMAGE to the boss, but no killing. I've fixed this.
- As of the end of Finale Mode it's possible for Mindy to wear two more outfits in cut scenes. I've added them to the Mindy that appears in the Options menu, and they will appear as part of the lineup if you complete the Finale Mode ending.
- For a long time the Immunologist Title had some funky effects attached to it that included giving enemies extra turns. I could never figure out why - until this week. It should work fine from here on in. Also turns out it wasn't negating the Stunned status, which I've thrown in.
- Soo's fight was going a little weirdly, and the screen transition wasn't working properly when losing against her. She was also acting especially weird when the Immunologist Title was activated, largely (as far as I could tell) when she was using her falling hat attack thing. Fixed.
Please let me know if you encounter any more scene transition errors while playing the game. I'm not sure when it happened but the ending tags in several .xml files got yanked, and the only way to know they're fucked is to attempt a scene transition. The fix is easy - literally copy and paste one word - but I need to know they're borked in the first place.
- The Mummy's normal attack rumbles and shakes the screen. Why? I don't know, but I'm sure I had a damn good reason. I've grown tired of the rumble, however, so I've taken it out. Not because it made no goddamned sense at all, mind you. It totally does.
Thanks to everyone who pointed shiz out. Didn't get a lot of bugs busted, but I think I at least handled the ones that could've fucked up the game. (EventSpawn left me a biggun for Finale Mode that I'll have to handle for the next build. As ever, I fear his lists. So many little script problems... I'll blame it on my computer's stupid keyboard... yeah...)
v3.4.0
The New Stuff
Such a wide-scale scenario obviously includes a bunch of new shit added onto the game. This includes:
- Twelve new job animations, one per job;
- One new sexy-sexy animation between Mindy and her 'partner' lover for the scenario - and all five animations are randomized while sleeping at night, so Mindy has fun times all the time;
- Three new normal enemies that appear in the final dungeon, one of which is a sort of sub-boss;
- Eight new bosses, assuming I've counted correctly;
- A final boss with a different-than-normal combat layout, and who has better stats (and different attacks) if you've used more bonuses to start off the game;
- Two new dungeons with largely unique tile sets;
- New sprite animations for all twelve of the spells, all involving your partner lover;
- A fucking ridiculous amount of new cut scenes that tell a fairly long story;
- A new lover that appears in all subsequent normal game sleepovers, if you manage to beat the finale; and
- Other small touches.
It was an ambitious idea. Too ambitious? Maybe, but I wanted to send Mindy out with a bang. Innuendo possibly intended. Assuming this matters to you, the finale is the canonical ending, so what happens at the end of it will be true forevermore.
Note that there are still a few things I need to finish, despite how long it took, though none of it is vital. I still want to add unique teacher animations for the finale section, the end game monsters haven't made it into the brothel gallery yet, the Seduction animations / moves need a bit more tweaking, and the lover still needs one more sleepover animation. There's also a planned extra encounter for those crazy people who get all 100 Morality that didn't make it into this build. I'm aiming to add this stuff in for the next update.
Other Changes
Along with all this stuff the build also includes some general changes and fixes:
- I plugged in the job and school animations from the previous update. That's it. That's all of them done. yay
- Finally added a goddamned proper title screen. FINALLY. I waited 'til the end for Soo Cubus, too, so maybe this is just going to be a tradition from here on in.
- The latest version of Stencyl that I'm using breaks the anchoring system that was in place, so the HUD in the dungeon is borked. I had to change the programming up a bit so the icons just follow the screen, which makes dungeons a teensy tiny bit slower. This also results in a slight floating look to the HUD when you're moving around. Very annoying. I'm hoping they fix this soon so anchoring can go back to the way it was previously.
- As a side effect of the anchors fucking up, clicking the item icon to enter the menu while in a dungeon no longer seems to work. Annoying. I've changed the icon slightly to indicate that you can now hit the W key to go to the menu instead.
- Along the same lines, I altered the A key a touch to indicate that you can press it to open chests and inspect things, because that button ALSO doesn't work with the mouse. Sigh. It also no longer fades in and fades out, because that only worked in, like, the first goddamned dungeon anyway.
- Changed 'Creativity' to 'Charisma' in the Brimstone description of the Cosplaying job.
- Changed how Morality is doled out. Normally you would get it after specific scenes. Now you get Morality at the 'Game Over' screen when you get to an appropriate ending.
- The wavering effect in MegaHot now gobbles resources like a motherfucker, and screws with the game's layers in other ways. It has been remove for the time being.
- Lowered the amount of job visits needed to trigger the associated Sinners Orb scene. I got sick of clicking the damned things 80 times to get to ending cut scenes while testing.
- Fixed the first dungeon's indoor section. You no longer need to hit the A button to go through doors.
- Fixed the Maid's ending scene where you could hear a girl moaning throughout the scene, before her sprite had appeared.
- Tinkered with the bonuses a bit so you can unlock the Restore, Heal, and Gimme spells from the beginning. Missed those somehow. They're all attached to Beast endings.
- Disabled the x-ray stuff for the moment. It's borked and I didn't have time to fix it. Will finally knuckle down and get it done for all the jobs in the next little while, promise.
- Fixed the text in a few places where it was running over. Upgrading Stencyl changed the text size a tiiiiiny bit, methinks.
- This is not a widespread fix yet, but I've come up with a solution for the small gaps in the mp3 music loops. It'll require running all of the music files through Audacity and reuploading them into the game, though, and it's such a minor issue right now that I figured I could put it off for a build. Nevertheless, a few of the loops are now properly seamless.
- A note about an issue: for some reason Ghostings (for me, anyway) gets laggy in this version of the game when on the main hub screen. I suggest turning off effects if this is a problem for you.
- Another very small issue: some of the audio tracks during the ending don't always play properly. Not a huge deal, but if the game is silent when you think it should be musical, that's why. Can't find a good explanation as to WHY it's happening, but there you go.
v.3.3.0
Early build today! Ish, anyway. I guess not posting at 5 am+ Saturday morning is an improvement. I've got to get up early tomorrow and I'll be gone for the weekend, so I wanted to leave a three-ish hour buffer between posting and going to bed to address any issues folks might have. Spent the vast majority of today testing the new scenario from a variety of angles, though, and I'm pretty sure it's working fine.
As I've said many times before, Simply Mindy is drawing to a close, and now it is furiously close to the end. This week's build contains the final storyline - that of Gaspar, the ghostly dude in charge of the mall - and it comes with the usual:
- Three new sexy sleepover animations;
- A branching storyline which can overlap on itself a bit, depending on your choices;
- One new battle (though I want to add at least one more sexy animation to this one in the future - same with a bunch of boss battles); and
- Five new endings. Gaspar gets four (needed to add an extra as I was doing the story), and the Mascot job gets one as well.
I kinda wish I'd done this story earlier. It has fewer ties to the overall storyline, and while it's still fun, it's much less dramatic than some of the others I've done in the past three months up to it (Emm, Middle D, Soo, etc.). Probably should've tackled Gaspar early on. Oh well.
A quick note that one of the ending bonuses messes with the calendar a bit. The bonus shouldn't screw up anything drastically, and I've tested it enough to know that it works on a surface level, but I'd like to know if anything wonky happens with any of the smaller, more specific events I might have forgotten. Please let me know if you discover any bugs related to the calendar.
That's enough notes for the new build. If you just wanna play, well, go right ahead. Enjoy!
Going Forward
The next build is going to be what I'd planned to make for 3.2.0: a strictly maintenance-based build that will drop in more job / schooling animations, perhaps one or two more sexy enemy attacks for variety, and more fixes for bugs y'all have sent my way. Nothing special there.
3.5.0 is going to be the biggun. After that small reprieve between builds I plan on taking a full month to do the end of the game, and when I say 'end' I mean 'THE END'. This'll be the canonical ending that I've been slowly plodding my way towards, similar to the tower endings in Soo Cubus. You'll need a certain amount of Morality to unlock it (probably 50, though I'll mess around with that), and it'll introduce a scenario that will draw in all of the lover NPCs for a final tale that'll have you going all over the place in the game.
Because my ambitions for this build are fairly high, I'll warn you now that I may need more than a month to complete the build to my satisfaction. Probably not, but various personal life things (good ones, I assure you - I finally got permission from my landlord to get a dog, for example, so I may need to spend time training a pupper) might push the deadline past thirty days.
Fret not. I'll make the finale worth your while. Jizz will be flying everywhere. And then, after that... guess I need to come up with a new game, don't I? Or, like, fix that ugly old one I did...
Bug Fixes and Other Changes
I was running pretty tight on time with this build - the surprise appearance of a prematurely-born nephew stole a day away - so I didn't have a ton of opportunities to address bugs. That kinda stuff is going to be the primary focus of the next build, so the list below is pretty squidgy. Ah well.
- Fixed a little flub in the Modelling job that was subtracting Cleanliness rather than Durability during Ghostings.
- Fixed a couple lines in a few of the endings that weren't appearing properly. I doubt anybody even noticed. (Maybe EventSpawn. He always notices.)
- Fixed a few tiny spots where the music wasn't working properly.
v3.2.0
Fixes and Assorted Changes
Not nearly as many fixes this week. I was more or less wall-to-wall busy with sounds once I started working, and my usual Friday buffer for bugfixin' got taken up finishing work on the sound. (Didn't even get a chance to look at your lists, EventSpawn.) Alas. The stuff I did fix I mainly came across while messing with the audio:
- Slightly adjusted Mindy's sword-swinging attack to better fit with the sound effects. I've always thought it was kinda slow. The net effect is it looks better, and you can get through battles just a liiiiiiittle bit faster than before.
- It almost never came up, I'm betting, but if you got an ending and kept going through to a Contest day the Contest Day text would appear but not the button. The text shouldn't appear anymore.
- Several single-enemy attacks were still stunning for more than a turn apiece. Smackdown was a particularly egregious case. All of them have been adjusted down to a single turn.
- Fixed a little bug that basically let Webbsy attack twice per turn whenever she got lucky.
- Added an extra frame to the HardBeast. It looked a little odd coming out of attacks mid-transformation.
- Fixed one of the boss attacks for Emm's scenario. Its normal attack was way too lengthy. One second? No, no, ten seconds sounds better.
- Finally added a 'Previous Page' button to the Gallery. Why the hell didn't I do that in the first place? It took about a minute and a half.
- For some reason you could cycle through JizzWhiz's school animations during MegaHot. No more.
- Fixed the LandMindy ending with Mindy sleeping and the little demonic dude near her chair in the Gallery. He wasn't sliding back into place properly.
- Not a change, but I guess a bug. For some reason while testing the sexytimes sleepovers I kept getting an error message whenever I chose a lover. Then for some reason it got narrowed down to only appearing for sex situations with a specific set of vocalizations. Aaaaand then it disappeared altogether. I can't for the fuck of me figure out why it was happening in the first place, nor why it got cleared up, but if anybody gets a little error message while doing a sleepover session just hit 'Ignore All', or whatever the button is. Things should continue on as normal afterward.
- Fixed some typos. Going back through the cut scenes to add music and the occasional sound effect gave me ample opportunities to read the script again. Yay
v.3.1.0
I need to get an early night's sleep tonight. Looking at a new apartment tomorrow, and the landlord insists on being a normal person and waking up at normal people times. Disgusting. So yeah, you get your build pretty early today! Let's jump into it.
The New Stuff
Another storyline-centric update this build, and this one focuses on Middle D, Lil D's buff brother and purveyor of geisha-centric pleasures. The storyline features the following:
- The usual diverging plot which splits at a decision point, leading you in two potential directions;
- Three new sexy animations between Mindy and Middle D if you decide to woo him; and
- Six new endings. Yep, Middle D got no less than five endings, and the Geisha job gets one as well. One of the endings crosses over between the split storylines, at least insofar as the animation is concerned, and you probably won't be surprised to learn that you need to lose a fight to get it.
I also added in a new enemy sexy spell to somewhat make up for the fact that there's no new battle. (Though there is a battle. The participant shouldn't be too surprising.) The move is... well, it will probably get showcased when you play the scenario through, and it's a touch on the weird side. That's magic for you.
Otherwise...
The Fixed Stuff (and other changes)
Bugs! EventSpawn's lists yet linger in the comments, and I continue to chew away at them when I have the time. Which isn't as often as I would like, but I try to do enough repair work that the resulting list at least looks impressive. The following bugs he IDed have been fixed, along with a few things other people (and myself) found while playing:
- Fixed a bug in the dungeon menu that stacked healing effects after using items, making each subsequent item more potent. This actually made Lil D Brews useful, and I couldn't allow that.
- Got rid of a little bug that made equipment icons brighter and brighter every time you clicked them in the dungeon menu.
- Changed the code that prevents job descriptions for jobs that aren't on the screen from appearing. Occasionally they were popping up even if you couldn't access the job; now they're set not to appear unless the job icon's opacity is 100%. I'm so clever. (Though let me know if this does not, in fact, work. I've tested it for several cases, just to see that it works, but probably not all.)
- Used the same opacity thing from above to prevent the 'New Job' sign from flashing for the Arm Candy / Prostitute jobs even if you'd manage to lock them off via the Soo storyline. Don't think this will ever apply to other jobs, since none of the others are linked...
- Had to temporarily move the stat boxes off of the bonuses page when you start a new game because I was running out of room to squeeze in endings. There aren't many endings left that will go on that page - Gaspar's storyline and job will add four more, and the end game stuff will add a few more - so once I've got the next round of them done I'm going to redesign it so it only shows portions of the bonuses at a time, rather than all.
- Fixed a little bug that prevented the description for the Morph spell from appearing. Only showed up if you had the Gimme spell as well.
- Kinda fixed a little bug that resulted in re-fighting bosses as random encounters. Goob in particular seemed to be a recurring encounter in the bug. This is the result of multi-purposing an important dungeon variable. Doesn't come up often, but it's irritating when it does. I'll probably have to come up with a more permanent solution in the future.
- Fixed an oversight that allowed you to engage in sexytimes with lovers after being webbed up and sent home by Webbsy, assuming you lose her battle.
- Rejigged one of the Mr. Moe scenes so the outer border would fade -
and then reappear - properly. Fading in Flash is really touchy if you don't time things right, I have noticed.
- Fixed yet more typos and just plain wrong things in the script in various places. Still got more to go, too. Worst editor ever.
- In addition to the above, I uploaded a freeze repair early last week when no one was paying attention. It was so long ago I don't even remember what I fixed. Something to do with a Chico cut scene? That rings a bell.
One extra note. There's been a recurring bug (I may have addressed it before, don't remember) wherein cut scenes are not ending, and the game essentially stalls out. Almost every time this happens it's because the player was trying to click / space bar their way through the scene too quickly, and they skipped merrily past the scene changing flag. It seems to pop up when people are doing Mr. Moe scenes in particular.
If this tends to happen to you, just... slow it down a bit. I'm still trying to work out a way to prevent it from happening period, but it needs more testing first. So... yeah... just sayin'. Stop trying to speedrun poor Mindy.
Next Build
I know I've said this plenty of times already, but we are really getting close to the end game here. I only have one storyline left to do (Gaspar's) before hitting the wall on branching storyline content, at which point I'll have to work on the main plot. Yes, there's a main plot. If you've been pursuing all of the endings you've probably seen bits and pieces of it by now. Foreshadowing and such.
I like fedoras. They are rad.
I want to fix some more stuff before I jump to the end game, however, so I'm gonna push it off for at least a few more builds. Gaspar aside there are a bunch more job animations that need to be plugged into the game, I want to add more girls into the contests, and the Minor Crises need to be fixed in a variety of minor, fiddly ways. The next build will probably be another of these animation-centric and fixer-upper builds.
I've loved working on Mindy. For all my amateurish fumbling with code and getting shit to work properly, I'm really proud of how it has turned out. Nevertheless, I would love to work on something else for a change, and I'm lookin' forward to the end game. Like, goddamn, how do AAA programmers work on the same game for three, four, five years at a time...? Crazy bastards.
And speaking of the next game, which is still a ways off but nevertheless on the horizon, I'll be putting out a poll regarding it in the near future. So. Stay tuned.
v2.9
The New Stuff
Everyone voted, and by a pretty wide margin Emm, the owner of the dungeon shop, was chosen as this build's focus character. So here you are, her storyline. It includes the usual shiz:
- A branching storyline that can take you in a few different directions - and I'll say now that rejecting Emm is the meatier of the two options in terms of available endings;
- Three new seasonally-sexy sleepover animations with Emm, if you decide to turn her into a lover;
- Three new endings (I decided not to make one just for plain ol' dungeoneering, 'cause goddamn are there a lot of endings at this point); and
- Two new battles.
(I abhor hints, but I'll give you this much, if you're new to the game: You can trigger Emm's storyline by going to her house in BloodOrb Forest, the first dungeon in the game. It's near the entrance. Ish.)
This is another one of those updates where you'll probably get more out of it if you've played Soo Cubus. And I mean all of Soo Cubus. Not as flashy as previous builds, but it's good setup for later stuff.
Next Week
(The bug list is fairly long, so I'm sticking it at the bottom from now on.)
The next build is gonna be another maintenance-type build. I need to give the combat system a more thorough revamp, and, that aside, I want to give the enemies more varied and interesting attacks. Some of the battles are a touch repetitive. Would also like to add in more sexy moves, because, you know, it's a sex game. I also need to go through all those old dungeon quests again, 'cause it's been a while since I looked at some of them and I want to make sure they still work okay.
So that's a thing.
I'll also probably do Jerry's storyline. It is, as I've mentioned, fairly short, and will only add two more endings, along with three more sexy-sexy sleepover animations with the poor bastard. Chances are good I'll add one or two more job animations, as well, since I'm almostdone with them all. Since the bulk of his storyline consists of gathering his body parts, this build will also give me a chance to make sure the associated dungeon quests all still work properly.
That's the fun stuff. If you just wanted to hear about the new content, you can stop here. Enjoy.
v2.8
New Stuff
This is the shiznit y'all probably find most important for wanking purposes. This week was another animation dump - I like these builds, they're overall more relaxing, if no less time-consuming - and I managed to shove a buncha new gifs into the game, including:
- Two new animations for Shay (Ghostings and Darkly - the animation for MegaHot was bothering me so I tossed it aside for the moment);
- Four new animations for Modelling (Ghostings and Darkly), finishing off the job;
- Two new Darkly animations for Cosplay, also finishing off the job;
- Two new Darkly animations for Camwhore, also also finishing off the job;
- Two new Darkly animations for Farmer, also also also finishing off the job; and
- Two new Darkly animations for Mascot, also also ALSO alsofinishing off the job. I swapped the planned holiday for this to 'Talk Like A Pirate Month' from 'Thankstaking' so I could put Lady Tang in the game, because... why not. I can do what I want.
Fixes 'n Other Shite
Now for the less pleasing stuff. I've been slowly testing and fixing glitches throughout the game whenever I've come across 'em, particularly in light of that last, stupid build, so there's a bunch of stuff down here that may or may not matter to y'all. Thanks to EventSpawn and RN2147 in particular for pointing out several of the bugs so I could jump on them, among other people.
- Rejigged several elements in the combat system to streamline it for my own purposes and, hopefully, cut down on lag a bit. With any luck y'all won't even notice a difference.
- Changed around a bunch of hotkeys to make them a little more logical. Should cut down on some clicking - though not all - and make one-handed play a little easier. Wink wink.
- Fixed a little double-money bug while Camwhoring. What should have been the poor man's job was, in fact, one of the more lucrative pastimes, and I didn't notice at all.
- Fixed a bug that was displaying Stamina incorrectly. Worked fine if you had 3 Stamina max most of the time, got a bit wonky when there was more than 3.
- Fixed the door leading out of the HardBeast's lair. As of 2.7.5 you were getting trapped in there. Thanks to Ian W for pointing it out.
- Fixed the maze quest in the third dungeon. Completely forgot about it when I was doing the rest of the door fixes for 2.7.5. Should be good now. Also fixed a looping bug after you killed the boss of the maze that sent you back to the beginning. Thanks t
- Removed an NPC showing up in the brothel gallery bit during off-season months.
- Fixed the Slip N Slide title, which wasn't working.
- Fixed a bugged chest in the third dungeon, near the entrance of the first temple. It used to work fine. The code for it just... disappeared. Dafuq.
- Messed with the text so it wouldn't spill out of the text boxes. Also gave the names during cut scenes a slight outline and bolding so they wouldn't blend in with backgrounds as much. Give me a shout if you notice any of these that don't look right - I tested a ton of scenes to check for odd overlap, but I know I didn't check them all.
- I guess this isn't a fix, but I fucked up and deleted a bunch of code while putting in the new Farming stuff, so the original Brimstone scenes look a little different. (The zombies don't walk anymore. Oh nooo.)
- Added an FAQ button on the title screen that will take you to the devblog. I've answered the 'How do I transfer my save file from my old game?' question so many times that I think it's prudent to point players a little more directly.
- Aaaaand there's probably a bunch of other stuff I changed that I forgot to add. There are always one or two things I forget to mention.
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Simply_Mindy (4 файла)
Simply_Mindy.swf (42.51 Mb)
flash_player_sa_linux.x86_64.tar.gz (8.09 Mb)
flashplayer_28_sa.dmg (16.12 Mb)
flashplayer_28_sa.exe (15.26 Mb)
flash_player_sa_linux.x86_64.tar.gz (8.09 Mb)
flashplayer_28_sa.dmg (16.12 Mb)
flashplayer_28_sa.exe (15.26 Mb)