Saturday, December 31, 2011

Thursday, December 29, 2011

Monday, December 26, 2011

Endings!!!

Back from my holidays in the darkest regions of Canada, I have returned with presents for all you naughty boys and girls. A bunch of new endings and touch-ups for many of the older critters in need of extra love. I also updated the description and transformation text for many of these to match the current format. Scattered typo and fixes all over the place, too.

New endings summary:
- Painted Wolf Herm - endings and stat update
- Pit Bull - endings added
- Latex Wolf - Two random succumb endings. Special hidden endings. Also, the Latex Wolf now has occasional urges that will strike.
- Pig endings. Currently identical for both for both Piggy (Philip) and Messy Pig (creature). 14 endings?, for with and w/o Philip.
- Ashen Breeder. Stat update. Endings vary based on gender/Sterile/They Have Your Eyes. Three random variations for every succumb category. 17 total endings to achieve with considerable variety!
- Skunk and Skunk Taur - both with and w/o the skunk pet for various genders. 24 total endings between them, though less overall variety.
- Rescued Candy/Sarah conflict fixed. Added Sarah pet and Philip ending interaction.

Let me know if you do run into any conflicts. Enjoy.

P.S. Let me know which ones you liked best, too.

Saturday, December 24, 2011

Christmas Eve Update

Uploading as I type, Sarokcat sent in an update, including a continuation of the Fancy quest. Give it a spin and dive deeper into the secrets(and other nooks and crannies) of the flexible world.

Monday, December 19, 2011

New Script

I uploaded a prototype version of the web script that lets you play the game in the blog here.

Give it a spin, tell me how it works out.

Got a donation from a kind soul(who decided to be anonymous). Thanks! If anyone else has a buck or two after gift shopping, Click here to drop a few via paypal.

Saturday, December 17, 2011

Updates as they happen!

A live feed of updates is now available just to the right, take a look. Handy? Let me know.

As Christmas time applies Christmas related crunches, I am facing a slow month. If anyone can toss in a few towards the project, I would appreciate it. Click here to drop a few via paypal(You don't need a paypal account, any visa/mc card will work!). Leave a name and I'll post you up in the special survivor page in addition.

Happy holidays one and all.

Thursday, December 15, 2011

Working in the back

Just so folks know I'm not dead.

I've been hacking away at bugs and adding save functions for you guys. Latest being that lucky horseshoes should actually drop things into your inventory properly now.
Your ability to shift is now saved.
The microwave, if unlocked, remains unlocked.
If doctor matt was a recorder, he remains so.
If orthas was never there(see above), she remains gone.

Still taking requests for specific things to add to the saver.

Monday, December 12, 2011

In the Holiday Spirit?

My mind is a strange, twisted thing and after a suggestion from Haloeye last week for something to celebrate the holiday season, my brain rolled it around for a while and created something today. There is now a holiday-crazed, horny herbivore flying around the city, out to spread holiday cheer by spreading thighs with his yule log. He may not seem dangerous, but he'll wear you down and get you worked up so much you'll kiss him under the mistletoe.

** EDIT: Reindeer endings for Susan the doe have been added.
** EDIT: Reindeer heat has been added.

I've also done some new feat stuff:
Bad Luck - fun feat - 8% chance of a second fight & slightly raised chances of a fight. Additive to the existing chance of double-fights in Hard Mode.
Know Thyself - basic feat - Increased chance to hit against a creature if you have a head/body infected with their strain. You will also gain more XP from the fight. But if your cock has their infection, your libido will creep up as well.
The 'Booster' feats from the Hospital Quest now try to gradually recover their affected stats if they drop below 14, though at some physical cost.

Tweaks were done to the Hellhound endings to reduce overall conflicts. Special add-ons linked to this and tigress motel completion have been added.

The husky heat now has a clearer message whenever you are overcome by your urges, showing the name of the creature found as well before their victory message.

** EDIT: New variations on finding the plush toy added as well. Fixes to Nermine's bargain bin to reduce conflicts.

** EDIT: Kaxin, after a lot of wrestling with Inform, has created a new hyena to encounter while wandering around the city.

As always, other minor tweaks and fixes have been scattered about.

Saturday, December 10, 2011

Save Words

To help folks exchange saves, I made a wiki article for it on the FS wiki. A link has been added to the right, and here ya go.

Need more things saved? Drop notes below to get it penciled in. Be specific. Good examples:
  • I want it saved when I run into the double skunks! 
  • I want it saved when I bust the soda machine!
  • Can you make it save the existence of the Slut Rats?
Note, all of the above are also valid, since none of those things are saved, yet.

Wednesday, December 7, 2011

New Author

We have a new contributor, who crashed in with a sudden pull request out of nowhere.


Here are his words:

i have created 2 files one with 2 monsters, and another for items.
quick note on the monsters, when you beet them unless you have protection, you will get infected regardless of win or loss, this is due to a quest i have planned [REDACTED -- Nuku].
(if you say any of the understands is will point you in the right direction)
if you do edit the blog post for this would you mind putting the line bellow in, as to give people a hint.

 [strange sluts have appeared, and something weird happens when you beat them, maybe you should "ask for help" ]
Zero

Tuesday, December 6, 2011

More Sexy Times w/the Hyena Gang

In a mad rush of inspired writing (the kind that required cleaning up afterwards), I've managed to get Grant (the hyena biker leader) ready for sexings. There's a lot of different scenes for him and he'll play with all genders and ranks. The greatest variation is for the gang bitch, so be sure to check that out. There's even some mild footplay for those into it. I hope for more with him in the future. Endings will appear eventually as well.

Also, further good news. I think I've finally tracked down and dealt with the ending issues people were having. It turns out not to have been with the hospital material, but the hyena gang. If similar problems reoccur, please let us know and we'll check the other material. The last ending that shows is probably the one at fault, but let us know about the whole so we can cross-check while debugging.

Sunday, December 4, 2011

More saves?

Just want to reach out. Got things in the game that don't save with Trixie that you want to have saved? Let me know.

Not currently feasible: Kids, Perks, The whole of your inventory(currently wielded weapon is saved)

Edit: Things now saved:
  • Coleen is now fully saved.

Friday, December 2, 2011

Otters for All

While having a discussion in the forums about the sea otters, I had some inspiration. Basing it on some work I had scrapped for another idea, I have made the sea otters unrestricted to gender flags. This means you can enjoy them even if you block guys or girls. The blocked gender will back off during the sex, leaving you to the other. An additional random variation has been added to the mix as well (M/M).

Thinking yourself clever, you may ask, "But Stripes, what if I block both?" Well, if you're curious, try it and see.

Other than that, lots of little tweaks, fixes and typos have been resolved. Continue to advise us of any that do arise.

Thursday, December 1, 2011

November Report

NaNoWriMo is complete, and I have a novel for it! If you want to peek at it, it's over here ( https://www.smashwords.com/books/view/101172?ref=Dmsilver )

In the singleplayer arena, I have added save/load method that doesn't collapse on version upgrade, or across computers. It works in the browser or run in a dedicated interpreter. Our dedicated authors and coders, especially Stripes, are filling the game with more content than ever before, keeping the game fresh and changing on an almost daily basis. A hat tip to you guys.'

Multiplayer had its first Black Friday sale. I don't think it affected the long term cash flow, but everyone enjoyed getting cheap stuff! Not to mention a very limited time badge for participating in the event. We added new functions to the web page, making it easier than before to trade with your fellows.


April Donations: 2,274
May Donations: 1,806
June Donations: 2,245
July Donations: 3,267
August Donations: 2,648
September Donations: 2663.90
October Donations: 3,162
November Donations: 3,090



8 months of delight. I can see the anniversary on the horizon!

Wednesday, November 30, 2011

Update!

Challenge met! I did 14.5 thousand words today. Rawr.

Save/load has been beefed up to track the hospital main quest, and sandra and snow progress. If they were moved in, they'll be re moved in. If you found their house, you'll re-know their houses location.

Handy!

Remember, you can pass around your magic save words, and others can load from it. Share with your friends.

Tuesday, November 29, 2011

A Challenge Appears

So, I messed up nanowrimo, but it's not over yet. Time for a frantic rush for the finish line to make up for the week or so I did nothing at all. 20k in 2 days! It may be out of my scope, but it will be fun to try, with witnesses to mock me along the way!

Come cheer/jeer: here

Loading and Saving Progress

Last I checked, this was one of the biggest requests we've had standing, so I'm pushing ahead with all due haste.

Added since last post, hospital quest progress is saved, tanuki quest progress is saved, and sexual attributes are now saved. Got ideas for other things that really should be saved? Post below.

Monday, November 28, 2011

Saving and Loading at last!

Sort of.

The engine still doesn't allow for it on a basic level, so I said 'screw you, engine, you're not the boss of me!'

Enter, Trixie. Trixie is a magic time distorting faerie. Just talk to her and she'll give you a magic spell that explains your current situation to the universe.

Now, next time you play, you just go up to trixie and type recite (all that gibberish)

And poof, like magic, you're restored to your old self. Currently, your stats, your level, maxhp, sanity, current form, and progress with doctor matt is saved.

I know there's a lot of other things we'd like to save too, so, comment below. Of course, the more we save, the longer Trixie's magic word becomes. BUT! This also means you can share saves with other people, who can then recite the magic word and poof!

Like? Don't like? Ideas? Comment below!

Friday, November 25, 2011

This is a Test of the Tiger Broadcasting System

This is only a test.

Well, not quite. There have been some updates done. The main one is a new character by Sarokcat. There is a new lovely lady out there who's tired of all the girly boys around and she's wondering if you'd be willing to keep her company... provided you can show you're interested in more than just a quick bang.

Ending scenes: Boring7 provided a collection of ending interactions for the Raccoonboi based on having other NPCs saved and I added a few more to that. Proper gender-specific endings for the gryphoness pet+Timothy survivors have been created as well. German shepherd endings have been properly restored.

Philip's been dusted off and some more sex for the guys has been added, as well as a few bugs have been ironed out. Full piggification and piglets are now possible as well.

Lots of little things as well, such as combat updates, a new critter in the museum a couple of days ago and more stuff at the Stables by Sarokcat, in case you hadn't noticed.

That about covers it, I think. Return to your lives, citizens. Your horny, perverted lives. ;)

Sunday, November 13, 2011

Hospital Stripes is Complete

The Hospital Quest is complete.  Contains major fights, wild sex, experimental transformations, a new pet or NPC, and the potential to unlock a swath of new, powerful feats.  Will players help the rude and pervy Dr Matt or the cute but sinister Dr Mouse?  What consequences will they face for failing?  What spoils await the victor?

Saturday, November 12, 2011

Horseplay

Sarokcat and Verath have come together to bring you a whole lot of equine shenanigans. Basic debugging applied, uploaded and ready for play. Enjoy!

Nanowrimo continues on pace, support the writing by pre-buying the ebook(You can download the most up to date version at any time) for only 99 cents: https://www.smashwords.com/books/view/101172?ref=Dmsilver

Sunday, November 6, 2011

October Report

What a month! Troubles at home sent my money flying all over the place, but you fans kept everything in one piece. Almost record setting levels! My deepest thanks for allowing this venture to continue on, bringing more strange smut to the world.

Nanowrimo storms onwards. I am tickled that I've sold 8 copies of the ebook while it's still being written, thanks guys! This isn't about the money(I get a little over 50 cents per sale, woo), but support, and it's a big deal to me. You guys are awesome. Still on track for now!

Multiplayer now supports web  based mission editing, and some players have taken it to heart, adding content directly to the game's canon for other players to enjoy. Distills are now web purchasable, along with mako(premium currency) goods.

Singleplayer has picked up some energetic authors that are keeping content and bugfixes flowing at a comfortable rate. A hats off to you brave members of the open source movement.

Student Loans:
Total: $15,252.16, 300$ paid last month, coasting along on minimum payments right now. Rawr.

April Donations: 2,274
May Donations: 1,806
June Donations: 2,245
July Donations: 3,267
August Donations: 2,648
September Donations: 2663.90
October Donations: 3,162



7 months down, so many more to go!

Thursday, November 3, 2011

Fix Fix

We got terminal fixes for better monster viewing.
You can now drop all, drop everything, drop all (something).
Stripes brings us some more feline fun.
And Sarokcat brings a new location with someone waiting to meet you.

Nanowrimo continues!
Show your support by nabbing the ebook(updated continuously!): 99 cents here

Tuesday, November 1, 2011

NanoWriMo

I'm participating in NaNoWriMo! I'm on target for today and plan to push through to 50k by the end of the month. The subject: Flexible Survival!

I've posted the story to sofurry and Fur Affinity, but if you want to support me, check out here.

You can buy the book there, once, and have access to it in the ereader format of your choice as I revise it through the month. It's a personal way to cheer me on to my goal, and you all get an awesome story out of it.

Purchased or not, the story will be also posted in free places. The story is not being written for profit(though any amount earned by it is quite welcome).

Are you doing Nano? Comment below!

Thursday, October 27, 2011

Feat-A-Palooza

Stripes unleashes a tsunami of feats. Customize your character better than ever before.

Hunting Adjustments.

To make hunting more attractive, the following changes were made:
Expert Hunter has a chance to REMOVE bad results(33% chance per undesired item).
Master Baiter was increased from 10 X to 15 X chance to run into the item of desire.

The two stack(And you need one to get the other anyway).

Tuesday, October 25, 2011

Stripes is Stalking for Ideas

Want to slip an idea to Stripes? He's looking for things to add.

Check it out here.

Monday, October 24, 2011

Hospital Update

Stripes continues work on the hospital, revealing more for you to lay your naughty little hands on, and more story while you're in there. You're here for the plot, right?

Hard mode was tweaked a bit in response to player feedback, do tell me how it's working.

Saturday, October 22, 2011

Yay Birthday!

32 years on this planet. How long can we go?

Friday, October 21, 2011

How hard is hard mode?

I haven't gotten much(any) feedback on the hard mode tweak. Are the lower level mobs scaling well, still too weak, too tough? Give a brother a hint.

Wednesday, October 19, 2011

Shaft Beasts

Dragonflayer brings us an update to his beasties, and a new kin to harass you in your journey in the wastes.

Monday, October 17, 2011

Hard Mode Improvement

By player demand, hard mode got harder. Low level monsters will scale upwards, so nothing becomes TOO easy to smash apart.

Stripes of Honor

Stripes comes through for you all with a whole new area to explore. What's going on in that hospital? Go find out.

Wee fixes

Your description will no longer be wildly wrong when hermaphrodite.
The tigress hooker no longer mistakes 1 cock for many.

Sunday, October 16, 2011

Multiplayer Outage

As many posted in the last thread, yep, server go boom. It moved to a backup, it will move back to its original home soon. You should be able to connect to it now.

Friday, October 14, 2011

Multiplayer Mission Editor

Like the Flexible Survival universe? You can now submit content directly for the multiplayer game in the form of missions for other players to do. Players are generally self contained stories, like quests you get in world of warcraft or similar. You can be as descriptive as you please. Will the players fall into a pit of sex starved huskies and have to, ahem, fight their way out? It's up to you!

http://flexiblesurvival.com/index?missionedit

Wednesday, October 12, 2011

Updates are an important part of any balanced breakfast

Hey all! Lots of tiny bugfixes and spellchecks flying around, daily, often more than that. They're posted as I get them, so be sure to reload the page and enjoy the most up to date experience you can get.

Multiplayer news: You can now view profiles of players without being logged in, and they're linkable.

Behold mine: Nuku's Profile

Monday, October 10, 2011

Are we still in Alpha?

Not sure, but there's an alpha husky out looking for you, thanks to Sarokcat. We also have a host of small bugfixes and flag adds, so enjoy your stay in our post apocalyptic wonderland.

Multiplayer Update

We have Avatars!

The multiplayer game over at http://flexiblesurvival.com/ now has pretty avatars for everyone. We added 4 new avatar species, added breasts and penises to match your actual in game basic configuration. As of this night, I also added an accessory system, which lets you move around, resize, and even push back and forwards your trinkets and baubles.

Only one accessory right now, I admit, but that will change as I get more art.

If you want to peek at this madness, log into the page, then click who's online.

Click someone's name for a full view of their avatar.

Sunday, October 9, 2011

Late night Spellchecking

I wonder if you guys don't sleep. Rest assured that there are now way less grammar snafus and typomagraphic conundrums waiting for you.

Saturday, October 8, 2011

Avatar Artist

Seeking: Artist

Content: Beware, furry art!

I need avatar artists. Willing to pay $20 per avatar, full color.

Avatars need to be in pieces, I can send an example if you're interested. Kindly send links to your work.

This has the potential to be a long term project, with many avatars.

Thanks!

New Contributors

People seem to be getting a hold of how Inform and Git work, and I'm seeing more contributions coming in through it, which is amazing and wonderful.

Today's updates include a flurry of grammar and spelling fixes, and a revised self examination rule and assorted bugfixes.

Friday, October 7, 2011

Hellacious Update

Sarokcat turns up the heat with a demonic mistress.
Reenergize afterwards with a visit to the chocolate labs, brought to you by Stripes.

Monday, October 3, 2011

New Month Updates

Sarokcat gives the zoo some extra special love, just for you guys.

New author comes zooming in offering a more horrific assembly of genitals, beware!

September Report

The paypal alternative is up, and its fees are not terrible. We did about 40% of our income through it, and 60% through the old paypal connection. In the end, we broke last month's income just barely, making it a high quality month!

In terms of updates, we have FSociety in pre beta looking interesting but needing further love. FSurvival got tons of new updates, bugfixes, and new things to run into, always awesome, thanks to my peeps for helping make that happen.

Multiplayer now supports all aspects of XP spending via the web interface. You can master new mutant powers, upgrade them, learn crafting skills, the works, without using direct control! For those who are directly logged in, crafting got a kick in the bottom with a whole new upgrade system(The Distill system) which lets you customize your items awesome in whole new ways!

Student Loans:
Total: $15,552.16, 300$ paid last month, not the best month for student loan bashing, booo.

April Donations: 2,274
May Donations: 1,806
June Donations: 2,245
July Donations: 3,267
August Donations: 2,648
September Donations: 2663.90



Living the dream, 6 months!

Thursday, September 29, 2011

Sarokcat FURY

Our fantastic man, Sarokcat, has submitted bug fixes for the new ewe store and nermine. Also! Pirates!

All integrated and uploaded for your gaming convenience.

Wednesday, September 28, 2011

Wolves

A new wolf to enjoy from a new contributor lurks on FSurvival.

Saturday, September 24, 2011

Updates!

Sorry for the quiet.

We have a new contributor who's snuck in some dance grooves into FSurvival.

Sarokcat submits a bug fix for gryphon companion.
The zoo people got an update.
We have a tiger cop roaming around, what do they want?

Enjoy!

Wednesday, September 21, 2011

Sarokcat Update

The gryphons are up to something in FSurvival in this latest update from Sarokcat.

For FScociety, I ported over the 'nav' command, so if authors want to make an area that unlocks, you can hop over to it and back easily.

Using nav does not advance the turn.

Monday, September 19, 2011

Three New Events

Three new events have been added to Flexible Society:

-Hidden Cache (Unfolds into two, has different outcomes based on Species and Stats.)
-Susan Sighting (Work in progress, and will have more to it later on.)

Enjoy!

Sunday, September 18, 2011

Enemy Detected!

You can now select which tribes are your rivals.

Rival tribes will breed.
Rival tribes will try to conquer unclaimed land, like your settlers do.

There  is now a challenge! How much land can you snatch up before your rivals do?

Things enemy tribes do not do yet:
Research
Fight you
Fight each other
Trade
Diplomacy

Try it out, let me know how it works for you.

Greetings Fellow Survivors

We interrupt your regular broadcast to bring you the latest breaking news:

I (Maw) now have rights to post messages upon this blog! As a contributor and bug-squashing handyman--Nuku decided it would be of the fan-base's best interest to have me update you of large-scale projects directly.

While I will do my best in that regards, and that of continuing bringing content into Nuku's games to the best of my ability. Public relations may not be a strong point of mine, so I ask only that you bear with me.

I'm sure you'll be seeing me quite often around here. With updates and fixes a-plenty! Huzzah!

I hope the day finds you well, and you continue putting up the good fight for survival!

We now return you to your regularly scheduled broadcast.

Change of address

We are now blog.flexiblesurvival.com

Google is auto forwarding the old address so this should be entirely seamless and painless. Still, if someone IS having issues, pass the word along.

Early morning? No, Early bugfix

Fixed the room you could get trapped in in Flexible Survival, the shifting room.
It is now fast travel enabled so you can nav away from it.

Saturday, September 17, 2011

Early to Rise

Alright, following player suggestion, we have two new things, interrelated.

Once you've researched hunting, Ranching becomes available.
Once you've researched Ranching, you can build a ranch.
Protip: Ranch will do better if adjacent to an agricultural zone.

Farms, wells, and Ranches will now produce creds instead of food if your people don't eat that kind of thing. So huskies with an agri zone are just making trade goods, because they don't eat carrots. Same would be true if we made some herbivore rabbits and they owned an animal ranch. They're not going to eat the cows, but they can sell the milk, meat, and leather to others.

Friday, September 16, 2011

Situations

Maw is now officially a contributor to the project, and has mastered use of git, so they're posting updates directly for me to grab and upload to you guys! There's some situations posted now to FSociety. Look forward to more!

Late night SCIENCE

Fixed up repeating topics(like hunting). You're also advised of the level of the topic you're researching now.

Thursday, September 15, 2011

Another morning, another FS Update

Flexible Survival gets more love, thanks to Sarokcat. A new pet is out there waiting to be found, and a bug with Nermine is fixed.

Wednesday, September 14, 2011

Konnichiwa!

That means good morning, and may be misspelled. I went ahead and fixed the horrid grammar on battles as a good morning present. How are battles? Easy? Hard? Pie? Lemme know. In other news, Survival knows, Nermine got her complete update!

Tuesday, September 13, 2011

Player Suggestions

On suggestion, you now enjoy: You will be told the odds during conquest and have the choice to back down. You can now assign max to a job to have it auto fill up with people(Does not work on jobs with no real max). You can now research hunting or farming over and over, getting better at it each time, but it gets harder to research with every level! Latex foxes have an explicit 'does not eat' perk to make it more clear that they do not eat. Farming and Hunting now yield every turn. A smaller amount, but every turn.

Conquer Adjustments

Put in a handicap for the first 20, then 80 turns, so conquering unclaimed land for the first 100 turns is easier. Effective enemy strength is reduced by 1 during the first 100 turns. Effective enemy strength is halved during the first 20 turns. The first does apply during the latter(subtract 1, then halve). It should be a lot easier to get started. Please try it out and give feedback.

Flexible Survival Updates

Sarokcat brings us some awesome new stuff for the zoo and is making progress with a certain jackal lady. Updates posted and ready for play!

Monday, September 12, 2011

Go Forth and Conquer

Ok, new job, Settler. No requirement. You send your folks out to find land, they find it. The more settlers, and the better your perception, the more chance of a territory point being found. Now the trick, any time you take over territory, you have to beat off the mutants already living there(Ooops!). Have warriors ready! They're better at fighting and you'll lose less of them in the effort. Stamina helps. Lost all your warriors? Don't panic yet. Your settlers will try to finish the fight. They're not as well trained as your warriors, but if you have enough, you'll win and claim your territory point! There are, at this time, 100 unclaimed territory points per game. Later, enemy societies will be claiming out of that same pool, robbing you of potential land(The fiends). Like? Bugs? Let me know! Comments below.

Poll Result

Random events! I got a guy working on some more events for you guys, while I wrestle with #2. Speaking of, Huskies now enjoy their space more, with a density equal to the gryphons, instead of packing on each other like sardines.

What next?

New poll up on the righthand side, vote! Post thoughts below!

Late Night Fun

Start as latex fox, and the nerd will be happy to have some 'fun' with you. To remind, interaction is simple, either talk or fuck. Huskies now get some starting food, so they don't all die in turn one. Yay huskies!

Sunday, September 11, 2011

Species Stats

So I did get something done! After selecting a species you'll be shown their appearance and stats and given a chance to change your mind.

Minor fixes

Morale doesn't soar over 100. Not so many entertainers! Huskies remember that they like to eat.(Note to self, density may be too high) Events reworked so bad, good, and neutral events have more equal shots.(Neutral has the best chance actually) Added a link to the right to download the flexible society gblorb directly for offline play. I'm going to be dragged off to to deal with real life today, so updates may be a bit slower today.

Saturday, September 10, 2011

Fixity Fix

Room linking now works properly. Room descriptions now include hints of what's next door. I got an author working on some fun scenes with the latex fox nerd, you'll love her! All bugs reported have been squashed without mercy.

Situations

Situation framework is installed. Situations can be good, bad, both, or neither. Currently(possible to change), there's a 25% chance of a bad event, then, if nothing, 25% chance of a good event, if nothing, 25% chance of an event that's not marked good or bad. I will almost certainly lower those odds once everything is settled and we get more events. I put in one sample event just to get the ball rolling. Short and sweet, but shows how it works.

Smut

You want encounters, you want interaction! You got it. I've coded a fuck and talk routine, and tried to make it easy for others to add onto it. I've added a custom talk to the latex fox nerd for demonstration purposes. Feel free to chat with her! It's simple, but can be made as complicated as the coder feels like getting. But where are the random events? Keep your shorts on. I felt this was needed as support for them, since I imagine more than a few will involve meeting new people, potentially recruiting them to your village, where you may want to talk and/or fuck them like a big happy family.

Build Improvements.

I restricted building to the basic N E S W directions, but in return, your buildings will now link up in a grid. For instance, from the center, you put a smithy to the east, then a well to the north. then you go north to the well and build a farm to the east. Well that farm is north of the smithy, right? The game will search and find that, then go ahead and link them together, so you can go south of the farm and get to the smithy. Handy? Now, what next? I'll let you all decide, poll going up!

Can we build it?

Yes we can. You can now build stuff for your village! There's only a farm inputted, but adding new ones is easy peasy. What's that? Just more stats? Boring? Heck no! You don't just build these structures in the void. You actually build them right into the world itself, placing them down piece by piece. After the building is done, you can walk around your expanding city, enjoying the sights. Later, placement will count. A farm by a well will do better, for instance. I also fixed a bug in science, which caused your scientists to mulch on science points that you don't have(oops).

Friday, September 9, 2011

Released!

Look to the right, see the Flexible Society link? click it to play. Enjoy. It's still not much of a 'game' yet, but it is maturing nicely into something of a skeleton.

Release?

I feel like we're at the point where we can put out a 0.0.0.1 alpha version out. Temptation!

Time management

Things are getting to the point where we don't want time to pass so darn fast. How should the next turn be prompted? A command? Actually performing some leader action?

Thoughts welcome.

Let there be science!

And science there was. I have defined a research topic and a way to complete it. Well, ok, so you start on the default until it's done. I'm making the code to start the second project now, but that's almost unimportant in comparison.

The first topic is Local Survey, takes 30 science. Since there are no scientists yet, your nerd has to do it all him/herself, but that's ok, cause they count as one scientist to slowly nibble at your science points and turn it into progress.

Finishing local survey gets you the local survey perk(does nothing at moment) and +5% perception(yay!)

Any time research is done, you get a perk of the same name. It also calls for any special code the research may have, so research can do basically anything it wants.

SCIENCE!

I added the Latex Foxes, practically Flexible's mascot. Go foxes!

I tweaked foraging so that your people will also look for interesting human artifacts while they're out and about, resulting in a trickle of science points. These precious starting points are what you'll want to boot strap your research efforts. Which means that assigning everyone directly to a job at the start is a bad idea, because no one will be available to go artifact hunting.

So, silly question, what should the item you interact with to actually spend your science points look like? It could be tribe specific, come to think of it... Thoughts?

Good morning!

Village Center
You stand in the middle of, what you hope, will become the vast hub of your future civilization. For now it is just a small bonfire for you and your kind. Wandering the village, you see your people number 10.

A clipboard is set near the fire. You are sure you can use it to assign jobs.

>assign 10 to farmer
You assign 5 workers to Farmer.

Job -- Workers Currently Assigned
Farmer -- 5/5

Hunter -- 0/5

Warrior -- 0/10

Unassigned Workers: 5
Type assign (number) to (job) to change the amount of workers in a job.

Foraging yields food: +5
New blue furred children are born, rapidly growing to ready adults: +2 Morale gain: 3
>

-----------
Jobs now have maximums. Farming and Hunting both depend on your diet(you're better at what you need to survive) and merits and how much space(territory) you have to work with.

4 land + 25% for eating plant/meat = 5 workers max.

This also means you can't support a million people on your starting land.

Thursday, September 8, 2011

Get to work!

Ok, job system made. You can dynamically add jobs and make their appearance as complicated, or not, as you want.

For instance, I put two jobs in the system. Farmer, Hunter.

To unlock either, you can either have the merit(farming, hunting) OR, have it in your diet.

If you eat plants, you can farm.

If you eat meat, you can hunt.

Fair right? Of course, having both makes you even better at it.

Which reminds me, I need to make carnivorous farmers produce money instead of food.

Hunting is not coded yet, as in the actual yield from it.

You are now blessed with the mighty CLIPBOARD! So long as it's in reach, you can check your job assignments, see how many people are just lazing around, and put them directly to work.

Commands are simple.

Assign: See who's doing what.
Assign x to y: Assign x people to job y.

That's it.

Everything is written with later expansion in mind, so if someone wanted to write an extension that let your flexible society do basket weaving for profit, they could! Without a single line in the main file except 'include the awesome extension'.

Foraging was downgraded as I have a more concrete idea of the balance I want, and here it is:

A person farming will produce approximately enough to feed himself and one other every four days, assuming your people are hunger 50.
A person foraging will produce approximately enough to feed only himself every other day.

Leaving your people to forage will result in population crashes and potential game over, you will want some people farming and/or hunting.

Reproduction is now influenced by morale. Sad people fuck less. :(

So population crashes can result in a disheartened populace that does little to shore its numbers for a while. That's a bad thing.

Post your thoughts below!

Turn Structure

The game advances. I just added basic breeding, Oh baby!

Population increases based on your self fertility rates, and how busy everyone is.  Of course, there's no way to assign jobs right now, so everyone is available to help breed, how fortunate!

Busy people still count, but only for half.

For giggles I started up a village of gryphons and let them do as they wanted.

They went out to the ruins and gathered up food, and fucked a lot, resulting in a rapid population boom.

The food wasn't coming in as fast as new mouths, and the population crashed as a dozen people die off and morale plummets(no effect yet).

As time goes on, population and food does lots of crazy dances until population slams down to 2 people, and remains stable there while the two loyal gryphons forage, slowly amassing a tiny store of goods, then they have a baby, yay!!

With three, the population begins to grow faster, and the bouncing resumes until the entire village dies out some 15 turns later.

MISSION ACCOMPLISHED!

Turn Rules

Alright, starting to get into actual CRUNCH.

 An everyturn rule(this is the Eternal Hunger rule):
    let consume be the population of the tribe of player;
    now consume is consume times the hunger of the tribe of player;
    now consume is consume / 100;
    if consume is less than 0, now consume is 0;
    decrease food of tribe of player by consume;
    if food of tribe of player is less than 0:
        say "Your people starve without food: ";
        let x be 0 - food of tribe of player;
        now food of tribe of player is 0;
        multiply x by 100;
        divide x by hunger of the tribe of the player;
        if x is greater than 0:
            say "Casualties: [x] ";
            decrease population of tribe of player by x;
        let loss be 1;
        increase loss by x times 2;
        multiply loss by 100;
        divide loss by mood of tribe of player;
        if loss is greater than 0:
            say "Morale Loss: [loss]";
        say "[line break]";

This will get called every time the game decides a turn has passed. You lose food depending on how hungry your people generally are, and how many there are. A 50 hunger species(standard) will munch 1 food per 2 people per turn. A 20 hunger species would only nibble 1 food per 5 people, and a 200 hunger species(dude, you need a diet) would chew 2 food per person.

The people you can't feed will fall over and die, very sad. Right now, they all just die instantly. This may be unrealistic or unfair, but it's a start.

You also lose morale, no one likes seeing neighbors starve to death, not fun.

Blue Gryphons

First defined species.

Blue Gryphons is a species.
The Intelligence of it is 40.
The Might of it is 50.
The Stamina of it is 50.
The Perception of it is 75.
The Industrilization of it is 20.
The Hostile Infection Rate of it is 50.
The Friendly Infection Rate of it is 10.
The Resistance of it is 0.
The Mood of it is 60.
The Morale of it is 50.
The Libido of it is 65.
The Self Fertility of it is 50.
The External Fertility of it is 50.
The Gender of it is { "Hermaphrodite" }.
The Military of it is 0.
The Science of it is 0.
The Manufactury of it is 0.
The Hunger of it is 50.
The Thirst of it is 50.
The Territory of it is 4.
The Population of it is 10.
The Density of it is 4.
The Diet of it is { "Meat", "Plant" }.
The Perks of it is { "Flight" }.

I am assuming a 1-100 scale.

Military/science/manufactory I will assume starts at 0 but is raised by action for MOST species. A human species, when made, would likely begin with an edge here.

Everything all make sense so far?

I am assuming Density is how many members can live in one unit of territory contently. So at 4 density, their 4 territory could support 16 blue gryphons without issue. They start with 10, so they have some room for initial growth.

So it begins

As fun as debating the game is, we could sit there doing that -all day long- and end up with no game at all. So I cracked open Inform and started typing some stuff, at least starting to forge a template for species. It's kind of important we get this done right, since your species and all the other species you run into(humans included) will be based on it, and any fix we do later will mean going back and fixing all species made up to that point.

Phew, heavy responsibility.

The git archive now has a new folder with the new main code, small as it is.

I'll paste the relevant bit below:

A Species is a kind of thing.
A species has a number called Intelligence.
A species has a number called Might.
A species has a number called Stamina.
A species has a number called Perception.
A species has a number called Industrilization.
A species has a number called Hostile Infection Rate.
A species has a number called Friendly Infection Rate.
A species has a number called Charm.
A species has a number called Libido.
A species has a number called Self Fertility.
A species has a number called External Fertility.
A species has a list of text called Gender.
A species has a number called Military.
A species has a number called Science.
A species has a number called Manufactury.
A species has a number called Hunger.
A species has a number called Food.
A species has a number called Thirst.
A species has a number called Water.
A species has a list of text called Perks.
A species has a number called Population.

The player has a species called tribe.
------
Ok, so a species has a bunch of stats, as you can see. Let me explain a few I didn't mention before. Hostile infection rate is how quickly prisoners of war or even enemy combatants on field may be converted.
Friendly infection rate is how quickly ambassadors, visitors, and other, entirely non hostile, people may be converted. Many species will have a 0 friendly infection rate, but some strains are really virulent, even around people you like, and you could end up converting people you have no enmity towards.
Self Fertility is how well your tribe breeds if simply left alone, amongst themselves. Some species may not breed at all with themselves. Some may be really good at it(Damn you rabbits!)
External Fertility is how well the tribe breeds with outside species. So you could have nymphs that cannot self breed but given a strapping male of some other species will start popping out babies(until the man becomes a nymph, damn it)
Food is currently stored food, hunger is how hungry the species tends to be. Same with thirst/water.
Perks is a list of awesome traits your species would have
Gender, you may notice, is a list. Rather than setting it to one specific string, I figured it would be easier if you could just list out all the genders present.

So one species could be Male, Female
another could be Male, Neuter
Another could be Female, Hermaphrodite
And yet another could be Male, Female, Hermaphrodite
Whatever works! Also means adding/removing sexes during play is theoretically possible if something causes that(likely unusual).

Thoughts? Obvious missing stuff?

Git!

Ok, first of all, fixed the linking so that the main source file is again being updated, yay!

I'm thinking to use the same github for the new project, just make a new folder for the new main source file and plow straight ahead. Seems the easiest way by far to keep everything up to date.

Also, appearance. We could cheat and use the same appearance hooks that Flexible Survival uses. It means you could even, potentially, use existing extensions to grab mutant strains.

Thoughts?

Wednesday, September 7, 2011

Flexible Society

Is that a good name? Flexible Society, Flexible Tribes, Flexible Family?

Ok, so, the decision is cast! Now on to core mechanics.

I'm thinking a tribe should have the following stats:
Population: Simply, how many there are.
Military Preparedness: Percentage of population that could mobilize to violence.
Scientific Preparedness: Literature rate combined with amount of population willing to discover and learn on a scientific level.
Manufacturing Readiness: Percentage of population that could pick up a hammer or equivalent and get to building
Might: Basic ability of military unit to cause damage
Stamina: Basic ability of military unit to withstand damage
Intelligence: How good are your scientists?
Charm: How good are your diplomats and spies
Industrialization: How well you construct things
Infection Rate: How quickly are prisoners converted to your tribe
Mental Dominance: How much, or little, do converts retain after conversion
Sex: Does your strain have a male and female? Is it only one or the other? Hermaphrodites? Neuter?


Am I missing anything really obvious?

Aside from stats, tribes would have Traits, like merits.

Some would be innate, like if you're playing a tribe of Gryphons, you would start with Flight.

Others you could pick up during play, like First Aid Trained.

They would influence your stats and/or possible give you new actions. Like if you have flight, a unit may flee instead of being destroyed in a conflict. or Tolerant, which allows prisoners to contribute to population even while not converted.

Thoughts below!

Tuesday, September 6, 2011

New Chapter?

I'm getting that itch! That creative itch!

What say ye, my fanbase, to a new chapter of the Flexible saga?

I had two thoughts in mind.

A: Civilization meets Flexible Survival. You're in charge of a mutant tribe(You chose the infection) and you have to infect, breed, and do battle to protect your niche, or take over America!

B: Infiltration. You're an aware mutant that wants to bring his/her gift to the people of an equally aware and frightened city. If you get caught, they'll kill you, but if you succeed...

Thoughts? Comment below!

Friday, September 2, 2011

August Report

Second best month to date, who can argue with that? Singleplayer audience came together when my hard drive decided to fail, netting 160$, the rest is multiplayer proceeds. My singleplayer contributors&co coders(SarokCat and HellerHound) are putting out awesome content, thanks guys!

On the multiplayer front, Edmol has produced default avatars for us, so no one is without an avatar again! But we need more avatar work(Much more). You an artist or know a good one, do point them our way.

We also have a customizable AI now, much like Dragon Age or Final Fantasy 12, you can program yourself to respond to the situation at hand.

We almost have a Paypal-Free payment solution ready to unroll, just putting little finishing touches on it.

Chat! You can now chat with web and telnet connected multi people straight from the web page. Join the community!

PS: Multi is at http://flexiblesurvival.com/


Next Target Student Loan:
I crushed that loan! Instead of doing specific loans, let's just do the total: $15,838 remaining, 1827 paid last month.

April Donations: 2,274
May Donations: 1,806
June Donations: 2,245
July Donations: 3,267
August Donations: 2,648



Making it without corporate backing. 5 months down, many more to go!

Thursday, September 1, 2011

Zoo Map










A map drawn up by a player, Barkon. Thanks!

Sunday, August 28, 2011

New HD

A long time fan of the Flexible series showed up at my house, tall and in charge. They presented a hard drive and a windows CD(I already have a perfectly legal key, purchased the year prior). With some idle banter and hat tipping, they sped off into the night, leaving me with a 1 TB Western Digital.

I tried to save my install of windows, but that ultimately proved to be a huge time waster. When I finally gave up and reinstalled onto the new hard drive, everything was smooth and fast to recover. I'm just about finished setting up shop again, and the updates will continue!

A huge thanks to those who responded to the crisis! Let the games continue.

Wednesday, August 24, 2011

Seeking Artist

Need an artist to make avatars for the multiplayer game. Haven't been there? http://flexiblesurvival.com

Apply within!

Thursday, August 4, 2011

Moar moar MORE!

Computers, rubber cats, random events EVERYWHERE!

Sarokcat and Hellerhound have been hard at work. Species rivalry, or soul mates in creation? Either way, you win.

Tuesday, August 2, 2011

July Report

This was an incredible month for the singleplayer, with becoming open source. We've gotten some real talented content producers on board that have made their dirty fantasies into gaming reality!

Donations on the multiplayer were almost unbelievably awesome, a big thank you to all my multi-peeps. I did get some contributions from singleplayers(To the tune of about $150), and a thank you to each of them.


Next Target Student Loan:
My next loan to be bashed is now at $925.94, at 5.35% interest I managed to beat it down by $1,007 last month.

April Donations: 2,274
May Donations: 1,806
June Donations: 2,245
July Donations: 3,267



Proving that you can make a living by doing what you love! Here's to another month of more awesome things.

Saturday, July 30, 2011

Did I hear UPDATES?!

Yes I did!

Sarokcat delivers with more hyena oriented content, and lots of it.

Also included, Hellerhound bugfixes and updates, because he is awesome. Enjoy!

Saturday, July 23, 2011

New day, new updates

A new situation to run into, updates on the big assortment of situations from Sarokcat(Thanks!), and heat should stop making funny errors.
For modders, two new functions:
Infect
Challenge
Examples:
Infect "Latex Fox";
-- Causes 1 infection from the latex fox mutation, capitalization must match what the strain uses.
Challenge "Latex Fox";
-- Works the same way, but causes a fight instead of mutation.
Handy, I hope. 
 
Added infect. Added infected pool 
Added 'to challenge' action. 

Tuesday, July 19, 2011

New Ewe

A whole new situation is entered by our newest content dev, Sarokcat.

Sunday, July 17, 2011

New Microwave

Microwaved, the feat, got an upgrade. You're now told where the infection is happening.

Saturday, July 16, 2011

Fox Love

The latex fox has a new scene for when males beat him up.

Friday, July 15, 2011

Good News

I have a whole new arc submitted that I'm converting over to proper script, and some other submissions besides. Look forward to a new update in the next few days. Keep requests and ideas coming, I read every single one.

Thursday, July 14, 2011

Small update

Some typos fixed with the messy pig.
Added 'one pair' for breast control.
Added ending for fertile with lots of kids.
A big thanks to the folks who are emailing in.

Wednesday, July 13, 2011

Seeking: Authors

A reminder that I am on the look out for folks who want to add to the content of the game. I handle the code, you handle the words. For an example of this in action, see the Orthas arc, written entirely by someone else, coded by me. It can work pretty well.

Monday, July 11, 2011

About the Webmaster

I did get a reply, so you all know. We've made the site much prettier. Still working on the code aspects of it. A thank you to everyone who replied. There's more to be done, I've saved emails in case.

Yesterday's Bugfixes

Isn't Git handy? Been tracking all my changes since I started using it.
Fixed the fish. 
You can't look at objects from afar anymore. 

Saturday, July 9, 2011

Orthas Arc

One of the authors returned with script. It's been codified and entered, and Orthas waits for YOUR help. I'm sure you don't want to disappoint the dragon.

Friday, July 8, 2011

Thursday, July 7, 2011

Today's Bugfixes

fixed feat bug causing feats to not be rewarded. 
 
We have additional content on the way. I'm looking forward to coding that in. 

Web Designer

Are you good at making tasteful designs that can capture attention? I need you!

Flexible Survival, the web MMO, needs someone to come and give it some tough loving in the web department. I can make the game itself sing and dance, but my web experience suffers, and the game suffers with it. Think you're up for it? Let me know!

* Experience with Javascript and Ajax would be a huge plus.
* This is a paid gig.

Morning Code!

Up early, decided to perform some love for you guys.

The awesome bat should produce better grammar overall.
Feats are now seperated into 'functional' and not.

Functional feats are like survialist and black belt.
Non functional feats are like male preferred and kinky.

You get one of both at start.

You gain a non functional feat every 6 levels, this is in additional to the usual feats.

You don't even have to go back to Matt for them.

Wednesday, July 6, 2011

Updates

Today's Updates:


Nymph on the Way

We have an author that's taken to the nymph and I'm already loving the direction they're taking it. Look forward to it.

In the mean while, let's have one more thread of 'annoying game mechanics and general wish listery'.

This should not include critter or scenario requests.

Mid-day Bugfixes

You can't be pushed to negative hitpoints when the fight is over(You'll spring back up to 1 hitpoint afterwards)

Using the new cheat when you're level 5+ will result in the bonus xp, but no immediate levels.
If that puts you at enough for a level, just get into a fight and you'll tick over.

Winner!

Looks like Nymph is the new mutant to grace the wastelands. After we do her, I think some time should be spent expanding on the content we have. We have too many 'slender' monsters with not much meat on their bones, in terms of content.

PS: If you're one of the hopeful authors and you love nymphs, let me know before I get my code slippers on.

Cheater!

If you win the game with 1000+ points, you will be let in on a cheat to use on new characters that will get you back into the game much faster than before.

Tuesday, July 5, 2011

Fanart

The talented Trav gives us a gift:

Seeking: Authors

Do you like writing adult things? The project could use you!

There are a lot of scenes that need expanding on, and story to push forward.


Requirements:
   The ability to self spell check.
   Concrete grasp of English.
   A lecherous heart helps!

Interested? Inquire within.

Poll

Look off to the right. Winning vote gets put in next!

This update is full of Tuna

Tunalord Sefont went and created a second dragon to keep the first company, and souped up the first one while he was in there. Go check it out at the beach.

Wake up!

Ah, good morning. My mailbox was stuffed with things. The sea dragon(ess) was updated and required a new round of debugging, but it's up! Some bugs you all found, crushed, updated, uploaded.

I found out the way I wanted to include stories will not work, ah well. Expect to see the book vanish in a version or two if I don't think of some alternate route.



Code Commits:

Minor pet tweak

You can now get rid of your pet. Type pet dismiss or just dismiss.

Monday, July 4, 2011

Stay a while and listen

By player request, there is now a story to read in the library. Enjoy!

Edit: It works locally but not uploaded, darn it... The book is busted for now. Looking into other ways.

Stream

Taking a break, watch me play a point and click adventure game!

http://www.livestream.com/nuku

Pretty Menus

The ban system has been prettified. Instead of being asked a series of yes/no questions, you now get a nice menu to work with. It's a lot easier.

Try it, give opinions below.

Early Christmas

The elves are out and about! Look for them in the park.

Other Updates:

Sunday, July 3, 2011

Fixes

Doctor Matt will forgive you for not getting things that you've banned out of the game.
Spidergirls and Kangaroos got some bugfixes.
You are now prompted at the start to be sure you picked the right attribute.
A couple of errors caused by the new flag system were pruned out.


What kind of not-furry critter would you like to see?

Take Flight!

Continuing my efforts to diversify our offerings, I've added harpies. If you've ever read the monster woman entries, think that.

More not-furry critters likely in the future.

PS: See a scene you think you could write better? Go ahead! Send it my way and I'll work it in.

Kicked Offline

I was offline for the last so hours. Not to waste my day, I hammered at the code.

Fixed a but with the new sprites.

Made the flag system work nicer with extensions(So you can define something as being part of a flag wholly inside the extension)

Made situations flaggable.

Forgotten is now 60 days.

Fixed a few errors related to flags.

More flags

By request, Guy, Girl, and Hermaphrodite flags were added, allowing you to prune out critters who are guys, girls, or hermaphrodites from your game.

Enjoy, post bugs here.

Stream Over

Stream is done, here's what we did.

Critters can now be tagged. There's only one tag so far(Furry).

You can now choose to BAN creatures based on their tag. This removes them entirely from the encounter table.

New critter: City sprite

Stream on, young man

Let's get a stream going: http://www.livestream.com/nuku

Alternate Play

Right under the usual play is a little 'alternate play' link. Click that and a java interperter will fly open in its own window. This one lets you save your saves wherever you want. It might work better for some folks. Try it, give feedback. The usual player is in the usual place, so no one is left in the cold.

Edit: Removed. Will keep eyes open for alternatives.

A challenge

So I find this rather swank in-browser java interperter that lets you save stuff where you want it. Looks pretty sweet.

http://wso.williams.edu/~jon/zag/

Can anyone figure out how to make this thing work for our needs? Thanks in advance.

Good day, more stuff!

Alright, I start off with a new Scenario, Forgotten.

You begin with no supplies and no knife.

The game is extended by 60 turns.

Doctor Matt and Orthas are gone.

Why? The rescue already came. The next one isn't for some time yet.

Matt was kind enough to leave a recording behind, so you can still gain feats, but that's about all you're getting out of the labs.

Fixed some mothgirl tense issues.

You won't find new areas while exploring the sea, sewers, park, under the lab, or other places. Only 'Outside' will yield new areas.

Saturday, July 2, 2011

Pets!

Alright, got pets done today, at least the basics of it.

Pets have to be tamed. The sample pet is pretty easy to tame.

Once a pet is tamed, you can call it up. You can only have one pet at a time, calling a pet, overrides any other pet you had with you at the time.

Pets can gain levels through XP earned, just like you!

Pets do not forget their time with you, which is to say xp and levels earned stay with them, even if you swap to a new pet.

Pets can't die, that would be too sad.

Want to try it out? Head to the beach, and bring some food.

Want to make your own pet? check out the code depot and scope out pets under Nuku Valente. The definition of a pet is pretty dang simple. Hardest part is creating a way to tame them. Pets that start tamed will not be accepted, unless they're tied to a scenario perhaps? That'd be pretty cool...

Anyway, rambling now. Check it out, bugs and thoughts go below.

Feral Sea Dragon

A new player contribution, debugged and entered. She awaits you at the beach.

In related news, I've begun work on a new project, who is also at the beach, hmm....

Post bugs here, of course.

Good Morning

Hey everyone,

Good morning. I've gone ahead and finished the lusty skunk's missing scene. They just need some endings to be entirely complete.

No Script

I was told there's an update for no script that users of it may wish to upgrade to.

Get it here: http://noscript.net

Friday, July 1, 2011

Unresponsive

So several people reported the game as being unresponsive. I think I figured out the only thing that changed(The ad), I switched to a different code for the ad. Tell me if that clears up the issues.

My deepest apologies for the trouble, it's not cool to trouble my players with it. Hopefully this clears everything up.

Updates

Added a note about n and p working in menus. 
 
All at player request, enjoy! Post bugs here.