California Strip Poker 1.12 is ready to download
California Strip Poker » Devlog
California Strip Poker 1.12 is here! You can now keep adding players to your game after you defeat them. Enjoy some very crowded composite shots after defeating everyone in a particular location.
New changes this version:
- Added the ability to add more players mid-game (in the dropdown menus). Must start with 4 players, and at least one of them be defeated. Replaced players images will still show up in game, and in composites if there is room for them. In streamlined mode, replacing a player gives you some money and a possible buyback.
- Added support for alternate composite positions that can be used if two players are normally in the same spot
- Added alternate position images for most players at the beach and inn. (fully naked only)
- Added voice hooks for changing 0 cards
- Added voice hooks when regaining clothing. (see candy's voice folder for full set)
- Added a finale for Leah's beach outfit
- Added a Succubus+Fairy finale at the inn
- Added a fun drinking pose for Fairy-Vivian
Files
California Strip Poker 1.12.zip 1.5 GB
Sep 05, 2023
Get California Strip Poker
California Strip Poker
A sexy game of strip poker.
More posts
- California Strip Poker 1.185 days ago
- Stripe Megapack18 days ago
- California Strip Poker 1.17 releasedAug 28, 2024
- California Strip Poker 1.16 ReleasedMay 04, 2024
- California Strip Poker 1.15 ReleasedFeb 18, 2024
- CSP Opponent Creation Tools UpdateJan 21, 2024
- CSP AI-generated players?Jan 15, 2024
- California Strip Poker 1.14.1 releasedDec 23, 2023
- California Strip Poker 1.13 released!Dec 14, 2023
Comments
Log in with itch.io to leave a comment.
One more scenario that can lead to overlap.
You can have two defeated opponents that share the same space and one that is replaced first is still shown in the foreground while the one that was defeated last is put in the alternate composite.
I had this happen.
In that case, if the last defeated one uses the finale, it would overlap with the replaced opponent in the foreground.
Ideally, if the finale is used, then the opponent in the foreground should be hidden, if at the same position.
Almost forgot, there is another thing.
After winning if you use finales, there is less chance to see images of girls without finales. I think this affects replaced girls too. In fact, if you have 4 last-standing girls with finales active, I do not think I am even able to see images from replaced girls in rotation.
In my opinion, while images of girls with active finales should have a higher chance of appearing, I think currently it affects too much negatively other girls from appearing and especially replaced girls (if they appear at all, if multiple finales are activated).
If there are finales active, there is a 50% chance it will show a finale player. Otherwise, it picks someone at random. If you have strip shows going on those get always picked first though, so maybe that's what you experienced?
But is it like, a 50% chance to show the finale player, then randomize which finale player is shown, otherwise randomize which non-finale player is shown?
Because if does not feel it works as that.
Exempt, if it iterates through all players, and any player with an active finale does its own 50% roll.
Because for 3 players with finales that would be like 87.5% chance to show the finale, and only 12.5% to not show it.
And with 4 players with finales and the rest replaced players would give even less chance for others to appear (around 6.25%).
50% chance to choose a finale player at random. If not, then it picks a player at random from the whole list.
So if half the players have active finales, they effectively have a 75% chance of appearing, which seems like a lot, until you remember they'd have a 50% chance of appearing anyway.
If you have 4 finale players and 1 replaced player, then the replaced player goes from having a 20% chance of appearing to 10%.
One more thing, how the final composites will look after all players are defeated may differ greatly depending on who were final defeated opponents and which were replaced earlier.
It would be great if you could cycle which defeated opponents are "replaced" and which are not, after winning (or losing) the game.
Additionally, this can depend even on the ordering of the opponents (both those last defeated and earlier added ones).
For example, I had 2 replaced opponents on the beach that share the same space, and depending on their original order when the game was set up one would always show in the alternate composite and the other in the main composite.
If this can be tweaked after winning or losing the game, in some way, that would be great.
There is a workaround with saving the game after winning and tweaking the save, but that is for advanced uses only.
I tried to make it play out so that the replaced players are the ones who use their alternate spots first. So after they are replaced they move away from the table to make room for the new players, and now that is where they are hanging out.
It doesn't always quite play out that way if multiple people get replaced out of the same spot in a weird order. I think I might be able to tweak the replacement selection logic so that players replace other players in the exact same spot more often, which would lead to fewer of these situations.
Found one more bug.
Leah and Rosie's finales on the beach overlap with each other on the screen.
Good catch. Looks like I forgot to check for active finales when negotiating who uses their alternate position.
Here is your bug bounty: a sneak preview of Rosie in the bedroom:
For future updates:
1) It would be great if you could manually cycle images for defeated enemies that got replaced by new opponents. Maybe add a similar interface as the one for active players, on the right edge of the screen too, so you can get this way up to 8 players available to display.
2) It would be cool if defeated enemies could be set to use their finales to "distract" active players.
3) You can win against all opponents but be unable to enable finales specific to those opponents that were cycled out. The worst offender is starting with Candy (Succubus) who gets replaced by Vivian, and then being unable to check their joined finale. There needs to be a way to swap out between defeated opponents.
Right, not having a player-panel for the eliminated players kinda sucks. I knew that going into it but I didn't have the bandwidth to do anything about it. The panels on the right do work as an idea but they cap out at 8 players and eat up a lot of real estate. I might add a way to toggle the existing panels between the eliminated players instead.
Also, not sure if intended but you can have defeated enemies like Candy (as Succubus) not allowing you to see later added active opponents if they share the same location (which happened for me for Vivian).
That's the one I didn't take care of in the inn (though if you play Vivian first it will be fine. Or once you beat them both.)
I thought I gave Vivian alternate_position composites all the way down to make up for Candy not having one at all (she's hard to move elsewhere with them bigass wings), but I guess I didn't. You can do it yourself pretty easily though. Take any composite where she is on the table itself, copy-paste it into the same folder, and add _alternate_position to its name.
Nobody in the void has an alternate position composite either, so they'll disappear there as well for good once replaced.
I think the issue here was that Vivian was still an active player at that time, so an alternative composite would not apply.
I only put in alternative composites in the final naked state because it would've been way to much work to do them all, but they do work at all states of undress if you've got the images.
(In Fairy Vivian's case, all the composites of her sitting on the table could be re-used)
Yeah... It would be cool for easy cases like this, where images are available, to add them where appropriate.
One more issue. Candy as Succubus is blocking the view of composite images for Leah and Rosie.
Yep. She's got really big wings. Posing those things is a pain so I'm probably not going to be redoing those composites unfortunately.
I think Candy could have an alternate composite of her own if standing in front of barrels in the background. That way, she would not block an active Vivian player.
After adding 3 extra players to my game, it seems I lost the ability to Draw extra cards for $20 in Classic mode.
Is this a bug?
The game might be still dealing cards to the eliminated players, and then running out of cards for extra redraws. I'll look into it.
My god, an expanding game
Yep, Eldricus is very hard working.