Search found 12 matches
- Thu Jan 26, 2023 7:22 pm
- Forum: We are a Free Project looking for Partners
- Topic: [Closed] Looking for beta testers
- Replies: 0
- Views: 1356
[Closed] Looking for beta testers
I'm looking for one or two people to beta test my VN before release. The release date is set for FEB 28. The game is about 90k words long and it's gonna take around 12 hours of playtime to see everything. Factoring in a couple playthroughs on different difficulties, and actively trying to break it,...
- Sun Sep 18, 2022 7:00 pm
- Forum: Creator Discussion
- Topic: Regarding VN game flow
- Replies: 3
- Views: 2957
Re: Regarding VN game flow
Those are all excellent solutions, each one with its pros and cons. I'll think about it, but I can see the banking system + the highlighted choices working best on my game specifically. Glad I was on the right track with the "first try completion", so thanks for the very valuable replies. ...
- Thu Sep 15, 2022 7:42 pm
- Forum: Creator Discussion
- Topic: Regarding VN game flow
- Replies: 3
- Views: 2957
Regarding VN game flow
I'll start with the question: would you, as a player, like to have a way to do everything right in a single playthrough, with good choices and a bit of luck? Or would you be okay with multiple playthroughs to see everything? See, in my VN, the player can purchase some items at a store in the very ea...
- Fri Feb 21, 2020 6:52 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Managing save slots
- Replies: 1
- Views: 418
Managing save slots
I'm trying to manage a game with two difficulties, one with many save slots and the other with just one save. To avoid messing with the player saves, I wanted to use 2 page sets: If the difficulty is hard, then you only see one page (let's say page 99) and that page only has 1 save slot. The other s...
- Mon Feb 03, 2020 10:39 pm
- Forum: Creator Discussion
- Topic: About copyright
- Replies: 10
- Views: 5068
Re: About copyright
Very helpful to know, thanks a lot.
I'll be sure and discuss this matter with the artist beforehand.
I'll be sure and discuss this matter with the artist beforehand.
- Mon Feb 03, 2020 9:52 pm
- Forum: Creator Discussion
- Topic: About copyright
- Replies: 10
- Views: 5068
About copyright
I'm sorry if these will be "easy" questions but I'm having an hard time googling them because they're pretty specific. Let's say I commission an artist to draw my characters, that nobody's ever drawn before, ever. They only exists in my mind and in my text files. Wikipedia says: Copyright ...
- Fri Jan 17, 2020 7:37 am
- Forum: Ren'Py Questions and Announcements
- Topic: "Back" function and menu choices
- Replies: 2
- Views: 504
Re: "Back" function and menu choices
That didn't work at all for me, it just removed the selected attribute from the menus.
But on the plus side I used that bit to discover all the related functions and I managed to solve it anyway, so thanks!
But on the plus side I used that bit to discover all the related functions and I managed to solve it anyway, so thanks!
- Fri Jan 10, 2020 6:00 am
- Forum: Ren'Py Questions and Announcements
- Topic: "Back" function and menu choices
- Replies: 2
- Views: 504
"Back" function and menu choices
I've been testing my game for a while, and I found out that you can apparently use "Back" after you make a choice, and that basically breaks the whole game. For example, if you've got a menu with 2 affection events. You're supposed to just select 1, and I've got some code to check it (basi...
- Sun Jan 05, 2020 5:43 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Player added items?
- Replies: 1
- Views: 359
Re: Player added items?
I've been doing the exact same stuff in the last few days so I might be able to help. I'm not sure what you mean with "Customize their own items" but you can use simple boolean variables to check wheter the player has it or not. define mcHasCrowbar = False menu: "Should I buy somethin...
- Fri Jan 03, 2020 3:16 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Can I use "call" for multiple menu choices?
- Replies: 11
- Views: 1425
Re: Can I use "call" for multiple menu choices?
You could do something like this, which uses variables to denote which characters are unlocked (i.e. lens_unlocked ) and then a set to keep track of what's been clicked this time around, this might allow use of a single menu that can be reused throughout the game as more characters are unlocked, or...
- Thu Jan 02, 2020 10:28 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Can I use "call" for multiple menu choices?
- Replies: 11
- Views: 1425
Re: Can I use "call" for multiple menu choices?
Thanks, I didn't realise you can assign an id to a menu. This really solved a lot of problems I encountered. The first menu was harder, because affection is an integer and not a boolean and it's not good as a condition. Player must choose only one of those 2, and the shop everytime he wants. I did i...
- Thu Jan 02, 2020 4:55 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Can I use "call" for multiple menu choices?
- Replies: 11
- Views: 1425
Can I use "call" for multiple menu choices?
This question is actually two questions: First, let's say I have the following menu: menu: "I have the rest of the day before leaving." "See what Lens is up to.": "wip" jump lensAffection_1 "Let's meet up with Nikki." if nikkiAffection == 1: "wip" ju...