Search found 230 matches

by TellerFarsight
Fri Dec 08, 2017 11:04 pm
Forum: Ideas
Topic: Horned Barista [SoL] [Comedy] [Psychological] [Horror?]
Replies: 2
Views: 497

Re: Horned Barista [SoL] [Comedy] [Psychological] [Horror?]

Sounds like a very cool short story. I love your concept art and its Roald Dahl style messiness. Your plans for possibly taking it further are interesting, but I would suggest you don't let this project spiral into too large a project propelled by overambitiousness. Writing the more intense version ...
by TellerFarsight
Wed Dec 06, 2017 11:06 pm
Forum: Works in Progress
Topic: Vora [Post-Apocalyptic] [Pixel] [Commercial]
Replies: 10
Views: 2165

Re: Vora [Post-Apocalyptic] [Pixel] [Commercial]

Working on the music. Bear with me, I'm real new to this, but I think they turned out pretty good. There's going to be 6 tracks in total, and I'll have the initial attempts at them all finished pretty soon. I'll put the link on the main post.
by TellerFarsight
Wed Nov 29, 2017 10:06 am
Forum: Works in Progress
Topic: Vora [Post-Apocalyptic] [Pixel] [Commercial]
Replies: 10
Views: 2165

Vora [Post-Apocalyptic] [Pixel] [Commercial]

TitleCard.png Vora is a post-apocalyptic story of a mysterious old hermit man living in an abandoned city, an undetermined number of years after an apocalypse. On a day much like any other, a group of survivors enter the city, his city, and set up base. At first he just tries to avoid them, but the...
by TellerFarsight
Tue Nov 28, 2017 3:09 pm
Forum: Works in Progress
Topic: Shin Megami Tensei: Devil Survivor [Reverse-Engineered]
Replies: 12
Views: 2244

Re: Shin Megami Tensei: Devil Survivor [Reverse-Engineered]

Hey all, Life's real busy and it's been a while since I worked on this. I cleaned a bit of it up and recorded most of what I have. I have the rest of the dialogue for "day Before," but I have not coded the second (more complicated) battle. I left some other failed elements out of this version, like ...
by TellerFarsight
Mon Nov 06, 2017 9:28 am
Forum: I am an Artist
Topic: [OPEN] Anime & Square Enix Style chara artist!
Replies: 12
Views: 2359

Re: Anime & Square Enix Style chara artist!

Can we see some examples of pixel art, please?
by TellerFarsight
Thu Sep 28, 2017 7:49 pm
Forum: Works in Progress
Topic: That Night [GxG][Horror => RomCom]
Replies: 15
Views: 1826

Re: That Night [GxG][YuriJam][Horror => RomCom]

This a really clever idea and I'd love to see how it turns out. Also, big fan of the sprite art.
by TellerFarsight
Tue Sep 26, 2017 8:20 pm
Forum: General Discussion
Topic: Horrified--Games DO need warning labels.
Replies: 18
Views: 1972

Re: Horrified--Games DO need warning labels.

This is a very difficult question you've posed here. I agree that games should be properly trigger-labeled, but I very highly value a story's ability to subvert expectations and be something you don't expect. I don't know if Mammon is going to read this, but the first example that comes to mind is P...
by TellerFarsight
Wed Sep 20, 2017 8:15 pm
Forum: Asset Creation: Writing
Topic: How Important Is Movement/Action During Dialogue
Replies: 10
Views: 883

Re: How Important Is Movement/Action During Dialogue

Generally, I'd say it's very important, but I think that type of writing should be at least reduced in a visual novel. The difference between a novel and a visual novel is the visual, so don't be redundant by doing things like describing the background. Even worse would be exactly the example you ga...
by TellerFarsight
Wed Sep 20, 2017 4:33 pm
Forum: Ren'Py Questions and Announcements
Topic: Displaying attack damage
Replies: 2
Views: 242

Re: Displaying attack damage

That works well, thanks! I'm very new to python and didn't really know how to use global/local; I assumed the local variables would work just like accessing the object attributes. My actual code had attack and defense as slightly more complicated math, so I decided to just simplify it here in the Le...
by TellerFarsight
Wed Sep 20, 2017 1:25 pm
Forum: Ren'Py Questions and Announcements
Topic: Displaying attack damage
Replies: 2
Views: 242

Displaying attack damage

Is there a way to access, in a screen, a variable that I've defined within a python object function? I've tried something like this and it tells me 'damage is not defined'. def attack(self, enemy): damage = randint(1,self.att) - enemy.def if damage >=0 and enemy.hp != "DEAD": enemy.hp = enemy.hp - d...
by TellerFarsight
Tue Sep 19, 2017 12:39 am
Forum: Personal Art Threads
Topic: Sasquatchii's Art Thread (Critiques & Constructive Criticism Requested) [NSFW]
Replies: 28
Views: 2383

Re: Sasquatchii's Art Thread (Critiques & Constructive Criticism Requested) [NSFW]

Some comments on the posed naked lady. I feel like there's something wrong with her left arm and right calf. The shading at her elbow region makes it look like a bone is jutting out there, like we're looking at the back end of the elbow instead of looking at it in profile. If you lighten up on the s...
by TellerFarsight
Mon Sep 18, 2017 11:13 am
Forum: Ren'Py Questions and Announcements
Topic: Shifting python list and showing on screen
Replies: 4
Views: 310

Re: Shifting python list and showing on screen

Right. I was told initially that if I list.pop without specifying an index, it would just take the last one, but because of that I forgot to put parentheses at all.
by TellerFarsight
Mon Sep 18, 2017 12:03 am
Forum: Ren'Py Questions and Announcements
Topic: Shifting python list and showing on screen
Replies: 4
Views: 310

Re: Shifting python list and showing on screen[SOLVED]

That looks like it would work, but I did figure out another solution.
Whenever I want it to change, I just put

Code: Select all

$ unit_list = unit_list[1:] + unit_list[:1]
If you need to do this kind of thing *without* altering the actual list at all, your solution would be good.
by TellerFarsight
Sun Sep 17, 2017 6:03 pm
Forum: Ren'Py Questions and Announcements
Topic: Shifting python list and showing on screen
Replies: 4
Views: 310

Shifting python list and showing on screen

default unit_list = ["A", "B", "C"] screen show_the_list: vbox: text "First, there's" + unit_list[0] text "Then, there's" + unit_list[1] text "And finally, there's" + unit_list[2] I'm actually doing it with images, but I think it should work the same. This part works fine, but what I want to do is ...