Search found 278 matches

by ketskari
Fri Feb 05, 2016 10:31 pm
Forum: Works in Progress
Topic: Tell a Demon [Dark Fantasy][Vampires][commercial] Released!
Replies: 54
Views: 13877

Re: Tell a Demon [An Asher Story][Dark Fantasy][Vampires] De

Image

Trying out making animated .gifs of my progress. I'm afraid all this one really shows is how indecisive I can be, heh. Tetrine's sprite.
by ketskari
Mon Feb 01, 2016 2:14 am
Forum: Asset Creation: Writing
Topic: Writing the first draft faster? An issue with choices
Replies: 2
Views: 720

Re: Writing the first draft faster? An issue with choices

Should I maybe write through a single choice and continue the story in a more linear fashion until I get a word count that I'm satisfied with, and then go back and add in the other choices and figure out how to branch everything and how to bring it back together? About what I do. Although I would m...
by ketskari
Fri Jan 29, 2016 11:47 am
Forum: Creator Discussion
Topic: Story progress meters?
Replies: 12
Views: 1365

Re: Story progress meters?

Days, chapters, acts, parts and so on can give the player a good indication, as paradigmshifty mentions. Although you have to bring a chapter or act to a natural close to avoid breaking immersion. Or sometimes you want to force a break in the story... give the player a moment to think about the clos...
by ketskari
Thu Jan 28, 2016 6:58 pm
Forum: Creator Discussion
Topic: Essential character art expressions/poses?
Replies: 9
Views: 1329

Re: Essential character art expressions/poses?

I prefer to determine sprite expressions according to facial muscles. Some examples might be: Eyebrows - surprised, furrowed/angry, worried, sad, neutral Eyes - closed, left, center, right, partially closed, squinting, surprised Nose - wrinkled Mouth - smiling, slightly open, shouting, grinning, sne...
by ketskari
Mon Jan 25, 2016 8:54 pm
Forum: Works in Progress
Topic: Tell a Demon [Dark Fantasy][Vampires][commercial] Released!
Replies: 54
Views: 13877

Re: Tell a Demon [An Asher Story][Dark Fantasy][Vampires] De

Image

And some new art to kick off Act II (well, the art and code part of it, anyway). You can click the banner above to go to the Tell a Demon website, with the demo download link and such.
by ketskari
Sun Jan 17, 2016 11:20 pm
Forum: Works in Progress
Topic: Tell a Demon [Dark Fantasy][Vampires][commercial] Released!
Replies: 54
Views: 13877

Re: Tell a Demon [An Asher Story][Dark Fantasy][Vampires] De

Story text for Act II is done.. just testing it in-game, then onto adding art and sprites and so on to the Act II scenes.
by ketskari
Thu Jan 07, 2016 7:30 pm
Forum: Works in Progress
Topic: Tell a Demon [Dark Fantasy][Vampires][commercial] Released!
Replies: 54
Views: 13877

Re: Tell a Demon [Fantasy][Vampires][Historical] Demo!

Mishel's WIP. He first appears in a flashback in Act II, hence the costume. Anyone who has played the demo might remember that Kalevel mentioned him in Act I.

@Hazel-Bun - Thanks! :) Glad to hear you enjoyed it.
by ketskari
Tue Jan 05, 2016 1:11 am
Forum: Works in Progress
Topic: Tell a Demon [Dark Fantasy][Vampires][commercial] Released!
Replies: 54
Views: 13877

Re: Tell a Demon [Fantasy][Vampires][Historical] Demo!

Work in progress shot of Tetrine's sprite.
by ketskari
Sat Dec 26, 2015 11:51 pm
Forum: Ren'Py Questions and Announcements
Topic: Sprite Position Bug -- Are other creators seeing this?
Replies: 46
Views: 3708

Re: Sprite Position Bug -- Are other creators seeing this?

I get this when I move sprites with ATL. If the player skips, it will skip the ATL. So I usually do something like this: ##Sprite's entry position show mark at markscn1_01 mark "I've arrived in the scene." ##The animated position show mark at markscn1_02 mark "I'm moving." ##The sprite in the final ...
by ketskari
Wed Dec 23, 2015 2:02 pm
Forum: Works in Progress
Topic: Tell a Demon [Dark Fantasy][Vampires][commercial] Released!
Replies: 54
Views: 13877

Re: Tell a Demon [Fantasy][Vampires][Historical] Demo!

@Ualaria - Thank you so much! 2) Ooh, tough choice. I'm going to go with Tell, I think. "Seemingly normal person thrust into strange/supernatural circumstances" is always a fun trope, and the whole dream sequence conversation with "Vengeance" really hooked me. I'm really looking forward to seeing ho...
by ketskari
Mon Dec 21, 2015 1:45 pm
Forum: General Discussion
Topic: Is music important in a game?
Replies: 36
Views: 4309

Re: Is music important in a game?

If the game was designed to look and play like a text adventure or a book, I would probably not notice if there was less music or no music. The expectation I have with a fully illustrated visual novel, however, is that there is a soundtrack. While I often turn the sound down or off because I live wi...
by ketskari
Fri Dec 04, 2015 3:38 am
Forum: Ren'Py Questions and Announcements
Topic: Timed choices without jumping to a label?
Replies: 4
Views: 803

Re: Timed choices without jumping to a label?

Without examples, I have no idea what you're talking about. I thought you meant just to put the code in the menu screen itself.

Anyway, I'll just do it with a new screen, since I can get it to work the way I want with Return("label"). Thanks anyway.
by ketskari
Thu Dec 03, 2015 6:32 pm
Forum: Ren'Py Questions and Announcements
Topic: Timed choices without jumping to a label?
Replies: 4
Views: 803

Re: Timed choices without jumping to a label?

Thank you, xela. I would prefer to edit the menu screen. I started pulling a test game together to try it: In script.rpy: init: if not persistent.timedchoices: $persistent.timedchoices = True # The game starts here. label start: $time = 5 $timer_range = 5 $timer_call = "test3" "testing" menu: "Test"...
by ketskari
Wed Dec 02, 2015 10:01 pm
Forum: Ren'Py Questions and Announcements
Topic: Timed choices without jumping to a label?
Replies: 4
Views: 803

Timed choices without jumping to a label?

Jumping to a label from a timed menu messes with my called labels. Being able to somehow call the label would be nice. Unfortunately, this causes the first line of dialogue to repeat itself in the called label. screen countdown: modal False timer 0.01 repeat True action If(time > 0, true=SetVariable...