Search found 230 matches
- Fri Dec 08, 2017 11:04 pm
- Forum: Ideas
- Topic: Horned Barista [SoL] [Comedy] [Psychological] [Horror?]
- Replies: 2
- Views: 948
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 ...
- Wed Dec 06, 2017 11:06 pm
- Forum: Works in Progress
- Topic: Vora [Post-Apocalyptic] [Pixel] [Commercial]
- Replies: 10
- Views: 3964
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.
- Sat Dec 02, 2017 4:37 pm
- Forum: Works in Progress
- Topic: Tales From Windy Meadow [Fantasy/Slice of life/Pixel Art]
- Replies: 131
- Views: 49267
- Wed Nov 29, 2017 10:06 am
- Forum: Works in Progress
- Topic: Vora [Post-Apocalyptic] [Pixel] [Commercial]
- Replies: 10
- Views: 3964
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...
- Tue Nov 28, 2017 3:09 pm
- Forum: Works in Progress
- Topic: Shin Megami Tensei: Devil Survivor [Reverse-Engineered]
- Replies: 12
- Views: 4275
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 vers...
- Mon Nov 06, 2017 9:28 am
- Forum: I am an Artist
- Topic: [OPEN] Anime & Square Enix Style chara artist!
- Replies: 13
- Views: 3845
Re: Anime & Square Enix Style chara artist!
Can we see some examples of pixel art, please?
- Thu Sep 28, 2017 7:49 pm
- Forum: Works in Progress
- Topic: That Night [GxG][Horror => RomCom]
- Replies: 15
- Views: 3993
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.
- Tue Sep 26, 2017 8:20 pm
- Forum: General Discussion
- Topic: Horrified--Games DO need warning labels.
- Replies: 18
- Views: 3351
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...
- Wed Sep 20, 2017 8:15 pm
- Forum: Asset Creation: Writing
- Topic: How Important Is Movement/Action During Dialogue
- Replies: 10
- Views: 1779
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...
- Wed Sep 20, 2017 4:33 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Displaying attack damage
- Replies: 2
- Views: 432
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...
- Wed Sep 20, 2017 1:25 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Displaying attack damage
- Replies: 2
- Views: 432
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 = en...
- Tue Sep 19, 2017 12:39 am
- Forum: Personal Art Threads
- Topic: Sasquatchii's Art Thread (Critiques & Constructive Criticism Requested) [NSFW]
- Replies: 28
- Views: 4767
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...
- Mon Sep 18, 2017 11:13 am
- Forum: Ren'Py Questions and Announcements
- Topic: Shifting python list and showing on screen
- Replies: 4
- Views: 552
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.
- Mon Sep 18, 2017 12:03 am
- Forum: Ren'Py Questions and Announcements
- Topic: Shifting python list and showing on screen
- Replies: 4
- Views: 552
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
If you need to do this kind of thing *without* altering the actual list at all, your solution would be good.
Whenever I want it to change, I just put
Code: Select all
$ unit_list = unit_list[1:] + unit_list[:1]
- Sun Sep 17, 2017 6:03 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Shifting python list and showing on screen
- Replies: 4
- Views: 552
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 wo...