OTChi Kocchi [BxGs] Complete Game
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Please read the sticky before creating a new topic. Linking to Kickstarter/Crowdfunded games requires a demo. Updates to Patreon-backed games may be posted once every 2 months. Adult content should not be posted in this forum.
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lemuel
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Re: OTChi Kocchi [BxGs][Romance][Normal][Paranormal]
Cool! Nice use of foreshortening. How is the script going?
- Clayton Barnett
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Re: OTChi Kocchi [BxGs][Romance][Normal][Paranormal]
The script is resting quietly in a bed of code. The feedback from you and others will be applied later, likely after the beta release (more of a gamma, release, really). As I've mentioned, in my limited spare time I'm reading tutorials to accomplish those commands I don't fully get yet. Also, it really helps to see others' coded works to learn how to do things. Which is what I'm doing now.lemuel wrote:How is the script going?
Will and I have a ftf this Saturday to take an axe to the number of sprites. My current list is around 85, which is just not possible in our time-frame. It'll kill me, but I hope to cut that number in half (or maybe just by 25% if I bribe him with steaks and booze).
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lemuel
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Re: OTChi Kocchi [BxGs][Romance][Normal][Paranormal]
Well, if you need any more editing, you know whom to ask!
Re: OTChi Kocchi [BxGs][Romance][Normal][Paranormal]
I'm not usually one for BxG, but I'm impressed. The story seems not to be your usual dating sim and the art is wonderful. I love how distinguishable the characters are.
You guys seem to be working like true professionals, and I can only respect you for that. The project is ambitious, but you already have more to show for your work than most people do for months. So keep up the good work and I wish you the best of luck!
You guys seem to be working like true professionals, and I can only respect you for that. The project is ambitious, but you already have more to show for your work than most people do for months. So keep up the good work and I wish you the best of luck!
- Clayton Barnett
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Re: OTChi Kocchi [BxGs][Romance][Normal][Paranormal]
Again, y'all flatter us with your kind words. Thank you!Veniae wrote:I'm not usually one for BxG, but I'm impressed. The story seems not to be your usual dating sim and the art is wonderful. I love how distinguishable the characters are.
You guys seem to be working like true professionals, and I can only respect you for that. The project is ambitious, but you already have more to show for your work than most people do for months. So keep up the good work and I wish you the best of luck!
As for professionalism & time, I credit that to my out-of-thin-air pick of a completion date (4 January). Without that, I honestly don't think that we'd be done before Spring. Will, in fact, is taking all of next week off to finish the drawings (65-70 sprites and 45 backgrounds). He also has several other projects to complete, too (graphic novels, childrens' books, the four mangas for OTChi Kocchi, and so on). Right now, rather than doing the things on the list my wife left me for my day off, I'm at the computer writing RenPy code. Very basic RenPy code.
Which brings me to a simple question: what's the command string for moving a sprite slightly lower on the Y-axis, that is, making it appear a character is sitting. I know I can spend an hour looking it up, but I don't have an hour and all of you are better at this than I. So if you'd be so kind...! Thank You!
- PyTom
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Re: OTChi Kocchi [BxGs][Romance][Normal][Paranormal]
There's a couple of ways that you can do that, but I think a yoffset is probably a good one.
Then you can do:
Code: Select all
transform sitting:
yoffset 100
transform standing:
yoffset 0
Code: Select all
show eileen happy at sitting
e "Let me take a seat."
show eileen happy at standing
e "That's enough of that."
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom(When was the last time you backed up your game?)
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- Clayton Barnett
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Re: OTChi Kocchi [BxGs][Romance][Normal][Paranormal]
Thank you, Your Excellency!
As Will has told me, it's my fault for seeing this as a movie/anime* in my head, then converting it to a VN. Just placing and moving the sprites of Aris, Aoi & Rimu at the restaurant scene had me gibbering.
*I've a 12-page start on a sequel of one of the paths called "Aoi's Gone!" I'm not even trying to write in VN-RenPy style. I might submit it as a proposal to Anipipo, instead.
As Will has told me, it's my fault for seeing this as a movie/anime* in my head, then converting it to a VN. Just placing and moving the sprites of Aris, Aoi & Rimu at the restaurant scene had me gibbering.
*I've a 12-page start on a sequel of one of the paths called "Aoi's Gone!" I'm not even trying to write in VN-RenPy style. I might submit it as a proposal to Anipipo, instead.
- whatle02
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Re: OTChi Kocchi [BxGs][Romance][Normal][Paranormal]
Allow me to thank you all for the compliments on the writing and art. Soon ACT I will be completed and we can effectively release the title!
As for Clayton, he makes me out to be some sort of strict, stern, asshole of an artist that relies heavily upon dates and deadlines. In actuality, i'm a strict, stern, asshole of an artist that relies heavily upon dates and deadlines.
"Stupid Writer not so stupid."
When will we make an end?
WE GO!
As for Clayton, he makes me out to be some sort of strict, stern, asshole of an artist that relies heavily upon dates and deadlines. In actuality, i'm a strict, stern, asshole of an artist that relies heavily upon dates and deadlines.
"Stupid Writer not so stupid."
When will we make an end?
WE GO!
- Clayton Barnett
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Re: OTChi Kocchi [BxGs][Romance][Normal][Paranormal]
A brief update.
At line 4297 in the editor, consisting of just shy of 27,000 words, the equivalent of a 108-page document, the first complete pass of Act I's RenPy code is complete.
It even compiles.
I know that there are a couple of areas that need flogging, and, like any code, it's going to need many tweaks and revisions... but at least the "delta" version is done. Once Will's images are added, I'll debug it into a "gamma" version. Then, he and I shall have a ftf to debug and message into the "beta" version.
Hope to have something to share in a fortnight.
To all that have assisted me, a very heartfelt "thank you!"
At line 4297 in the editor, consisting of just shy of 27,000 words, the equivalent of a 108-page document, the first complete pass of Act I's RenPy code is complete.
It even compiles.
I know that there are a couple of areas that need flogging, and, like any code, it's going to need many tweaks and revisions... but at least the "delta" version is done. Once Will's images are added, I'll debug it into a "gamma" version. Then, he and I shall have a ftf to debug and message into the "beta" version.
Hope to have something to share in a fortnight.
To all that have assisted me, a very heartfelt "thank you!"
- whatle02
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Re: OTChi Kocchi [BxGs][Romance][Normal][Paranormal]
The entire Cast of OTChi Kocchi.
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lemuel
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Re: OTChi Kocchi [BxGs][Romance][Normal][Paranormal]
Wow, that is good art. Is that going to be the game's resolution?
- whatle02
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Re: OTChi Kocchi [BxGs][Romance][Normal][Paranormal]
I think I'm going to try to up the resolution for the final game. Currently, I'm rather unhappy with how the sprites look when placed on background scenes. So it's a work in progress.
thanks for the compliments on the ART!
thanks for the compliments on the ART!
- whatle02
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Re: OTChi Kocchi [BxGs][Romance][Normal][Paranormal]
A few screen shots of the game as well as a few Bg images.
Please feel free to leave comments and reviews!
January 4th is looming.
Please feel free to leave comments and reviews!
January 4th is looming.
- PyTom
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Re: OTChi Kocchi [BxGs][Romance][Normal][Paranormal]
I'm digging the art style in these backgrounds. It's a but surreal - but I think it's a good match for the characters, who are also a bit stylized. I do worry that in one of the screenshots - the fourth - the characters seem to be way too small compared to the background. But with the surreal style, it may not matter as much.
I dislike the monospaced font - it's a relic of systems that didn't support proportional fonts.
I dislike the monospaced font - it's a relic of systems that didn't support proportional fonts.
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom(When was the last time you backed up your game?)
"Silly and fun things are important." - Elon Musk
Software > Drama • https://www.patreon.com/renpytom
- whatle02
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Re: OTChi Kocchi [BxGs][Romance][Normal][Paranormal]
Thanks for the reply and comments!
the characters seem to be way too small compared to the background
This is the stage I'm dealing with now. The size of the characters. It's a little tricky to pull off due to the size limitations of the bg scenes in general and the depth perception of the bg images. Me and my writer had a talk about this just 15 minutes ago actually. More to come....
I dislike the monospaced font - it's a relic of systems that didn't support proportional fonts.
That's actually just me drawing a dialog box in my editing software. That's not with the settings of the game, nor is it our final text box image. Pretty sure I used a basic font on those just to fill in some text from the script. Again, me and my writer spoke on this as well.
Thank you for the responses! I appreciate all feedback. For being the first Visual Novel iv'e ever been a part of, I think im taking things one step at a time in a good direction. The sizing and correlation between the call names in the script is the big hill to climb now. Then comes the coding, menu's, music, and the point system. (leaving my writer to that, and I'm sure he'll pick your brain for some ideas)
the characters seem to be way too small compared to the background
This is the stage I'm dealing with now. The size of the characters. It's a little tricky to pull off due to the size limitations of the bg scenes in general and the depth perception of the bg images. Me and my writer had a talk about this just 15 minutes ago actually. More to come....
I dislike the monospaced font - it's a relic of systems that didn't support proportional fonts.
That's actually just me drawing a dialog box in my editing software. That's not with the settings of the game, nor is it our final text box image. Pretty sure I used a basic font on those just to fill in some text from the script. Again, me and my writer spoke on this as well.
Thank you for the responses! I appreciate all feedback. For being the first Visual Novel iv'e ever been a part of, I think im taking things one step at a time in a good direction. The sizing and correlation between the call names in the script is the big hill to climb now. Then comes the coding, menu's, music, and the point system. (leaving my writer to that, and I'm sure he'll pick your brain for some ideas)
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