TyranoBuilder Visual Novel Studio

TyranoBuilder Visual Novel Studio

zfan121 Aug 26, 2016 @ 4:55pm
Full Scene that starts before the title screen.
Some games have scenes that only play when you first launch the game.
These scenes happen [before] the title sequence/intro scene.
I would like to know how to do this in Tyranobuilder without pulling my hair out.
I have a joke scene that happens before the protagonist introduces himself.
And it's meant to be one of those 'before the game' scenes and to be taken as a quick one off, that once you see it you really don't need to see it again. (since it'd be annoying to see it every new save file)
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Showing 1-14 of 14 comments
jay_rab Aug 26, 2016 @ 8:16pm 
You should be safe adding this directly to the title_screen scene to do so go to the "scenes" tab in the top left and double click on "title_screen" from the list. (make sure you save whatever scene you are currently in or you may lose progress you have made in it) https://www.dropbox.com/s/nbbb3kzfqz33l1c/TitleScreen.png?dl=0

From there you can add your joke scene components to the top of the title_screens scene. Its likely best for you to place it after the general and remove text components.

alternately you could add a call component here or a jump component which hops to another scene which has your joke scene within it were at the end you would just direct it back to the title screen preferably to a label you added to the title screen after were you placed the jump.

To get a little more clever with it we could have a variable created, see the tutorial for variables here: http://tyranobuilder.com/using-flags-and-variables-tyranobuilder/ were you could make a system variable = 0 for the first time but then once the reader has jumped to your joke scene add 1 to that variable and then have the jump have a conditional requirement were the system variable must be 0 which would allow readers to not have to see the scene again after they have seen it for the first time.
zfan121 Aug 26, 2016 @ 9:08pm 
Originally posted by jay_rab:
You should be safe adding this directly to the title_screen scene to do so go to the "scenes" tab in the top left and double click on "title_screen" from the list. (make sure you save whatever scene you are currently in or you may lose progress you have made in it) https://www.dropbox.com/s/nbbb3kzfqz33l1c/TitleScreen.png?dl=0

From there you can add your joke scene components to the top of the title_screens scene. Its likely best for you to place it after the general and remove text components.

alternately you could add a call component here or a jump component which hops to another scene which has your joke scene within it were at the end you would just direct it back to the title screen preferably to a label you added to the title screen after were you placed the jump.

To get a little more clever with it we could have a variable created, see the tutorial for variables here: http://tyranobuilder.com/using-flags-and-variables-tyranobuilder/ were you could make a system variable = 0 for the first time but then once the reader has jumped to your joke scene add 1 to that variable and then have the jump have a conditional requirement were the system variable must be 0 which would allow readers to not have to see the scene again after they have seen it for the first time.

So I could make that joke scene happen before the title, have the game set a system variable to 0 before the scene starts, after the scene ends have it set that system variable to 1, then have a conditional that if that variable is 1 it jumps straight to the title screen/any kind of opening I have planned?

[general]
[remove text]
[conditional: If system variable 'intro' is 1 jump to label 'title_screen']
[set system variable 'intro' to 0]
[Joke starting sequence]
[set system variable intro to 1]
[Title Screen]

I'm still fiddling around with the program (I can't even use it on my main PC because it's a toaster that's 5 years old, running on VISTA. That and the PC is showing signs of being on it's last leg so I'll be buying/building a new pc soon-ish) and I may not even use it for the full game, but if I do I'll be glad to know any tricks that I can do with it. Especially ones I can do with minimal scripting. (since the stuff I do have planned will likely need some scripting I'd rather minimize it if I can)
jay_rab Aug 26, 2016 @ 9:32pm 
Now that I thought on it a bit more you can streamline it a bit by setting the jump to "is everything but 1" which will look like A <> B from there you can have your scene then add the process variable so that its equal to 1 whenever they view that scene, so no matter how many times they view it, it will always remain one and you dont have to reset it at the start of the title screen. I have added some screenshots to explain what I am suggesting:

title_screen: https://www.dropbox.com/s/orzfo0ozqvhky1f/titlescreen_jump.png?dl=0
And
jokescreen: https://www.dropbox.com/s/9td6bkyioqq9wtk/JokeScene_variable.png?dl=0
zfan121 Aug 26, 2016 @ 9:46pm 
Originally posted by jay_rab:
Now that I thought on it a bit more you can streamline it a bit by setting the jump to "is everything but 1" which will look like A <> B from there you can have your scene then add the process variable so that its equal to 1 whenever they view that scene, so no matter how many times they view it, it will always remain one and you dont have to reset it at the start of the title screen. I have added some screenshots to explain what I am suggesting:

title_screen: https://www.dropbox.com/s/orzfo0ozqvhky1f/titlescreen_jump.png?dl=0
And
jokescreen: https://www.dropbox.com/s/9td6bkyioqq9wtk/JokeScene_variable.png?dl=0
That's actually closer to what I was thinking :3

And this way, if the variable is set to 1 I can have other stuff happen. Like getting straight to the intro video (credits / possible animated video) which is skippable after the first time before loading the title screen.

I'll try creating the demo of my game in RenPy and Tyrano and see which one I like more.
If crowdfunding goes well I'll be able to use both platforms lol
jay_rab Aug 26, 2016 @ 9:55pm 
Originally posted by zfan121:
Originally posted by jay_rab:
Now that I thought on it a bit more you can streamline it a bit by setting the jump to "is everything but 1" which will look like A <> B from there you can have your scene then add the process variable so that its equal to 1 whenever they view that scene, so no matter how many times they view it, it will always remain one and you dont have to reset it at the start of the title screen. I have added some screenshots to explain what I am suggesting:

title_screen: https://www.dropbox.com/s/orzfo0ozqvhky1f/titlescreen_jump.png?dl=0
And
jokescreen: https://www.dropbox.com/s/9td6bkyioqq9wtk/JokeScene_variable.png?dl=0
That's actually closer to what I was thinking :3

And this way, if the variable is set to 1 I can have other stuff happen. Like getting straight to the intro video (credits / possible animated video) which is skippable after the first time before loading the title screen.

I'll try creating the demo of my game in RenPy and Tyrano and see which one I like more.
If crowdfunding goes well I'll be able to use both platforms lol
Sounds good, if you need any help I am always here.
zfan121 Aug 27, 2016 @ 8:26am 
is there any way to add the 'physics' system you see in games like Neko Para in tyrano?
It's obvious what I'm using it for since it's a dating sim VN but I'd still like to know.
jay_rab Aug 27, 2016 @ 8:45am 
I havent played neko para so you would have to clarify, what kind of physics is being added?
zfan121 Aug 27, 2016 @ 9:17am 
The physics work a bit like Live 2D, but very different execution.(since it allows the player to 'adjust' certain parts of the physics) I'm not sure how it works, the best way I could put it would be Live 2D but with adjustable jiggle physics, and yes it's applied to where you think it is (cause again, dating sim)
jay_rab Aug 27, 2016 @ 9:27am 
Hmm, Possibility... I am not sure if neko does this dyanamic or is preset but I can think of a way that you could have premade levels and it would work in tyranobuilder.

Basically how it would work is using live2d and having expressions with different levels of bounce and then having a variable that the user can set ether through options or other means which dictates which expressions are used.
zfan121 Aug 27, 2016 @ 9:36am 
Originally posted by jay_rab:
Hmm, Possibility... I am not sure if neko does this dyanamic or is preset but I can think of a way that you could have premade levels and it would work in tyranobuilder.

Basically how it would work is using live2d and having expressions with different levels of bounce and then having a variable that the user can set ether through options or other means which dictates which expressions are used.
I'm pretty sure it's dynamic, because how you change it is a slidebar in the menu, that you can adjust at any time during gameplay.
It's not a feature I would really impliment unless the people previewing it vote for it.
The art that I have for the characters is 2D and not really developed for live 2D.
I'm already paying a lot for them ($30-60 per character, I have 7 characters with 3 more on the way) so I don't know how much I'd have to pay them to put time and energy into live 2D.
jay_rab Aug 27, 2016 @ 10:48am 
store.steampowered.com/app/472680/ is a good example of having a settings menu with sliders which effect settings in realtime so its doable from that aspect. Just really depends on how much "fan service" you are wanting to cater to.. and with it already being done in another game your not going to get the same shock and awe factor that neko received by doing it.
zfan121 Aug 27, 2016 @ 11:22am 
Originally posted by jay_rab:
store.steampowered.com/app/472680/ is a good example of having a settings menu with sliders which effect settings in realtime so its doable from that aspect. Just really depends on how much "fan service" you are wanting to cater to.. and with it already being done in another game your not going to get the same shock and awe factor that neko received by doing it.
I wasn't planning on over-using it (really no more use than Neko Para and the like) in fact the game actually pokes fun at games that use this to draw the crowd.
My game's goal is poking fun at the genre while still having a decent story that takes itself seriously when it's apropriate.
jay_rab Aug 27, 2016 @ 5:51pm 
Originally posted by zfan121:
Originally posted by jay_rab:
is a good example of having a settings menu with sliders which effect settings in realtime so its doable from that aspect. Just really depends on how much "fan service" you are wanting to cater to.. and with it already being done in another game your not going to get the same shock and awe factor that neko received by doing it.
I wasn't planning on over-using it (really no more use than Neko Para and the like) in fact the game actually pokes fun at games that use this to draw the crowd.
My game's goal is poking fun at the genre while still having a decent story that takes itself seriously when it's apropriate.
Fair enough ^_^
Last edited by jay_rab; Aug 27, 2016 @ 5:51pm
zfan121 Aug 28, 2016 @ 8:09am 
Is there a way to have a key press bring up a menu?
R for report card (which displays information on other students in a profile like fashion)
J for journal
etc?
The menus I have in mind aren't entirely complicated, they're there to add to the whole dating sim part. It's hard to complete a game when you can't keep track of your relationship level and such.

The only complicated one is the report card one, which is updated regularly after key conversations with other characters (typically after you rank up in their relationships)
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Date Posted: Aug 26, 2016 @ 4:55pm
Posts: 14