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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)
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
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
It's obvious what I'm using it for since it's a dating sim VN but I'd still like to know.
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.
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.
My game's goal is poking fun at the genre while still having a decent story that takes itself seriously when it's apropriate.
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)