TyranoBuilder Visual Novel Studio

TyranoBuilder Visual Novel Studio

Merryberry Jul 18, 2021 @ 1:43pm
Adding one game's file to another game's?
Hello. The game I'm working on has 73 chapters and I was wondering if I set the game into a certain collection of chapters each into multiple downloads, I could transfer the points and name of the player. Would it require scripting? Or should I put each export into the same zip file?
Originally posted by Shimmersoft:
You'd put it on title_screen.ks, before anything else happens:

[apply_local_patch file="file.tpatch" reload=true]

And then have players drop the tpatch file you distribute (which you'll get if you follow my guide) into the main folder with the .exe.
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Shimmersoft Jul 18, 2021 @ 2:06pm 
Hm. I see two basic ways around this. In both cases, you'll have your "base" game, which should include at least the title screen scene, the system files, etc. The first method is to use the local patching function and put in the [apply_local_patch] tag into your base game, and then keep adding to the patch with each subsequent release of chapters. I have a guide on patching here in the Guides section, if that helps.

Alternatively, and maybe simpler, you could provide your game "unpackaged" (as in, the game's files will technically be viewable and accessible to the player, rather than packaged into the .exe) and then just give people "chapter" folders that they would drag into the "data" folder of their game, which would add them to the base game. In this version, you really just need to have your "patch" match the base folders, e.g.:

Base
> data
- bgimage
- fgimage
- bgm
- sfx
- scenario

Patch 1
> data
- bgimage
- fgimage
- scenario

(The local patch choices does about this same thing, except that you can work with packaged contents if you don't want players to be able to access assets).

Let me know if that helps and you need me to clarify either process.
Merryberry Jul 18, 2021 @ 2:38pm 
Originally posted by Shimmersoft:
Hm. I see two basic ways around this. In both cases, you'll have your "base" game, which should include at least the title screen scene, the system files, etc. The first method is to use the local patching function and put in the [apply_local_patch] tag into your base game, and then keep adding to the patch with each subsequent release of chapters. I have a guide on patching here in the Guides section, if that helps.

Alternatively, and maybe simpler, you could provide your game "unpackaged" (as in, the game's files will technically be viewable and accessible to the player, rather than packaged into the .exe) and then just give people "chapter" folders that they would drag into the "data" folder of their game, which would add them to the base game. In this version, you really just need to have your "patch" match the base folders, e.g.:

Base
> data
- bgimage
- fgimage
- bgm
- sfx
- scenario

Patch 1
> data
- bgimage
- fgimage
- scenario

(The local patch choices does about this same thing, except that you can work with packaged contents if you don't want players to be able to access assets).

Let me know if that helps and you need me to clarify either process.
Seems reasonable. However, I'm curious where to put [apply_local_patch] in my base game. Should I add it from the very beginning through Tyranoscript within my game? Or should it be done in a folder? Just a little confused there.
The author of this thread has indicated that this post answers the original topic.
Shimmersoft Jul 18, 2021 @ 3:36pm 
You'd put it on title_screen.ks, before anything else happens:

[apply_local_patch file="file.tpatch" reload=true]

And then have players drop the tpatch file you distribute (which you'll get if you follow my guide) into the main folder with the .exe.
Merryberry Jul 18, 2021 @ 3:39pm 
Originally posted by Shimmersoft:
You'd put it on title_screen.ks, before anything else happens:

[apply_local_patch file="file.tpatch" reload=true]

And then have players drop the tpatch file you distribute (which you'll get if you follow my guide) into the main folder with the .exe.
I had a feeling, just wanted to make sure. Thank you so much!
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