Here we go, guys! End of the month update. I put in some extra work to actually bring two route updates, despite what I said last week. Though, I have tried some new things once more. I always like the feedback on that, and I got some great feedback about the last update. Here's some of what we've got! ~Day 11 - Spencer! Remember when Spencer asked where you wanted to go on your date? Well, today's that day! I was worried that his day was gonna be shorter than the others, and each individual date might be shorter than say.. Chester or Coach Grifter, but you have 3 different places to check out and a variety of options to choose from on each of those. There is a lot of stuff to read. You'll notice something I tried new in his route. I had been thinking of ways to handle viewing characters on screen when they are talking. Sometimes, it doesn't make sense to see them on screen if they are supposed to be behind you or something, so I dove into portrait images. That was spurred while looking for a solution to other problems. ~Day 5 - Dozer! So, normally, I'd work on Coach or Chester, but... Dozer's update was aimed to be somewhat smaller, while the other two are going to be a little bit longer. Since I was running low on time, I went with Dozer for now. His update is more of a standard one, but we're getting to see more of him, and his route is about to focus a lot more on that. Though, his route is also a trial run for how I'm compiling images now. His newest update, I'm using the new method I found to build the character image. Looks like that works out just fine! ~Chester! After reading a lot of the input and suggestions I got about Chester's update and the text input screen, I added in some more options for that little bit. I have a total of 51 inputs currently (but some of those are synonyms!), so I wonder what all you guys can find. And thanks to a suggestion from Regonoreth, the case of the letter doesn't matter now, and I've updated it to reflect that. And lastly, I had only a single line of text for when you typed in an incorrect word, and now I've added a few, so it's randomized a bit to break up the monotony. NOTES!
-Aside from that, I did some tweaking to some codes that allowed players to well... stack up certain variables I had implemented. -About Spencer's route. Unfortunately, you will have to restart his route. I tested it through loading saves several times while trying to tweak my variables, but it never worked properly. One or two variables crashed every time. I mean, you can ignore them, but then you miss a chunk of dialogue for it. The only way I got them to work 100% was by starting over from the beginning. Sorry about that! -And in light of recent events, I'd like to ask that when I post anything that Patron-exclusive, that it not get reposted or shared anywhere without asking for my permission. Honestly, I don't mind the sharing of screens or images from the public demo, since that's out there for everyone (just link back here!), but if it's Patron only, I'd kindly ask to avoid posting it anywhere. - Oh yeah, it was also pointed out... the reason people seemed to have lost their data was because I updated a typo in the directory name, and it kinda thought you were playing something new. That was my bad, guys. I had no idea that would happen! -Thank you to everyone for your support and the comments I've been getting. I really do read it all, and I take everything into consideration. You guys help keep me going! Thank you so much :D And for my new followers. some important information! Keep in mind, if you find in crashes or bugs, let me know! If it crashes, try starting your file over (fresh start) and see if it crashes again at the same point. If so, snag a screenshot and send it my way! Or, copy the text and send me a message. That always helps me out, as I do miss things from time to time when checking for these errors. And so you don't have to read ALLLLL the text again, don't forget, you can go into Preference and set the Skip Text message to ALL. From there, just hold down CTRL to skip text faster. If you find a typo, all you have to do is let me know whose route, what day, and the sentence. I can find it easily from there! You don't have to go through the trouble of screenshotting that and sending it to me (unless you think it's easier!). Thanks again to everyone! And it seems hitting my goal has flooded over... so I'm not worried about that being legit right now. I hope to bring you guys some really good stuff in the upcoming updates now. Currently, the Public Demo should now run through Day 9 with all available routes, including Chester, Specner and Coach! Darius and Dozer don't have as many days, so they only run through 4 and 5 currently! Link the the newest Public Demo
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I've taken down the demo for the time being so I can update how I've archived the data in it. Sorry for anyone that wants to check it out, but I will have it back up in a couple of days along with a new update for my Patrons!
I'll also be adding the demo back with some new content for all my non-patrons as well, so stay tuned for that! So, I have another project I'll be working on in the future, and during my free time, I mess around with coding ideas that I'd like to use in it, so I've been building a template game to learn about it. My goal started off with just messing around with side images because I wanted to have a nicer looking dialogue box. In my journey, I discovered something with Ren'Py called LiveComposite. Essentially, the way it works, is that it combines multiple images together to make one image.
At first, I didn't really see the purpose in it. To me, it looked like a bunch of extra work in setting up the composite image through coding than me just saving each character image already built like I normally do. I mean, all I had to do was set up my image in Clip Studio, save it, insert a line of code into my script to call that image and BOOM!, I can use that image wherever I want. With LiveComposite, I have to call several images together at certain points to form one image, so it was several lines of code just to create that one image. So really, why would I use that? Well, think of it this way. If Spencer has five faces, five shirts and five pairs of shorts, that's 125 possible combinations for Spencer, meaning my folder is going to have 125 different images for Spencer. With LiveComposite, I have each of those different items saved as it's own image, so I'd only have 15 images there (then +1 for a base image). So a total of -16- images, as opposed to 125! I'll end up reducing the overall file size of my game with this method. On top of that, the way I code images into the script will be easier. I keep it really basic as it is, but with LiveComposite, it's going to make life even easier for me. If you're interested in learning more about it, check out this link from the Ren'Py forums. They do a great job showing off how it works! I'm in the process of changing up all of my images to work with this method. I cringe though, because I currently have a ton of different faces and clothing for certain characters, so it's going to be a long process of fixing it all how I want it. It's a great reason to clean up my files though! |
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