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Love.

Love is often a case of random chance.
Sometimes you walk down the street and randomly meet someone who makes your heart skip a beat.
Sometimes you literally fall into the arms of your destined one.
Sometimes you dream of the one who sends your heart aflutter and later recognise their face while doing something else.

And sometimes?

Sometimes you have to seek agency from somewhere else. Someone with the proper connections.

That is where we come in...

Welcome to the greatest game show on Earth!

The game?

Love~

The name?

Relationship Maintenance Network

Where we provide the chance and you provide the choice!

Latest Blog

Love is patient.

Oh lord, where to begin? Okay, so first off we have finally achieved lift-off! The game is now on the site. Granted, it's not 100% complete - there's some bits and bobs that I cut out for the sake of getting that shit on here within a decent amount of time, such as other date locations and events, but otherwise it's a good example of what the finished product will be like.

So, what things do I have planned in the future for this game?

Firstly, different date areas, chosen at random. Some of them will be pretty generic - a festival, a beach, a pretty meadow picnic. Others, not so much (hello hot air balloon ride).

There will also be some actual dialogue on the dates, based on your score. Nothing too crazy. And yeah, there'll be scenes based on the match score - if your match score gets too low, bad things might happen, like, oh, sudden boss attack or a dragon swooping in and stealing your date. You know, the usual stuff that happens on bad dates.

Lastly, if you missed your chance to join in the fun last year, there will be a character DLC added at a later date. Check out the DLC tab for details on how to join in the fun!

There's probably some more bugs to find, so if you do run into something hinky, let me know and I'll try to figure out what went wrong. Enjoy!

Posts

Well, it should be around midnight UTC, so yeah it's still technically Valentines in the Americas (>_<)b
\ o / GO GO LIBBY!
And yes, that is okay. Sleep is good for you.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
It's Vamlumtimes here for like seven more hours! :D
Oh good!

That said, I've a new issue. Yay. Solve one, get another. Fun times.

So I did want to give the 'contestant' a choice of questions to ask, however the way I've got it set up, it'll force answer all the questions in one go, so I either need to cut out the choice altogether, or find a way around it. I might just go with cutting out the choice of question so that people can get their hands on the damn game, unless I can think of a way around it.

Maybe I'll make it 5 questions to ask instead of 3, and take away the choice feature.
author=Liberty
Oh good!

That said, I've a new issue. Yay. Solve one, get another. Fun times.

So I did want to give the 'contestant' a choice of questions to ask, however the way I've got it set up, it'll force answer all the questions in one go, so I either need to cut out the choice altogether, or find a way around it. I might just go with cutting out the choice of question so that people can get their hands on the damn game, unless I can think of a way around it.

Maybe I'll make it 5 questions to ask instead of 3, and take away the choice feature.

That sounds fine by me. Do whatever your heart tells you to do. :)

P.S. : Now that I remember, the participants of this game are supposed to recieve an achievement after the game is released, or was I wrong? :P
Not wrong. I haven't forgotten, don't worry. ^.^)b
pianotm
The TM is for Totally Magical.
32367
author=Liberty
Oh good!

That said, I've a new issue. Yay. Solve one, get another. Fun times.

So I did want to give the 'contestant' a choice of questions to ask, however the way I've got it set up, it'll force answer all the questions in one go, so I either need to cut out the choice altogether, or find a way around it. I might just go with cutting out the choice of question so that people can get their hands on the damn game, unless I can think of a way around it.

Maybe I'll make it 5 questions to ask instead of 3, and take away the choice feature.

This? Loops. Definitely loops. Put each set of questions you want to go at specific points in time in loops and then condition their handlers within the loops. That's how you separate them. If you put them on the same page, you can have each loop jump to label for an easy way to segregate them during gameplay.

Edit: Okay, how about labels and loops. Let's say you've got three bachelors on the same event page, and you've got nine questions. You want three for each of them. Put the three questions for the first bachelor into three conditional branches, and place them in a loop, and assign a label or a variable to it. Do the same thing for the other two, then you should be able to separate everything out.
Potentially overboard suggestion: You can have a variable count down based on the number of questions the player can ask, and dump the entire choice processing in a loop (that gets broken when said variable reaches 0 or something). You can use Tsukihime's Choice Options script to dynamically alter the choices displayed. http://himeworks.com/2013/03/choice-options/

My idea was something like:
=begin
@> askedQuestionsTrackerVariable = []
@> Loop
@> If countVariable == 0
.. .. Break
@> end If
@> Show Choices [Uno, Dos, Tres, Quatro]
@> When Uno
.. .. Control Var askedQuestionsTrackerVariable.push('uno')
.. .. Show Text "mmmph mmph"
@> When Dos
.. .. Control Var askedQuestionsTrackerVariable.push('dos')
.. .. Show Text "is the"
@> When Tres
.. .. Control Var askedQuestionsTrackerVariable.push('tres')
.. .. Show Text "new"
@> When Quatro
.. .. Control Var askedQuestionsTrackerVariable.push('quatro')
.. .. Show Text "yes (^w^)"
@> end Show Choice
@> Script: hide_choice(1, askedQuestionsTrackerVariable.include('uno'))
@> Script: hide_choice(2, askedQuestionsTrackerVariable.include('dos'))
@> Script: hide_choice(3, askedQuestionsTrackerVariable.include('tres'))
@> Script: hide_choice(4, askedQuestionsTrackerVariable.include('quatro'))
=end

Edit: I type rather slow..
It's basically ask each bachelor the same question, see their answer, ask another question, see their answer, so on.

But it was set up so it'd be like:
Present three random questions to the Player to pick from. The question they pick becomes the first question that is asked of the bachelors.

The issue is that I've used switches to get rid of the chances of generating the same question to pick from the second and third times (so that you won't randomly generate the same question as before by accident) however this fucks up my 'This question is the one asked' checker for the answers by the bachelors since those are assigned to switches.

:sigh:

The problem is that because it's randomly generated, there's no way to get rid of the non-asked questions without doing a lot of redundant checks that just... ugh. >.<;
Deltree
doesn't live here anymore
4556
Maybe have pre-set pools of questions that the player can pick from that don't overlap? That way, a question is always unique, and you don't have to fool with keeping track at all. You can even have several sets of pools so it's not the same batches every time.
^If this doesn't work, I might just do that instead.




Is there a way to set a switch designated by a variable number 'on'? That is, I have a variable set to a number, can I use that variable to turn on a switch which has that number as its ID? I'm thinking by using the Control Variables>Script ability? Or any way at all works, too.
Not sure if I understood you correctly but: '$game_switches[$game_variables[214]] = true' ?
Ratty524
The 524 is for 524 Stone Crabs
12986
author=karins_soulkeeper
Not sure if I understood you correctly but: '$game_switches[$game_variables[214]] = true' ?

Not sure how that would work. I may be wrong, but aren't switches boolean values? That means they can only be 'true' or 'false'. You are comparing a variable, a set of numbers, and declaring whether those numbers are 'true' or 'false'? It doesn't make a lot of sense to me.
Rhyme confirmed that that should work, but I'll give it a shot to check too!
Marrend
Guardian of the Description Thread
21781
author=Ratty524
author=karins_soulkeeper
Not sure if I understood you correctly but: '$game_switches[$game_variables[214]] = true' ?
Not sure how that would work. I may be wrong, but aren't switches boolean values? That means they can only be 'true' or 'false'. You are comparing a variable, a set of numbers, and declaring whether those numbers are 'true' or 'false'? It doesn't make a lot of sense to me.

I kinda think it would. You have to think of it as looking for a game-switch with an ID of $game_variables[214], and setting it to 'true'.
Deltree
doesn't live here anymore
4556
Yeah, that will work, as long as the variable resolves to an integer and isn't storing a string or something.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Marrend
author=Ratty524
author=karins_soulkeeper
Not sure if I understood you correctly but: '$game_switches[$game_variables[214]] = true' ?
Not sure how that would work. I may be wrong, but aren't switches boolean values? That means they can only be 'true' or 'false'. You are comparing a variable, a set of numbers, and declaring whether those numbers are 'true' or 'false'? It doesn't make a lot of sense to me.
I kinda think it would. You have to think of it as looking for a game-switch with an ID of $game_variables[214], and setting it to 'true'.

Ah, I see.
Okay, that works! Now I just have to put it all together and double-check. The dates themselves won't be included (well, maybe I'll include one date location - add the others another day), but hell yeah, this thing is rollin' rollin' rollin'!


Oh, and at some point in the future I might do an expansion pack type thing for those who missed out on joining in last year. Could be fun (now that I know what I'm doing!)
unity
You're magical to me.
12540
AWWW YEAH!!!
YEEEEEEEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSS!!! :DDDDDDDD