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Testing

The new additions look quite nice indeed. I'll be play testing them shortly.
I will admit I cheated a bit and peaked into the new story file.

flowerthief, check your mail as I sent you some feedback on this new story.

*edit*
One bit of info that didn't make it through the mail system (probably because it was in brackets and was confused for code language ><)

Yellow highlights are on pages 1-3
Green highlights are on pages 1-3; 10; 17; 19

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If you think pac man toilet paper maze is diabolical, wait until you try tactical espionage action toilet paper maze.

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yay mental notes! No more looking into the game profiles file to pick a girl's favorite location!

(Hint: Beta testers make your request to flowerthief, there is a good chance they will end up in game someday)

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yes the emotionless stare is part of the character. Not to give much away, but that particular girl has some serious issues to deal with.

Custom content (archived discussion)

"Test a story dependent on this one" is exactly what I had in mind. For the condition check, I would say you apply the first condition only. It would be up to the scripters to write the more important condition first, and secondary conditions later.

In case 1, "3 done" is more important because you would presumably go through story 3 before a story 8. In our second case, the personality check is more important, because it is something you can achieve, while the "condition 7 not done" is somewhat abstract, and the player has little control over.

Basically, what I'm trying to suggest is a hierarchy of conditions. Whatever ranks higher in that table is the condition that should be used in our dependent story progression.

Lastly, we would also need to be able to control our story test mode attributes, because we need to verify attribute check pass or fail scenarios. Sorry for that long, almost rambling post. Hope it made sense ><

Custom content (archived discussion)

In truthfulness, I had the hardest scripting part is to tie the story together cohesively. Because, as Marrend mentions, if you are not careful with conditions, story events may play before or after intended.

I wonder if it's somehow possible to adjust story mode to include a function for story progression? This can be a great tool for anyone who has many branching dialogs. In my custom toon, every dialog tree leads to a unique reaction and outcomes and its hard to verify that all the dialog and later situations line up correctly.

Custom content (archived discussion)

Hmm, yea it seems you can only introduce 1 character at a time, flowerthief used two different stories for introducing Miki and Keika in game stories 1, even though technically you meet them during the prologue.

Shy girl sounds interesting,is she serious type character or more like comic relief? I mean not talking is sorta funny.

I'm working with spazhero and continuing work on my toon, but damn, Kotor2 keeps distracting me :) Nothing like playing through an old favorite.

But soon Masako will have company!

Custom content (archived discussion)

Music is underrated, but super vital in games. Imagine how much crappier that last fight with Sephiroth would have been if instead of One Winged Angel, they played a Disney song like the Beauty and Beast theme song. It would have completely ruined the experience.

Testing

Sure I'll team up. I think I like working with graphics more than anything else so yeah. PM me the details when you get a chance, spazhero.

Custom content (archived discussion)

Why don't you try using a song from your personal music library?

If not, look around for some soundtracks from final fantasy/ any other game series you like. You might find something you like. Be hilarious if some girl would have the chocobo theme song.