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Custom content (archived discussion)
author=Dozen
1. @flowerthief: Miki is a tsundere as well! That makes two! <party!>
You know, that's true. The built-in game has both a hard tsundere and a soft tsundere doubling as the childhood friend. In fact, I had thought about adding more tsundere to the game, but I guess there's enough? :P Some of the user-made characters could also be considered tsundere.
Heartache 101 ~Sour into Sweet~
@ivoryjones
Some tips about the secret character can also be found on the comments page on the website.
(off-topic: Your avatar is my favorite char from that series)
@RebeccaAshford
Under the Layers menu there's some color tools. You can probably figure out how to change to the color you want by playing around with it, but if not, I bet Marrend would be willing to do it for you if you asked.
Some tips about the secret character can also be found on the comments page on the website.
(off-topic: Your avatar is my favorite char from that series)
@RebeccaAshford
Under the Layers menu there's some color tools. You can probably figure out how to change to the color you want by playing around with it, but if not, I bet Marrend would be willing to do it for you if you asked.
Voice acting in games
I'm thinking of going the snippet approach for my current game with sounds for combat only. You know, stuff like "Ouch!" and "Eat this!" But I dunno if it would be worth the effort.
Animation Resizer
I think the return value of self.zoom(id) is supposed to be Default_Increase.
True story: I had decided that today I was going to the resize animations for my game and was dragging my feet over the thought of having to do each one individually when on a whim I looked in the scripts section and found this.
True story: I had decided that today I was going to the resize animations for my game and was dragging my feet over the thought of having to do each one individually when on a whim I looked in the scripts section and found this.
Breaking the fourth wall in games
It happens in LOTS of prominent games.
(but man, you gotta be careful with TV tropes. I just ruined for myself the story of a game I'm currently playing by reading the spoiler text in one of those entries, grrrr)
(but man, you gotta be careful with TV tropes. I just ruined for myself the story of a game I'm currently playing by reading the spoiler text in one of those entries, grrrr)
"3D" in RMXP and RMVX
That is way cool! Yeah I would consider it, but the biggest thing that would make me hesitant is the need to have specially designed tilesets etc.
Custom content (archived discussion)
The order of writing a non-linear narrative
The very linear story is (relatively) easy to write. The very non-linear story, like that one, is also (relatively) easy to write. It's those of us trying to deliver to our players a cake and let them eat it too--meaningful narrative dependent on player choice--who really have our work cut out for us.
I can't offer advice other than not to do what I do, which is write things in whatever order I feel like, or whatever part I'm most excited about writing at the time :P That can't possibly be the best way. (Or can it?)
What advice do they give in writing classes and workshops, I wonder? Or do they have anything at all to say about this fascinating element we can add to our stories today that Shakespeare could only dream of?
I can't offer advice other than not to do what I do, which is write things in whatever order I feel like, or whatever part I'm most excited about writing at the time :P That can't possibly be the best way. (Or can it?)
What advice do they give in writing classes and workshops, I wonder? Or do they have anything at all to say about this fascinating element we can add to our stories today that Shakespeare could only dream of?
The order of writing a non-linear narrative
For me, the ideal non-linear game allows the player to take the narrative in the direction they choose. A good example is an old piece of interactive fiction called I-0. It never tells you what to do. It presents you with a character and a problem, then lets you do what you want, and with each new game the story will likely turn out different. The problem of how to plan story branching takes care of itself when you don't have a set end point for the player in mind. (I realize this isn't the type of non-linear game the OP has in mind)













