FLOWERTHIEF'S PROFILE
Switching to Python.
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Going commercial?
^ Well, games I make aren't pure visual novels but have significant gameplay elements, but you're probably right.
However...seeing that tempts me to want to make a game like Dwarf Fortress! :P I love randomization in games, and it's actually pretty cool that ascii graphics can still be profitable in today's age. The audience can be sure that all that development time is going to substance rather than style.
However...seeing that tempts me to want to make a game like Dwarf Fortress! :P I love randomization in games, and it's actually pretty cool that ascii graphics can still be profitable in today's age. The audience can be sure that all that development time is going to substance rather than style.
Inventory hoarding
Players aren't shy about using items if the consequences of death/failure are high enough. Upping the consequences of death/failure spurs players to use whatever items they have to to ensure they survive the life & death struggle of the present, rather than saving up for a life & death struggle of the hypothetical future. Permanent death is the most extreme method, but there are others.
Heartache 101 ~Sour into Sweet~
@Turtle
I only announced this game in one other community and it didn't get a big response there. I suck at advertising.
@Marrend
I suppose there's no reason not to list the place names in Header commands.
I only announced this game in one other community and it didn't get a big response there. I suck at advertising.
@Marrend
I suppose there's no reason not to list the place names in Header commands.
Heartache 101 ~Sour into Sweet~
Ah, user-defined variables? I can see the merit in that.
What if, instead of the user defining them, a set number of stock variables are provided? For instance VAR1, VAR2, VAR3, etc. Those variables would be unique within a sub-directory. So if User A creates a story that fiddles with VAR1 and User B also creates a story that fiddles with VAR1, as long as the two story files are in different directories it will be okay because they are actually considered different variables. That's the implementation I would lean towards.
However, I'm not as inclined to add new features now as much as before. Basically, I need an indication that more than one person would actually use the feature.
edit: Don't take that to mean I don't want to hear suggestions and requests because I do!
What if I slipped in frequent links leading back to the table of contents?
What if, instead of the user defining them, a set number of stock variables are provided? For instance VAR1, VAR2, VAR3, etc. Those variables would be unique within a sub-directory. So if User A creates a story that fiddles with VAR1 and User B also creates a story that fiddles with VAR1, as long as the two story files are in different directories it will be okay because they are actually considered different variables. That's the implementation I would lean towards.
However, I'm not as inclined to add new features now as much as before. Basically, I need an indication that more than one person would actually use the feature.
edit: Don't take that to mean I don't want to hear suggestions and requests because I do!
Perhaps cut the help-file into several files? Because right now it's just one long page. The index on top is convenient, but you still have to scroll back and forth quite a bit.
What if I slipped in frequent links leading back to the table of contents?
Heartache 101 ~Sour into Sweet~
Was it? I don't have any memory of that, unless you mean with the right mouse button, which was one of the bugs I just fixed.
Heartache 101 ~Sour into Sweet~
The cancel button should never confirm choices. If there's any place in v1.3 where it does, please let me know!
Heartache 101 ~Sour into Sweet~
Thanks for the feedback! Mouse controls were added relatively recently, so this is among the first feedback I've gotten on it, which is valuable to me.
About the second issue you mentioned...I see what you mean. Will fix.
Just fyi, the middle mouse button (if you have one) can also be used to adjust text write speed.
Question: I've made holding the right mouse button function as text skip, but would it make more sense for the left mouse button to do this?
About the second issue you mentioned...I see what you mean. Will fix.
As for the text speed, it is possible to control it. The up arrow makes the text go faster, the down arrow makes it go slower, while holding "Alt" pretty much warp-speeds dialog. I usually make the text speed "Instant", which is one press of the up arrow from the default setting.
Just fyi, the middle mouse button (if you have one) can also be used to adjust text write speed.
Question: I've made holding the right mouse button function as text skip, but would it make more sense for the left mouse button to do this?
Going commercial?
Spelunky is pure gold. Most addictive indie game I've ever played. If it had been a commercial game from the start it would have been worth anything I was asked to pay for it. But if it had been a commercial game from the start, I might not have played it at all because it was commercial. There's the dilemma of going commercial for ya.
Anyway...
A common complaint I hear about any game I ever make is that it's Windows-only. Which I am sympathetic to; lack of any cross-platform support is the thing I like least about Rpg Maker. I wonder how much potential audience one loses by being Windows-only? When it's a free game you can shrug that criticism off, but if it's a commercial game I imagine you need to care about being accessible.
Anyway...
A common complaint I hear about any game I ever make is that it's Windows-only. Which I am sympathetic to; lack of any cross-platform support is the thing I like least about Rpg Maker. I wonder how much potential audience one loses by being Windows-only? When it's a free game you can shrug that criticism off, but if it's a commercial game I imagine you need to care about being accessible.
Heartache 101 ~Sour into Sweet~
I'm tempted to take the moment to ask what things people would like to see in a sequel, but I s'pose that'd be off-topic.













