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Custom content (archived discussion)

Nice, a new test subject for my evil experiments :D

Regarding the making of custom content with dependencies on other custom content, I would recommend against packaging it together. If you were to include Masako's content along with your own, Marrend might update Masako later and would want players to have the latest version. Better to mention the dependency up front.

However...I suppose I could change a certain error message into a warning message. As it is now, if the game can't find a file for a condition (example: CONDITION = 1 DONE IN masako_story.txt) it generates an error and quits. I could make that into a warning instead so that a player who hasn't got that file will still be able to play the rest of your story content.

Custom content (archived discussion)

author=dude797
First a little update to my testing idea. If you delete the profile for default toons from your custom story, then you can test your custom toon in clean mode. Just instead of seeing keika and miki, you see their number ID's instead. The beauty of this is, you can always replace the profile for default toons in your custom story and then run a story test to ensure you have the right characters in every scene.


Hmm, that's kind of how it already works. If the game doesn't have a profile to match ID=2, for instance, it will assume you want to assign the active speaker as an NPC whose name is "2". However, commands such as FRIENDLY and AFFECTION UP will produce warnings on startup. I think it's important that the game produce those warnings because it's quite common to accidentally write invalid commands when you've set the active speaker as the player or an NPC.

Second, is another scripting question! In game stories 1, early on in the story you get to race her. Should you take a shortcut, the game uses a jump command to story 5 so you can meet another character. My question is, what's preventing story 5 from playing before story 4? I only ask because I need to do something similar with my custom toon.


CONDITION = 5 DONE
The above line prevents the story selector from selecting Story 5 until Story 5 has been played. In other words, it can never select Story 5. The only way this story can be played is through a JUMP from another story (JUMP ignores conditions).

Custom content (archived discussion)

author=Marrend
That graphic looks oddly familiar! In more seriousness, that program looks exceptionally helpful. Would it be available as a separate download, perchance?


If the file size isn't too large I'll probably just bundle it with the main game.

If it's someone more "specialized", or even crazier, another person's custom character, then one can run into some problems.


Which could happen, huh? :) Since Masako is the first finished custom character, she probably has the highest likelihood of showing up in future content made by other users.

Wait, what? How's this possible if one references an ID#? Does the game not check to see if the built-in characters have been introduced in Clean Mode?


The introduce restriction doesn't apply if it's a branch. The documentation does mention this but it's easy to miss. And really, I don't want to encourage people to be putting built-in characters in their stories. Sooner or later players are going to be tired of seeing Miki and Keika all the time. Clean mode should be useful to players for that reason.

Heartache 101 ~Sour into Sweet~

Actually, Ichimaru brings up a concern I had myself. I don't want the customization features to become so complicated that they scare people off. I should mention though (as I did in the custom content page) that at the same time new customization features are being added, there will soon be a user interface that makes creating characters easier for everyone. It might be ready this weekend, we'll see.

Ah, by the way, I still don't know how you can actually manage to get Cheimi, no wonder she is a secret character!


Yup, you can't date her, get her phone number, or meet her in generic school events. With Chiemi the key is....
City events in which somebody hands you a note. Those events are not random but occur at specific times and places (the first one occurs at the station). Pay attention to what those notes say. Players who have studied Japanese will have an advantage here :)

Heartache 101 ~Sour into Sweet~

^ It sounds like you accidentally stumbled upon the cheat which decreases affection.
ALT + F6 decreases affection of the active speaker by 100 if the active speaker is one of the girls.


Custom content (archived discussion)

Yup, that's one of the reasons I don't recommend mixing them.

But don't delete the built-in stories. Some of the built-in introduce stories have other built-in stories as their conditions, so you could run into problems trying to selectively delete some of them. If you really need a character to appear in a story without her having been introduced, there is a workaround--make her appear in a branch. Miki, Keika, etc can still appear in branches even with clean mode on.

Custom content (archived discussion)

The "Is anybody I know here?" scene should only happen when there are no valid candidates for a story to play. And you should only ever see it when clean mode is on. Are you telling me that you see it when clean mode is off? If so, something is wrong.... (unless you've edited the built-in charaacters?)

Also check the introduce events for everyone that appears in your scenes since all characters must appear in an introduce event before showing up in other events. If things still make no sense, send me your script and I'll be glad to take a look.

Custom content (archived discussion)

Okay, that should be doable.

In other news, I've got something brewing that will make creating characters a whole lot easier.

Nothing Is Perfect

Well I have a different take. I don't think a rating system should be about putting a number to the quality of a game so much as it should be an indicator of whether a potential player would enjoy it. The two might sound like they are the same thing, but they aren't quite. The former is more interesting as an academic question. The latter has more practical use to potential players.

For that reason I don't favor a numerical rating system at all. Just "recommended" or "not recommended", with some added parameter that indicates the type of audience you do or do not recommend the game to, since we all have different tastes. Quality is too subjective for me to attach much weight to what somebody's numerical evaluation is for a game I'm considering playing. I just want to know if I'm the type of guy who might enjoy it.

The Customer Is Always Right - Perception Of Designer & Player "Responsibilities" In Amateur & Commercial Video Games

The reason for reviews of free games to exist is flimsy enough to begin with imo. Reviews of commercial games are valuable to potential buyers because you want to know if a thing is going to be worth your $$ before you pay for it. Since money is not a concern when it comes to free games, you read a review mostly because you want to save the time of downloading, installing, and playing up to the point where the game has convinced you that you're going to enjoy it. But unless your internet speed is unusually slow, I don't see all that as much of a gain. Often times you would be better served to simply try the darn game for yourself than to read someone's review of it, especially if that review is long. The worth of a review of a free game is overrated imo, and long reviews especially so.

If, however, you are using reviews as a method of giving feedback to a developer (who did not explicitly request your review), I think you've got things all wrong.