FLOWERTHIEF'S PROFILE
Switching to Python.
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Testing
Glad to hear that, Romeoette, and especially glad that the game was still fun for a female player. I was worried that it might not be.
If you (or anyone) could point out to me places where the grammar is off I'd really like to fix those details while we're still in Beta. Let me know if you have any questions or issues with character creation :)
If you (or anyone) could point out to me places where the grammar is off I'd really like to fix those details while we're still in Beta. Let me know if you have any questions or issues with character creation :)
Elemental Clash
Well this is certainly more complicated than Bejeweled. I read the instructions but I'm not sure I understood it.
New_Caldinasus.PNG
Looks fine to me too. I'm of the opinion that RPG authors spend too much energy on how a city looks and not enough on bringing the city to life with interesting NPC patterns, objects that can be interacted with, etc.
Weird Dreams
This reminds me of a game idea I had all planned out back when I was going through a surrealism phase and watching lots of Bunuel films. But I took too long to start on it and lost my inspiration.
It looks like combat isn't the focus of the gameplay, which is a good thing in my book.
It looks like combat isn't the focus of the gameplay, which is a good thing in my book.
Mount_Ronmrilus.PNG
Heartache 101 ~Sour into Sweet~
Release v0.62 has many changes to customization in particular including features that have been requested. If you are using the customization features, be sure to see my explanation of what's new if you haven't already.
Custom content (archived discussion)
Testing
Custom content (archived discussion)
I'll give you guys a heads up about the new customization features in the version I'll be putting up pretty soon, since many of those features were requested here.
- Endings can now be customized to exclude the usual scene and phone call in the future. Use the ENDING CUSTOM header command for this. You can then set the PLACE to be any recognized location.
This feature can also be used to effectively override a generic ending. (However, you can't override the event with Miki that occurs after school on the last day)
- New custom responses for events in which the girl asks for advice, is asked if she remembers the date location, reminds the player of a date set up by her, is asked what she thinks of a date location, and is asked about her type of boy. Unless I've missed anything, every speaking line for a character can now be customized.
- There used to be three slots for assigning tachie to miscellaneous moods: OTHER1, OTHER2, and OTHER3. There are now unlimited slots. Use the same syntax.
- New conditional phrase for checking the day of the week.
Example: CONDITION = MONDAY
- Relation ID can be the ID of a character whose profile is in another file.
Example: RELATION ID = 7 IN game_profiles.txt
- Files in subdirectories may be optionally written as a short local path that includes the name of that subdirectory.
Example: JUMP 50 IN Built-in/game_stories_3.txt
This will force the game to *only* look for that file in that exact location. The advantage of this is that the game will find the correct file if, by chance, there is another file existing somewhere with the same name.
If you do use the old format, the game will try to be smart about the order in which it looks for the file. For instance....
Example: JUMP 50 IN game_stories_3.txt
Here, the game will first look for the file in the same subdirectory as the referring story file, if applicable. It will next back up to the "Stories/" directory and look there. Finally, it will search all subdirectories in the "Stories/" directory for the file (at most one level down).
The new local path format can be optionally used in all places where you can give a file name, whether it's for profiles, story, tachie, or music.
- Endings can now be customized to exclude the usual scene and phone call in the future. Use the ENDING CUSTOM header command for this. You can then set the PLACE to be any recognized location.
This feature can also be used to effectively override a generic ending. (However, you can't override the event with Miki that occurs after school on the last day)
- New custom responses for events in which the girl asks for advice, is asked if she remembers the date location, reminds the player of a date set up by her, is asked what she thinks of a date location, and is asked about her type of boy. Unless I've missed anything, every speaking line for a character can now be customized.
- There used to be three slots for assigning tachie to miscellaneous moods: OTHER1, OTHER2, and OTHER3. There are now unlimited slots. Use the same syntax.
- New conditional phrase for checking the day of the week.
Example: CONDITION = MONDAY
- Relation ID can be the ID of a character whose profile is in another file.
Example: RELATION ID = 7 IN game_profiles.txt
- Files in subdirectories may be optionally written as a short local path that includes the name of that subdirectory.
Example: JUMP 50 IN Built-in/game_stories_3.txt
This will force the game to *only* look for that file in that exact location. The advantage of this is that the game will find the correct file if, by chance, there is another file existing somewhere with the same name.
If you do use the old format, the game will try to be smart about the order in which it looks for the file. For instance....
Example: JUMP 50 IN game_stories_3.txt
Here, the game will first look for the file in the same subdirectory as the referring story file, if applicable. It will next back up to the "Stories/" directory and look there. Finally, it will search all subdirectories in the "Stories/" directory for the file (at most one level down).
The new local path format can be optionally used in all places where you can give a file name, whether it's for profiles, story, tachie, or music.













