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(+1)

You're very welcome!

1. Aye! :D

2. Heh, that's not the way I meant it. In my game, there is more than one way the protagonist could die. And I thought I could make it somehow a challenge to get all those deaths... I'm not even sure how you did the death counter, especially when Eulogy says the number. Care to share how you learned it?

4. Oh snap, I think I'm falling for the barista more than Eulogy. An idea for a spin-off: dating the barista! :D

5. Oh yeah, that may be it. And I think it makes sense to experiment with fonts. But I'm saying I liked how it looked here.

Eh, I don't think your game is THAT silly but I'm glad you appreciate my comment so much. X)

2. yeah, of course!

at the start of the script, I defined a 'deaths' variable 

$ deaths = 0

then, whenever you died, I put in a

$ deaths += 1

for the death count UI, there was a custom gameUI screen (first called when you come up to the castle), that only contains a frame & vbox in the top left with text saying 

"{image=skull.png}deaths = [deaths]"

and when Eulogy references the amount of deaths you've had, she just says

"(...) you died [deaths] times!"

so it's all just referencing the variable :)


but I think for your idea, since the deaths are different and the player is meant to collect them all (let's say there r three), I'd put a

$ death_A = false
$ death_B = false
$ death_C = false

at the start of the script, then each death I'd change the value to be true

"you died in way A!"
$ death_A = true (...same for B and C)

and then at the end I'd put a STACKED if statement, like

if death_A == true and death_B == true and death_C == true:
    "congrats! you died in every way possible :)"
    # secret ending time
else:
    "aw... try dying more next time!"
    return