Yes it is? I have my own page there. There'll be a relatively low file upload cap unless you're on a paid plan but it should be enough for a videotome game unless you've got a large number of assets.
communistsister
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Glad you like the engine!
You cannot copy a localhost link; this is an internal reference to an address on your computer and would simply point to the equivalent address on the player's computer.
If you want to host the game on your own site, you will need to upload all of the game files and folders in the same structure they are in inside the project folder, and then point your website at the index.html file (which you can name as you wish in this instance). This should be reasonably easy on Neocities.
ah, yeah... i updated the choice ID to be numerical instead of text to prevent issues with spaces but forgot to note that in the docs... in theory for "replacing/editing" a choice you can run REMOVE:# first in the same code block, but your suggestion is neater. I'll look at updating this soon, thanks!
Ahh, now this makes sense. You have a project using Super Videotome Modded and are using the recently upgraded but otherwise vanilla Super Videotome. I am afraid they are not cross compatible without a little work, but I suspect you just need to nick these from modded's code.js and stick them in the relevant place in vanilla.

Otherwise, I'd advise sticking to one engine branch instead of trying to jump branch mid project.
Hello! From recent testing, variables should work as expected in the current build; however, if you have any custom variables set in the GAMEVARS object in your existing project, you will need to copy them from your old project's code.js file into the new one.
If you are still running into variable usage issues, please let me know the details and I'll look into it.
Thanks, I'm glad you liked it! There is a slightly longer, unfinished version from when I was still working on a sequel, (no longer patreon paywalled, available here), but unfortunately I'm unlikely to finish it at present; the original game was made in quite a clunky way that is slow and a bit unfun to work in. A little bit of behind the scenes discussion on that can be found here if of interest.
I wouldn't say there's "no way", but it depends. Super Videotome is pretty flexibile with image and text layout so you could design all your images to look how you want. It might be a bit fiddly.
Alternatively, if you want features from Super but a more fixed template approach, you could use Heartbreak instead and just ignore all the dating sim aspects: https://communistsister.itch.io/videotome-heartbreak
Working backwards:
- if you're using Super Videotome you can ignore the classes bit, that's a leftover comment from ADV that should have been removed. as long as you have set up your character names in the SPEAKERS array in assets.js you're good.
- if the game is blank in the browser, have you run a local server as per instructions in the Offline Testing part of the readme? It won't work just run directly from your computer without. Otherwise hard to diagnose sight unseen.
- Choices have a number, a text to display, and a chapter name to jump to, e.g. CHOICE1:[text here]:CHAPTERNAME. They will not block text progression while showing, unless you are at the end of a chapter. When picked the choices will disappear and jump you to the new chapter, or they can be manually cleared via the remove command, e.g. REMOVE:1 to clear the one above.
Hope that helps!
Hey! Glad you like it, I'll check out the game!
The alpha filter was a fix so that the game looks right on Chrome - without it renders the text blurrily. With it in place, I believe the reason for weird rendering and totally unreadably thin lines is often nonstandard characters like am em dash or an ellipsis glyph causing subpixel spacing afterwards, if that helps at all! But if your fix to just remove it on firefox works for you then great :)
per-character colors for speaker names are not supported by default in Super Videotome. it's a feature in Videotome Heartbreak if you feel up to porting it back across; otherwise I may update SV in future with the feature but I don't have a date in mind.
































































