I'm making a personality quizz! but really, it's more of an excuse to share some thoughts/short poems etc. :)
FloconSugar
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I meant to record myself pronuncing the characters names but i forgorrrrr so as an apology here's one for the international phonetics alphabet readers
Maël > /maɛl/
Saya > /saja/
Célestin > /selɛstɛ̃/
(approximately)
Made some progress those past few days: I finished the title screen (I think?) + the credits section, figured out how many endings I want + how to implement them, drew two alternate illustrations to complete a scene and the one you get depends on your dialog choice! I'm glad I managed to include that. :)
Unfortunately my region's being hit by a heatwave right now and it'll last at least two weeks. idk if my old laptop is gonna work properly under such conditions (it suddenly rebooted on its own this morning, luckily i had everything saved.) so there's that... ngl the heat is making me want to lie on the floor and do nothing lol
..but I want to submit my project in due time sooo I'll manage!! :'D
I procrastinated writing dialogues and instead drew a new card background, teehee! but I had fun doing it! there's a piggy bank somewhere in there :)
I think I'm heading towards the end of my project (hopefully?) though I will not be done the second I finish the deck in itself... I have to keep in mind that it takes time to actually publish a game on itch.io
Today, I wrote more dialogs and scripts (nothing too fancy, mainly toggling on/off some canvases). I'm not sure how close I am to finish because I didn't plan an ending or anything.. well I think I know what the very last scene will be but idk how we get there :^)
I drew flowers and decor things to make my café space look more welcoming!! small touches here and there, but it is visually effective. I like alternating between writing and drawing, makes me feel less stuck.
I hope everyone's satisfied with their progress so far! slow and steady is the way for me :>
In my case I don't have a "prev" button, so I didn't do anything specific to make that happen, but yeah that's definitely something you have to take into account if you want a "prev" button.
For now I have a "reset" button with a very simple script to manually set the slider to 0 whenever I want, while I'm still figuring out how to add more stuff. I don't know yet how I'm gonna replace that in the final project! :p
Sure, I'll try to explain my process :) long post incoming!
I'm using the chat contraption as a phone text app. Whenever the player clicks "next", a new message appears. That's cool! but I want my player to manually send the new messages on the right only. I want the messages on the left to appear on their own after a delay.
So I have a chat contraption called "chat1" and its corresponding button called "next". I added some lines in the "next" button script so that stuff happen. I'm sure there's a more compact way of doing this, but it works so I'm not complaining!
on click do play["click"] # show next chat chat1.next[] # add 1 to the counter (stored in slider) progress.value: progress.value+1 # trigger the slider's "change" event progress.event["change" progress.value] view[] end
As you can see in the button's script, I also have a slider called "progress". It starts at 0 and its Max is 17 (16 being the total number of messages in my chat contraption). You might want the slider be invisible in the final project (Widgets>Show None, & also Widgets>Locked, while you're at it).
My slider's script looks like this:
on change val do # call a "boop" event whenever the slider's "change" event is triggered scenePrologue.event["boop"] end
I created a new event, "boop", that I use in the card level script to check on the phone conversation progress. "scenePrologue" is the current card's name. I'm not gonna show the whole card's script but I use something like this:
on boop do # check for chat convo completion if progress.value~1 # increase value to avoid getting stuck in a loop progress.value: progress.value+1 # pause to make the text message more realistic sleep[80] # show next chat chat1.next[] elseif ... ...
From there on, I had to match the slider's counter and the number of messages in my conversation so that all the messages on the left appear on their own after a delay, just like magic! :)
Of course you can use the counter to do something more than just revealing the next chat messages. You can use it to trigger a dialog for example, or to go to the next scene, just like this:
... elseif progress.value~16 progress.value: progress.value+1 # fire next sequence eval[dialogStorage.widgets.script2.text () 1] pt.setup[deck sceneCafe "!show saya neutral offleft" ] go[sceneCafe "BoxIn"] ...
(if anything is unclear please don't hesitate to ask more questions.)
I wrote a lot of script today. I felt a bit frustrated at times, there were some major oopsies (like accidentally creating 777 canvases. don't do that, it makes decker very slow LOL), in the end I managed to find a way to achieve roughly what I wanted (yay!) and that involved a lot of frantically browsing the decker community forums. Which I encourage you to do, a lot, especially when you're stuck.
I also used the chat contraption, it's very fun! I combined it with an invisible slider that counts the messages (or rather every click on the "next" button), so that things happen when you reach a certain message. It's easy to set up and it does cool stuff! Still have a bit more to do with the chat contraption/slider, but I am done for today.
Hiii, I have made quite some progress today. I drew sprites for two whole characters, and a backdrop (very wip still) of a café. I think a good chunk of the game will take place there (not sure yet, I haven't done much planning, I'm going with the flow here...)
I also wrote some dialogs and scripts for a little scene! it was supposedly just an excuse to see if everything was working well together (puppeteer and dialogizer etc.), but i think it will end up in the final project. Meet Saya! she's your crush :)
Hey I have a small issue, I added a column called "color" to assign a color to each of my characters. From there, I added a line in the deck script that would extract the color value from the table and make it the color of the text that appears in dialogizer (with the .fcolor attribute). I tried mirroring how you handled it with the talk value in your lines of script, but I must be doing something wrong because it doesn't work. I cannot for the life of me figure it out on my own.. can I get some help please ToT
Hi! I have used Decker before, although it's been a while so I'm quite rusty. I have a vague idea about a short story that centers around a rock band/concert (as I've been listening to a lot of rock music lately lol). I think I'm gonna go with new characters, because I feel like it! so exciting!
The only thing I'm worried about is how I'm going to add a soundtrack, as I have never done that in any of my previous projects... but something tells me all the answers are already in the Decker community forums, so we will see how it goes :)
Wow, thank you for taking the time to write such a detailed answer! This helps a lot! Especially all your tips to make characters feel more fleshed out and interesting. I definitely agree that as real people are complex, so should be fictional characters.
I have heard about plot structures in literature study classes, which I am sure is useful in some way, but I am more interested by your perspective as a writer. I don't know how to make those structures "come to life", so to say. So yeah, I think I'd like it if you expanded a bit more on the 5-act structure. Thank you again! :>
Hey, first of all thanks for creating this board! :>
I have played my fair share of VN, but I've basically zero experience with writing for a VN... I was wondering if anyone has general tips or even resources (like written articles, videos) on how to get started, what's your process, etc. Literally any advice is welcome!!