Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Millie Squilly

550
Posts
20
Topics
146
Followers
70
Following
A member registered Jun 13, 2015 · View creator page →

Creator of

Recent community posts

your art is so lovely! I'm so glad you're making more :3

yessssssssss do it!

Yes, Decker 1.65 added a "turn" function that I use to flip the top row of pages. In general it's a good idea to stay up to date.

Ooh nice, I remember you pondering about this and you made it happen! That's rad!

oh wow it me!

Jam is open for submissions, and there's already a couple in (since getting a headstart is OK)

Looking forward to seeing what everyone comes up with!

I think your browser's autotranslation may be not very good.

Aww great! And yes the jam rules specifically allow impatience so it's all good!

You're maybe the first person to put a thing out with it I think haha! It's super good!

waaaaaaah you used my template hiiiiiiii ❤️❤️❤️

Quick bugfix, PDF exports should keep custom palettes now!

Sorry if you'd already started, but replacing the code in the "save pdf" button should sort it for you if you don't want to start from scratch!

Thanks!I look forward to seeing what you can do with it!

The Hybrid Decker Zine Jam starts in a few days and runs until the 15th of May 2026. Make a decker e-zine that's a print zine too!

Making e-zines in Decker is great! And making print zines is great too! But what if you could make a zine that's both?

I've made a template that you can use to make an 8-page zine that's readable in Decker and will export to a printable format in the traditional single sheet 8 page fold format at the click of a button. There's a few options to adjust the margins, since printers are messy and America has funny page sizes, but hopefully the defaults should work for most people.

https://micpp.itch.io/hybrid-zine-template-for-decker

Since I want to encourage people to make their own zines with this template, I'm running a jam as well! It starts in a few days and it's like 6 weeks long so there's plenty of time if you want to make something for it!

https://itch.io/jam/hybrid-decker-zine-jam

Let me know what you think!

Yeah, an approach like this would work for exactly that. Like you code the door so it's like "if character A, then enter the room, if character B then pop up a message about being haunted by memories". So you can have the one card with things coded to behave differently depending on which character you are at the time.

It's great that you've got it all planned out in advance, it can make stuff a lot easier.

If you've got different characters that you select and you're needing to track progress, there's ways to do that fairly easily. I'll try to explain how you might be able to accomplish this, without having to have like a separate set of cards for every possible path.

Let's say you've got a card that's a certain location, and maybe there's one door that you only want a certain character to be able to enter, and another door that you can only enter if you've unlocked it, or something like that. Like in general there's a certain state of the game that you need to be able to keep track of, to know who you are and what you've done so far.

I've found the easiest way to handle this is basically to have a separate hidden card, that's basically filled with checkboxes (and other widgets) that I can use to keep track of and store all this sort of "state" info. Like I might have one that says what character you are currently, and one for each task you might have already completed,or something.

Then on the location card, you can refer to these checkboxes to decide what happens when you click something. Like either entering the door or popping up a box saying it's locked.

The pages in Phield Notes on Referring to Other Widgets and If-Else Statements are probably the best explanation of how to do this.

Alright. So first up, you don't know how to code YET! You may yet learn to code. I think what you want to do is doable, if you are prepared to start dabbling in a bit of code. And as you get more comfortable you can try out more stuff

If you make a button and hit the "Script..." button, you'll see this pop up

on click do
end

In between is where we can put code that we want to run!

In terms of saving, you can save out a copy of the deck using the code app.save[], that's basically the same as hitting the save menu when you're unlocked. So in a button you can do

on click do
 app.save[]
end

With some more advanced coding, there are some other ways of saving out stuff but we'll start simple for now. But if you want a more complicated example, my game The Wayward Mage uses a custom save format that basically saves out the game state in a custom file.

A long game is ABSOLUTELY possible. It sounds like you're looking at basically doing branching purely on cards. If you're finding the "picking the next card to branch to" tricky with having to manually navigate to it, this is another thing that can be easier with code.

If you set up a button to go to a card with a transition, and then open its script up you will see something like this.

on click do
  go["card1" "SlideLeft"]
end

It might be easier, with lots of cards, to basically use this but change the names of the cards manually in the code, like if you know you want to go to a card named "branch2a" you can just write that into the code.

If you're doing visual novel stuff, it could be easier to do things without needing a separate card for each screen. If you use the dialogizer and puppeteer modules that come in the Decker examples folder, they basically let you write and run a whole visual novel script with sprites and a background and text and such. So you're not using a whole card for just one screen of text - you basically just have a card for a background, and some cards to store your character sprites. And then a hidden field somewhere to stash your script. It's again a bit of simple coding, if you look in the dialog.deck and puppeteer.deck files in the Examples folder they'll have documentation.

Finally, if you haven't checked it out definitely take a look at Phinxel's Field Notes, it's a very thorough Decker tutorial that'll teach you some simple coding things among many other Decker tricks, and it doesn't assume any existing coding knowledge. Another thing I've found helpful is pulling apart other people's decks to find out how they did things.

Oh wow this is cute as hell and looks cute as hell!

me too tbh!

we've got both kinds. gep AND gun

Aww thanks for reading it haha! I'm glad you liked seeing the mention and I hope it's got other people try this out!

Glad to see your ethics are entirely determined by legal technicalities. There's no law against cheating on your partner so I guess it's totally OK to do that right?

EX5 time! Last issue of the EX series! https://zine.milliesquilly.com/ex/ex5.html

Hi,

So basically what you'll need is some code to change the palette when you go to that specific card, and change it back when you leave. This could be done in the button code or in the "on view" of the card. The "all about color" deck does have a bit of example code for doing this on the palette transitions page.

My palettefade module may be handy too, although it's primarily designed for doing fancy fade in/out transitions it does have some helpful utility functions for changing the palette. Hopefully should all be in the documentation but I'll try to go over some examples here.

So if you're using palettefade and you've added the module to your deck, you can get the current palette as a list of 16 integers by running pf.currentpalette[deck] in the Listener. Generally I'll take the output of that and make them like global constants e.g. in the deck-level script I'll have palette1:(16777215,16776960,16737536.... and so on for the various palettes I have.

Then when I want to change to a certain palette I'll use pf.setpalettte[deck palette1] and that'll change the palette. So I can have that in my "change to a new card" button or just in the "on view" so that however you got to the card it'll be at the correct palette.

If you want to get fancy then you could use the blackdip function in palettefade, that does a nice smooth fade to black and then fades up with the new palette, e.g. pf.blackdip[deck card2 30 palette2]. Or you can do something with transitions like in the all about colour deck example.

I hope at least some of this makes sense. Let me know if you're getting stuck though.

This is super good and it's making me think about how it's been a very long time since I went swimming last

ooh, big artwork and so much, god this looks so cool!

this is great, it's so pretty! And I've learnt so much about the moon!

IMG3 is kinda magic, dang! I'm seeing decks go to a quarter of the size!

oh hell yeah voice acting!

(1 edit)

eggbug spotted!


Had to test out the new version!

Decker isn't really particularly suited for phones, TBH. I've found at least on Android devices rotating the device to landscape and adding a button to toggle to full screen can help things a bit, but it's really more suited for larger screens.

Basically, when your drawing mode is set to "color" then images will import in colour, using the nearest colour in the palette. If the drawing mode is set to black and white (which is the default) images import in black and white, dithered. Often the best results however for colour image importing is using an external tool to dither to the desired palette before importing. The "All About Color" deck has a lot of details about how this works and what you can do with it! https://beyondloom.com/decker/color.html

In terms of iPad OS, I don't think there's a version of Decker that runs natively for it - the builds on the itch page are targeted towards desktop Windows and MacOS (or Linux users can build from source). If you're using an iPad or an Android tablet then you are basically stuck with the web app. The web and native versions are pretty much feature-identical for what it's worth.

The menus basically just use the "menu" font built into Decker. It is possible to edit this font or the other built-in fonts (using for example the editor in the example fonts.deck) and these changes will be saved along with the deck.

If you've got a separate Decker font and want to use it to replace the default fonts, I'd assume this is possible somehow but I'm not sure the best way to do it.

Although if it's eyestrain that's the issue, it could be worth looking into changing the palette instead?

Oh I mean I am kinda tempted to work out how to do a perspective correct text crawl but it seems a lot more complicated than a simple zoom. It feels like an interesting challenge now though... I wonder how some of the old Star Wars games did it

EX4 is out now baybee! https://zine.milliesquilly.com/ex/ex4.html

If you have a widget on the same card you can just access it by name

So like if you have a field called field1 you can just use field1.text or whatever you need.

If a widget is on a different card (e.g. card1) you can access it like card1.widgets.field1.text for example.

You may want to check the Decker reference manual in the "Interfaces" section where it lists all the different properties of each widget type.

Hope this answers your question :)

I realise it's not exactly a solution, but have you tried recording sound separately (in like Audacity for example) and then importing into Decker? I've found even when the audio editor is working I get better results this way since I can adjust the levels and such in Audacity before converting down into Decker's format