You should upload it to GitHub or some alternative (GitLab, Pijul nest) to encourage other developers to help you.
porky11
Creator of
Recent community posts
I called my visual novel engine VNgine, and it's also supposed to be a simple, but still powerful engine for VNs.
Our goals are pretty similar: Beginner friendly engines for visual novels.
I think, my text format is more beginner friendly.
It's a lot like you would write markdown.
It's basically just like you would write a drama, but with some lists for
Your text format is a bit confusing. Why use a plus sign as argument separator?
And the features having more than one argument can be pretty confusing as well.
I mostly have named arguments instead and a powerful logic to override parameters locally. I think, the system for multiple characters I came up with is both more powerful and more convenient to use.
The left right shortcuts aren't bad, though. I might want them myself.
I don't have audio yet and some of the more advanced features like blends.
I didn't find any information about how your non linear routes, so I assume, they would be state machine based?
I'm currently using a petri net based approach as my main format using a petri net editor called pn-editor, which makes it easy to add splitting paths, where you can do multiple things in different orders, or remember choices. I'm starting to feel happy about the visualization. It can get very difficult to visualize remembering choices in a convenient way.
Both programs are open source, so you can have a look at them for inspiration. I won't post the links, so it doesn't look too much like advertisement, but they should be easy to find if you are interested.
I'll probably use your engine as feature reference, most importantly audio, accessibility and multi platform support.
I'd be happy to get into contact :)
Quickload gives this error:
```
debugger invoked on a SB-PCL::NO-APPLICABLE-METHOD-ERROR in thread
#<THREAD "main thread" RUNNING {10005605B3}>:
There is no applicable method for the generic function
#<STANDARD-GENERIC-FUNCTION DEFPACKAGE-PLUS-1:DEFPACKAGE+-DISPATCH (17)>
when called with arguments
(:LOCAL-NICKNAMES
((#:DRIVERS #:SOL.DRIVERS) (#:IMPL #:SOL.DISPATCHER.IMPL))
#:SOL.DISPATCHER).
```
The reason the exe does not work is because of error opening libffi-6.dll
Maybe a wine issue.
```
debugger invoked on a CFFI:LOAD-FOREIGN-LIBRARY-ERROR in thread
#<THREAD "main thread" RUNNING {100525EC13}>:
Unable to load foreign library (LIBSDL2-2.0.SO.0-4165).
Error opening shared object "/mnt/data/home/porky11/Downloads/bombing-chap/c-deps/libSDL2-2.0.so.0":
libsndio.so.6.1: cannot open shared object file: No such file or directory.
```
I like the idea and the collision detection works fine, but there are some problems:
* The game is not fullscreen, so when moving out of the window, pressing space also doesn't work anymore
* When setting the game to fullscreen, the graphics do scale, but the controls stay the same (mouse position is not scaled)
A very nice word finding game. I played it multiple times and didn't want to stop :)
Many words are accepted, and there are many letters, so sometimes even pretty long words can appear.
The counter sometimes is not reset correctly.
It would also be nice to play it in other language (at least german ^^)
Nice idea of being a bat having some kind of echo visor.
Looks like a real game, nice music, a title screen with explanations, echos look very good, but multiple echos at once don't work nicely.
Just the same all the time, there seems to be no goal, it's confusing, that you warp around (probably the world moves),
The idea matches the theme very well. The music and general atmosphere could be a bit darker.
Without glowing atmosphere it's darker ^^
But I don't get the problem, that it's visually not distinguished from others. In many games, other objects (enemies or other players for multiplayer) look like the controllable object. When not sure, just press a button, and see, if it moves. When you look at the texture of the planets, which rotate or move, you see, that the motion is working.
The reference of how to control things etc. is written in the README.md
It's not that creative yet. There are just rooms. But they look good. Nice changing colors depending on daytime.
It's also not entertaining, because I can just walk around, and the walking doesn't work good. When I release a button, the player stops, and it often happens, that I first press the button in the different direction and then relese the button of the direction where I walked before. I first thought, there are invisible walls everywhere.
I also don't know, what this has to do with darkness.
Since the game is not finished, it's ok, but improving the controls shouldn't have been a problem.