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Requiem

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A member registered Jul 04, 2020 · View creator page →

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Be proud of yourself, this looks pretty!

I see. You may want to look into this, may come in handy https://dissendior.itch.io/dynamic-speech-bubbles-for-renpy

Honestly imo I think you’re doing great with your first time! I attempted all these separately (camera, speech bubble, …) before bringing them under one project. Can’t wait to see what you make next as you gain experience.

Hi! The speech bubble system can be better, but as of now the speech bubble can be configured so each character has a default style and bubble position, if you have no time to reposition them manually. Stella is working on a speech bubble manager which I’m sure is going to be a banger.

Generally every operation works on “master” Layer (unless you set another default layer) but you can use scene, hide, and show by specifying onlayer “layer name” (From the devlog I think you have found it already)

I agree that learning both layeredimages and the camera system all at once is a daunting prospect. Good job sticking to the end! If you ever feel like continuing, feel free to drop by #programming. Devtalk people are generally nice and helpful.

Congrats on submitting!

Oh my, this is truly a delight to see! How very kind of you! And so very detailed! You’ve made our day.

I think sports story would do well in BAF even if it’s leaning towards the realistic. The fantasy parts can come from the show of emotion/passion, or even overactive imagination. You are correct about Eyeshield 21 (and to some extent similar other sport shows like Prince of Tennis, Haikyuu etc?). Presented in such a way, we could no longer distinguish real and fantasy even without explicitly “mystical powers”. I hope you’ll be able to realize your sports game in future BAF.

I don’t want to hog the space with my comments alone, so I’d shared this for the others to comment with their own accounts. As for the technical parts: We actually have most of your suggestions discussed/explored for the RPG system, which I hope will be in the next update of YYO or as the final update after we got all story parts in place. Hearing this is reassuring, as it means that what we’re trying to make is in line with someone’s expectations. Every NPC would have different Guts/Charisma parameters. We’ll also have a toggleable skip button so people could autowin battles they don’t wish to play through, if mini games aren’t your thing.

Maoudamashii is a savior when it comes to high quality royalty-free songs! I was looking for a main theme to tie the game’s presentation and the site just happened to be newly updated with this song…which fits like a glove! The HURT/RECORD people are very nice too.

You can implement the rotating logo click effect in your game with this https://lemmasoft.renai.us/forums/viewtopic.php?t=57408

  • The main menu rotation is jittery because… Because it really is placed on the wrong pivot (ha ha). I forgot to measure the position exactly, so the logo wasn’t properly centred, … yeah. >.< Renpy actually does smooth rotation if your image is a proper square.
  • The ctc was a beast to position, but it was mainly because I forgot that some of the names were really, really long when composing the UI. Some designs might worth redoing.
  • Hover button turning into the rotating logo? HMM. I’m gonna hunt for this one because I don’t know this happens.

We do hope more people would pay attention to this entry because we really like it! But rest assured, we don’t plan to abandon it regardless of the reception. We have something in store for YYO in the near future, and I hope to fix all of these jankiness by then.

Speaking of which, thank you for the offer! I’m afraid we must decline for now, as we’re doing this very casually between friends. We don’t really have set schedules or real documentation, which would make it really hard to onboard someone else. We’ll eventually finish this, even if progress can be slow at times (We’ve done other projects together as a circle over the decade). Our current plan is to release a revamped Arc 1 containing everything we couldn’t include in the jam build (or at least a slightly more polished version), then begins work on Arc 2.

Again, this comment really makes our day :3 Have a good day!

Oo a Genius cosplayer with an actual kendama is really cool. There was an episode of Oh-Ranger where they fought a kendama monster with a megazord, that was pretty fun too if you haven’t seen it!

Yeah! I contacted itch support and they were very friendly.

(Sorry for the deleted post, I thought you used Ren’py!)

Hi. I also want to add that you can tag your screens so they automatically hide. This is how the menu screen is constructed (“tag menu”, so when another menu screen is shown, the one shown previously is automatically hidden).

Thank you! I’m really happy that people are willing to replay it to see everything :)

Oh, thank you very much for taking the time to play! I hope to participate again in the future!

I didn’t manage to do Neo-Twiny this year because I was preoccupied for the month, but I did write a micro narrative game later in the year. I just realized I have not posted here.

I had fun making this and I’ve participated in Neo-Twiny in the previous two years, so I’ll just leave the link here as some sort of a late submission (mostly because aww, I missed this year’s Neo-Twiny).

https://requ.itch.io/stages-of-grief

Thank you for hosting Neo-Twiny all these years! It’s one of my favorite IF jams.

Hi, I just want to say I really appreciate the detailed release notes! As someone who has to put off my project to work on other things, this really helps me get my bearings to figure out whether something has to be adjusted when I get back to it!

Oh, this is interesting. I dig the hand drawn look so much.

Really beautiful, can’t wait to make a project with this template!

Oh, thank you! That’s a really clever idea.

That’s a cute graph, very funny that it ended up in that bunny shape…

I’m sorry if I’m a little finicky, but in Ren’py “define” is used for constants (set at the beginning of the game, like characters, fonts…) and “default” is for variables that would change during gameplay like event flags (it will be saved in the save files). If you use them interchangeably, it would cause continuity problems in longer games where you do more variable checking over multiple playing sessions. Just to save you a little bit of headache if you make more games (and sorry if you already know this).

Thank you for the postmortem! Very interesting to learn about the process that goes into everyone’s games.

Hi, thank you for this! This is by far the one plugin I use for every project. Very kind of you to share :)

Thank you for such a kind review! I’m glad this resonates with you :)

Hi. Thanks for all the retro-style engines you’ve made. I never know I want to make something for Sega Master System, Famicom, or Genesis, but it’s nice to see that I can do that (maybe in a jam someday). I’m just happy to see them exist as cheers to retrogaming. These are all so interesting.

And thank you for playing this! A lovely comment, and I’m a bit embarrassed (but it’s really nice, thank you!)

Thank you!

Hi. Would you mind dropping my title Perang Taisho (Naganoshi) from your collection and add Yo-Yo-Oh! (Lumierepolis) instead?

Perang Taisho was originally made for internal consumption only, and I wasn’t very stringent on it. Apparently a piece of the background was genAI-generated, so I restricted it for time being >.< Sorry for the inconvenience.

I see, looking forward to the extended version!

I wonder if you ever considered the ending where MC survives but Fujun dies, because that’s what’s missing for me given the variety of endings covered (especially we also have ending #6).

Interesting! I’ve heard many things about this before, but having an actual practicing translator validates this is nice.

Are we going to have a full story by O2A2 2030? :p The reflection on the sword was a nice touch.

Great UI design, and I like the popping bubbles. How do you do that? That seems very synchronized to the sound effect. You mentioned the bark pack, so… tying a keyword from the script to the sfx?

I like how vague everything is. This is really the kind of piece that benefits from the 1000 words limit, as it would probably fall apart when dragged longer. Beautiful BG choice too.

Aw, thank you very much, that’s very kind of you!

Thank you for this beautiful pack! I use it in my jam entry Stages of Grief (sadly itch doesn’t like me linking it here). You’re credited in-game and on the game page.

Beautiful textbox and CG. I especially like how ethereal the violin looks in the CG. Nice touches on the details like the patterns on Linos’ sleeves.

I think the text decoration adds a subtle, but important touch here that helps a lot in the worldbuilding (especially since this is o2a2).

You set up an interesting scene and background story, although I have to confess I was slightly confused because the option made it seem like we were ||Gabriel|| and then… (I did not see the huge block of spoilers in devclub the other day, because I was outside and could only skim the game when you shared it the first time). It took me replaying both endings and once more to understand what was going on. A pretty cool idea, though maybe not conveyed too clearly?

I like space opera, so looking forward to the past-o2a2 version!

Very pretty! I like how polished everything looks, down to the clicky clacky hover sounds, how cinematic this has managed to look with just one sprite. The interrupt mechanic is an interesting idea I can’t imagine with a larger script.

AND OH I JUST REALIZED HIS NAME CHANGE EVERY TIME (howling with laughter)

I wish the rollback button is not two steps away, though, but otherwise it’s been a blast (my favorite is ending 3, and I got everything but ending 2 easy. Heh, it’s difficult to love)! Really, really impressed with the amount of interaction it seems to present here.

Sharing it to my friends now.

Lovely narration! I like how you use the asset limitation to come up with something like this (that we don’t get to see the narrator until the very end). Good choice of background too, since the very narrow perspective of the room leaves illusion of a bigger one.

By the way, it might be just me, but the credit names seem to overlap with the main menu in my case (wrong side of the book).

That’s an interesting theory! Also thanks for telling me. So details don’t work for comments, huh. Rot13 is a good idea. I’ll update the page instruction.

Aw, thanks! This makes me really happy.

That’s very kind of you, thank you very much!

Thank you very much! I was worried it might be too short, but I did pay special attention to the presentation ^_^

This is beautiful! I personally think using Light.vn for NVL mode is way way faster than Ren’py. I’m not sure I could do my Spooktober 2024 as fast with Ren’py. It does take quite some amount of getting used to, and I practiced the ATL by… making MVs. Lol.

My favorite feature is how unified the whole language is. Having the language for screens exactly the same as your script really feels good.

However, I’m super spoiled with the amount of shaders and plugins available for Ren’py and I have better understanding of Python than Lua, so for now I’m only using Light.vn for small and personal projects.

Fingers crossed, here’s hoping more people are interested so we’ll have more goodies for Light.vn!

This is beautiful. Can I use the resulting image for my games (of course you’ll be credited!)