Sorry about the late reply, but thank you! If you're still interested in exploring the unlocked version of this game, you can unlock the deck by going to the "About" screen from the main menu and clicking on the "Dev notes". The option to unlock the deck will be there, as well as some notes on how I did certain things.
spacerace127
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Hehehe thank you for playing! I'm happy the comedy landed, I'm definitely more of an artist and programmer than a writer haha. Yeah feel free to look through the code and take whatever you want, be it knowledge on how to do some things, or snippets to use in your own projects. I love how flexible Decker is with its scripting.
(yeah, i primarily use firefox and this game was lagging, so might just be a firefox issue lol)
Heheh thank you for playing! This was a lot of fun to work on, and with Decker being such a collaborative community, I wanted to make sure to share some of my code and thoughts hehe. As for the characters, I hope to do more with them (sadly didn't have time to include much with Atlas hehe). Happy you enjoyed them!
Hehehe thank you! Yeah, sadly I didn't have as much time as I wanted to work on this, but I'm happy with getting what I did out in time hehe. I had a lot of fun working on the art and dialog, so I'm happy you enjoyed them! And you picked up that balance I was trying to hit! Keeping things kinda dangerous, but also weird and comedic hehe.
As for the music, yeah it was a short song a friend made for me who was also busy around the game jam time, and Decker is just overall kinda bad with importing audio lol (and/or I don't have a lot of experience importing audio properly into Decker). Still, I wanted to try using it anyways! May post the original version of the song with my friend's permission so that folks can listen to the version not bit-crushed to oblivion hehe. In the meantime, there's an option to disable the music in the options if it's grating.
Hopefully I'll continue with this! Thanks for playing the demo!!
hope everyone is doing good and making good progress! finished up the first big chunk of my game, and now its a sprint from here to the deadline to finish up the second half. hopefully i'll have time to do everything i want, but i'll admit the new deltarune chapters completely took away my attention lmaooo. gotta force myself to lock in!!
hehehe thank you!! the about and option buttons go to an about and option screen too hehe. you can mess with the text speed of the dialogizer module, disable text sounds if ya want, and change the color palette! i admit i added that after seeing you post about your pink game jam, and wanted to try adding it in the game >:))
Slowed down a lot with development, really need to get myself into gear and finish writing and planning out the story aaaaaa. But I have managed to work on some graphics, do some bug testing, and clean up my workflow (I decided to start planning the story in Twine, but realized I could literally just write it all out there and import it using the twee module lol).
In the meantime, here's my title screen (as well as the name I picked for this)! Using zazz to make them bob up and down hehehe.

Spent the last few days fine-tuning the game mechanics. While this game will focus on characters and narrative as per the visual novel rules, there will also be some puzzle solving aspects with items and such (imagine something like ace attorney i guess). Implementing the inventory system was a lot of fun! Parts of the UI are still a WIP (as well as the messy item icons), but I'm liking how it's coming along.

And given that the main character is a witch, you can also cast spells! To simplify this process, casting spells just involves picking the right combination of symbols (and sometimes an item if the spell requires one).

The symbols are from Idylwild's Alchemical Codex. Converted it into a font so I can easily insert them wherever i want hehe. If anyone wants this font, I'd be more than happy to share it.
Besides that, I've been adding more dialogue, making more emotes for character sprites, and trying to plan this mess of a story. Honestly, the main thing I need to do now is to sit down and write this thing lmaooo.
Hello! First community post here, hope everyone is having a nice day.
I'm currently working on a game for the decker vn jam, and have been using the fancy puppet feature of puppeteer. I more or less have it set up in a way that works for me, such as having face emotes, hand emotes, even different head poses that will change which image it uses for a face emote, etc. etc.
I was thinking of using zazz's flipbook function to add some extra animation to the sprites, but I can't figure out how to get it working. I can get zazz working outside of the fancy puppet prototype, but inside it has trouble and doesn't do anything. I'm calling the zazz function in the puppet contraption's view[] function, and view[] is being called constantly through the get_animate[] -> animate[] thing that the pt example deck had going on. I'm guessing this might be a limitation with contraptions (similar to how it looks like you can't call dialogizer in contraptions either), tho of course I could be missing something.
If using zazz is not possible with fancy puppets, I was wondering then if anyone had tips on doing manual animation without using sleep[] (since i want these animations to play during dialog as well). One way I'm thinking is by incrementing frames of an animation after a certain amount of sys.frames tick by.
My idea for the jam revolves around some old characters of mine that I've always wanted to make a game for. Since their designs are already monochromatic, I felt they fit the aesthetics of Decker quite nicely! Been working on character sprites, and I really like how they came out. Because I can't control myself and like a good coding challenge, these are all "fancy" puppets.

(tldr on the story. the witch, hyperion, is trying to exorcise/bargain with/study a demon that's possessing a priest. somewhat scary premise, but i plan on it being fairly comedic hehe)
Sure I can help out! How are you storing the colors? Are you putting them in as hex codes, pattern number, or color names? If you're using color names (like red, orange, blue, etc), this is how you would do it
... the command script, handling colors should go in the same spot as where we handle talk sounds if (sum x=(extract command from char_table))>0 # gets the current style o:dd.getstyle[] # gets the talk value o.tsound:first extract talk where command=x from char_table # heres the new code!! "color" should be replaced with the name you used in the table c:first extract color where command=x from char_table o.fcolor:colors[c] # end of new code # apply the style dd.style[o] else ... rest of the script
This should work. If you're using pattern numbers instead, instead of colors[c], you just feed in "c" directly into the fcolor (since fcolor is looking for a pattern number). Since fcolor is looking for a pattern number, you probably can't use a hex code, and instead would need to modify the color palette of your game if you want to use different colors outside of the default colors.
Thank you guys! If instead you want to use this as a contraption, I spent some time to figure out how to make one with this hehe. Instead of copying the whole card, just copy and paste this code directly in Decker.
https://pastebin.com/zvHRUiUb

Add your rows and characters and select your fonts! It also has text attributes for you to handle the name formatting. "Script names" will be how names are typed in your script. "Dialog names" is how names will show up in the dialog. Keep "%s" but change anything else if you want. By default, script names looks like "%s: " and dialog names looks like "%s\n" (the new line is a literal new line in the text field). If you're feeling adventurous, feel free to go into the contraption prototype code and add more columns if you want to customize more things for you characters.
To get this working for all cards and to get the talk sounds working, here's the working code below that you can copy and paste into your top level deck script. (replace <card1> with the card that the contraption is located in, and <dialogFormatter> with the name of the contraption). After this, just like with the deck code, you just need to call dd_format with dd.say.
on dd_format text hide_command do <card1>.widgets.<dialogFormatter>.dd_format[text hide_command] end on command x do char_table:<card1>.widgets.<dialogFormatter>.characters if (sum (extract command from char_table) like x) > 0 talk:first extract talk where command=x from char_table dd.style[dd.getstyle[].tsound:talk] else pt.command[deck x] end end
You can call the method dd_format[] and get the attribute .characters from the contraption. "characters" returns the table, and dd_format[] runs the formatting script.
Some folks asked me to share some code I showed off in another thread, and I decided I should start a thread where we can all share any code/decks/contraptions/modules we think may be useful for the jam. I'll start off with this.

This here is my dialog formatter! Basically, it takes some basic text and gives fonts to character names and adds commands automatically.
One of the first things I wrote in Decker, so hopefully it's not too buggy. Since it's pretty involved, I decided to upload it into it's own deck, with tables and such set up already for you to use! The deck includes some documentation and steps on how to get it into your project, but basically:
- Copy the settingsDialog card into your project (can do this by going to the card, and clicking on the menu options Card -> Copy Card. then go to your project and do Edit -> Paste Card)
- Copy the top level deck script into your project's top level deck script (go to File -> Properties -> Script)
- Make sure you have the dd and pt modules.
- And now go wild! Edit the chars table to match your characters. The script puts character names on their own line, but feel free to go into the code and change that (look for new_format in the dd_format_helper method).
- To use, call dd_format in addition to dd.say. The deck shows some examples of this.
Not entirely sure how to upload the deck here, so for now I'm just putting it in a pastebin lol (don't like using google drive or whatever)
Download the text file, and then do either of these:
- Rename the file and replace .txt with .deck. This will convert it into a decker file.
- Drag the file onto the decker.exe, and it will open the file. Save the file as a decker file.
Feel free to use this with or without credit. Let me know if you run into any bugs! Maybe I'll turn this into a contraption at some point and upload it to the Decker forums, but for now this works hehe.
Hehehe this is my first game jam, and my first time using Decker! I love learning new coding languages and pieces of software, so I've basically been spending all my time messing with Lil and dialogizer. Wrote up a text formatter script that will take the stuff from the first text field and turn it into the second field (character name with proper font, and a command for changing the text sounds and such). Not sure how necessary this all is, but it was fun to make hehe. At the very least, it lets me change up the fonts of the dialog whenever I want without needing to go back and edit lots of dialog.


With this is place, I'm starting to write up dialog for this game! Hopefully I'll get some character sprites in soon as well so I can properly test out puppeteer and such.
(PS, I love how artistic everyone's games look so far!!)
