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Sunetraalex

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A member registered Nov 09, 2019 · View creator page →

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(1 edit)

Edit: white space somehow dropped in code blocks.

Amazing work, I feel in love with this project the moment I first saw it!

Just one question, how would you handle the syntax with a freeform system like Bivius Solo RPG or Miso RPG (the ones I like to use), where the options are defined by the player (sorta like a on-the-fly table)?

Here's a couple of examples of how I tried to make it fit:

? How can I climb the tower?
  A: using a rope from outside
  B: by disgusting myself as a guard
-> B
=> I wear the stolen uniform
(This one has the options under the question for readability)
...
@ Open the door (A: lockpick it, B: brute force it)
-> B
=> I destroy the door with my axe
(This follow the syntax a bit better, but i feel like the lines can get too long)
...
tbl: Type (A: Warrior, B: Healer)
tbl: Power (A: Self-healing, B: Enemy detection)
tbl: Weakness (A: Small spaces, B: Spiders)
gen: PC
-> AAB (rolls)
=> [PC:Warrior|Pow:Self-healing|Weak:Spiders]
gen: Sidekick
-> BBA (mirror of PC rolls)
=> [N:Sidekick|Healer|Pow:Enemy detection|Weak:Small spaces]
(A combination of options for generating characters, on multiple lines for clarity, like a custom table)

From my observation, a multi line format or a way to write custom tables/options could be a solution for games that have user generated content (or filtered from a set, like in Bivius companion), it can also be shared more easily when there's no references or external sources.

While I already handle it as shown here, I would love to have your opinion on an approach that fits the syntax better, with the prospect of people building tools that can generate and parse the syntax (some already did, like this obsidian plugin and terminal app).

Thank you for using ScrollTale!

Glad it was useful for you.

At the moment its development is in hiatus, but I consider this release as feature complete as a simple digital reader engine.

If I manage to burn some of my backlog I'll definitely come back to it in the future.

In the meantime, enjoy your reading! 😁

Ok, thank you very much!

Hi, i've been wondering if Lisp is the only language allowed in this jam.

If your engine of choice can modulate the sound effect without using separate files I think you can do it.

Our PRINCESS surely knows better.

That's OK!

I'm glad my question helped others making their game better.

I'm planning on using Monogatari as the game engine so I would have only a web version, what I was concerned about was wether the player's devices (especially older phones) would support the modern filters and effects that you can use with CSS, so a prerendered sprite applying those effects should fix the problem of having a tragic scenario like:

"Now I'm going to reveal the face of the villain... But it was visible from the start because the filters didn't work!"

In that situation I think I'm still outside of the rules though, so I already came up with a way to avoid the issue altogether.

Great! Thank you very much!

One quick question about the BGM/SFX.

Is it allowed to alter the speed and/or pitch of the music or sound via code?

Like accelerating the music or playing a sound at different pitches.

Thank you very much! I'll check the FAQ.

Hi! I would like to ask if it's within the rules to have multiple versions of a single sprite with filters applied to allow less powerful devices to not have to rely on live effects that could results in bugs or an unintended experience if not working properly.

What I mean specifically for my case is about applying a blur effect at different intensity on the sprite. It can be done in code, but since it is for a static image I was wondering if it would be fine to show the blurred sprite without relying on postprocessing effects.

If it's not allowed, what are the limits of postprocessing effects on a sprite?

Thank you very much!

I saw your comment too late and missed it for the play, sorry!

Thank you very much!

Also, thank you for the tips for enhancing the gameplay.

Thank you very much!

Thank you for the interest!

Thank you for the feedback!

Thank you!

Thank you for the thorough feedback!

This game was a simple idea that came to my mind and i tried to put it together within the 3 hours frame.

It certainly is a bit lacking in gameplay, hope to make something  better for the next time!

thank you very much!

Technically you are!

Thanks!

Thank you very much, glad you liked it!

Thank you very much!

Thank you! Glad you enjoyed the game!

Thanks! I'll try to work on it as soon as i can.

Nice!

Thank you very much!

Really nice idea, it really feels like a being on a quest to fight monsters.

If you can support mobiles too it would be really versatile.

Thank you for the interest!

I had the idea of building it for some time, what I built is more of a prototype and I hope to make it much more rich in features for other people and myself to create their own game and stories with it.

The usual idea generators miss the "plus" factor that you offer with this tool.

Not only you generate ideas for the mechanics but also some hints that can help think of a scenario and a story to go with it.

And the UI is fantastic too.

Nice, thank you!

Hi, is having a personal account on Instagram required to participate?

Great! Thanks for confirming and for the fun challenge you offered with this jam!

Right, i thought the same but wasn't sure of it, thank you for the reply!

Hi, since the jam page states that the controls are "Keyboard only", I would like to ask if is allowed to support touchscreen controls to allow the game to be playable on smartphones and such.

The two ways I could think of implementing on touchscreen is maybe by adding on-screen buttons within or outside the game screen or by replicating the numpad somehow as a frame.

Is it fine to do so? And if it is how could be the optimal way to do it?

Whoops!!! Thanks for pointing it out!

I just fixed it.