Skip to main content

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

USER NAME USER

5
Posts
3
Topics
A member registered 21 days ago

Recent community posts

This is quite a strange issue, as I personally have never encountered any problems with it. Perhaps you should check your system resources — the system might simply be unable to handle the game. Please provide some logs from the game’s root folder or approximate PC specifications

I tried to change the link, if it doesn't work for you, then insert "odBGgM17WJCn4UvDERhxgUlV-bzgpKRDI7-E16VoIUk" without quotes

(2 edits)

I've created an improved debug mod for VT 0.12A.1 that can change more unit stats, as well as change the type of tiles, let's say make a forest, mountains, water, and so on. You can set different commands for different units (More than 3!), as well as set AI for any team (the AI can now see the enemies of everyone who is not on its team - you can have a bot battle, or add AI units to your ranks!). See the "ReadMe" file for all changes, the rest of the game should work the same as in the original. In case of errors, you should not contact the original developer of the game, as you could take advantage of the unfinished aspects yourself through this mod. Have a good day! https://mega.nz/file/L09ySK6Y#odBGgM17WJCn4UvDERhxgUlV-bzgpKRDI7-E16VoIUk

Guide to Vessel Tactics Language (VTL)(Cutscenes) 0.04-0.12 (Written for 0.1)

Version 0.03 has an outdated VTL; earlier versions did not have VTL.

Versions 0.11 and 0.12 may produce unexpected results.

Everything in parentheses must be replaced, and the parentheses themselves removed.

The actual code is located in the Story folder, where it should also be written.

Syntax:|{Condition}...<Command>...Text/...|

Code outside the || block is not executed.

There can be any number of conditions, commands, or code separators.

Any element can be omitted.Text:Text attempts to be displayed in a dialog window.

Only English is allowed. ` - new line.   If a block has no text, it is executed without waiting.   Non-ASCII characters must be from UTF-8.   Examples of displayable Unicode characters: ♥•♪♫‼¶§↑→»·¶µ±°®­¬«©§¦¤›™—–”’‘‹‰€‡†…„‚

😀😁😂🤣😃😄😅😆😉😊😋😎😍☺

Conditions:If a condition is false, skip all subsequent commands until the code separator or the end of the line.

Available conditions:

{(Number)%}

Random chance in percentage.

{Route=(Number)}

The condition is true if Route equals the specified number (see <Z?>).

Commands:Parameters are mandatory and separated by commas.

<Zv>

Hide the window.

<Z^>

Show the window.

<ZJ(Number)>

Jump to the specified command. Commands are counted separately, including separate code in a line and empty lines/non-code.

<Z*(X),(Y)>

Move to coordinates from the bottom corner.

<ZP(Seconds/100)>

Pause for the specified time. Note: All blocks initially execute with a 1/10-second delay.

<ZA(X),(Name),(DisplayName),(ID),(Skin),(Fat),(Belly)>

Declare a vessel. Name is used for other commands, DisplayName is shown in the vessel window, ID is the vessel’s number for display (?? for regular vessels, 1?? for monsters; check IDs in the vessel folder), Skin is the vessel’s variant (a letter next to the ID; use a space if empty), X is the vessel’s screen coordinate (l - left, c - center, r - right), Fat is the fat level (from 0), and Belly is the number of consumed vessels (from 0). Variable overwriting is not possible.

<Z.>

Do not display the vessel in the window.

<Z!>

Display the vessel in the window.

<ZC(Name)>

Focus on the vessel (all others darken except the specified one).

<Z+(Name)>

Cancel darkening for a specific vessel.

<Z:(Name)>

Display the vessel in the window.

<ZF(Name)>

Insert the vessel’s body, erase its face.

<ZE(Name),(FacePart)>

Insert a part of the vessel’s face. The separator is \, and faces should be taken from the Face folder.

<ZS(Name),(Seconds/100)>

Fade in the vessel over the specified time.

<ZH(Name),(Seconds/100)>

Fade out the vessel over the specified time.

<ZM(Name),(Number with/without -)>

Move the vessel from its position in the specified direction.

<ZW(Name),(Number)>

Make the vessel consume the specified number of "vessels."

<ZD(Name)>

Digest.

<Z&(Name),(Action)>

Perform an action on the vessel (Special or Click).

<z?(Text),(Number)>

Add a choice option with the text to the array. If selected, Route changes to the specified number.

<Z?>

Display the choice after the text and clear the array.

<SE(Sound)>

Play a sound.

<SR(Type)>

Play a random sound.

<Z♪(Music),(Number)>|

Play music. The number does not affect gameplay.

<SD(Two-digit number, Seconds/10)(Sound)>

Play a sound after the specified time.

<Zz(Seconds/100),(Number)>

Fade out music over the specified time; the number is the volume.

<Zs(Number)>

Play digestion music. Different types; 0 means none.

<ZB>

Burp.

<ZG>

Heavy growl.

<Z0>

Light growl.

List of Music and Sounds:

For SR (see Modding Explanation folder):

lightGrowl     heavyGrowl      emptyGrowl      lightBurp      sharpHit

heavyBurp      randGrowl      lightHit      heavyHit  

For SE/SD (see Speech folder):

Hit3      se_lightgrowl3        Status2     Interact4

Hits\hit01     se_lightgrowl1    Status3     interact2

Hits\hit15     se_heavygrowl4   se_gulp1      interact

Hits\hit33     se_heavygrowl5   se_gulp5       se_buchu3

Hits\hit10     se_heavygrowl2    Swing2      se_chupa1

Hits\hit37    se_heavygrowl1    Swing1        RapidGun

DoubleHit       eaten_by_monstr      Swing8        Chunky Explosion  

For Z♪ (see mission code):

Pero-Pero-Poppin      スノーマン

アンゴラたちの踊り      大衆市場

Notes:Right-clicking skips text processing, cancels the block’s delay, the <ZP> action, and game pauses caused by referencing a non-existent variable (this pause cancels subsequent commands in the line).

(1 edit)

(Sorry for my English) I don’t know if my words will be heard by anyone, but I suggest the author make the game highly mod-friendly and expandable to enhance players’ gameplay experience. My ideas involve simple (in my opinion) changes to existing game aspects. The game already includes features for adding custom vessels, partial custom cutscenes before missions, and AI behavior, but these are quite limited and could be expanded step-by-step as follows:Debug and AI: These features are already in the game, but they can be somewhat inconvenient for larger ideas. I propose expanded command management, individual vessel AI control, and full stat management. Regarding stats: only basic vessel values are included, but there’s no way to independently adjust [Struggle], [Stun], [Move], and [Nutrition]. These stats might be fully tied to the game’s formulas, but if not, it would be great to allow their modification in missions. Other vessel parameters could also be added, though I’m not entirely sure about their specifics. On command management: the game allows setting player and enemy commands, but multi-team functionality already exists, and adding it wouldn’t be too complex. However, it would require properly displaying vessel commands instead of treating everyone as enemies. Regarding AI: AI behavior can be modified through files, but it’s uniform for all, and for teams other than the second team (default enemy), it becomes unplayable. I suggest expanding AI customization through separate files or, for simplicity, adding four types: far-sighted (attacks all non-team members), near-sighted (same), far-sighted (attacks everyone), and near-sighted (attacks everyone).

Maps: There are very few maps, and it would be great to allow importing maps from files or otherwise. You wouldn’t even need to add a map editor—just create a formal language for map tiles. Basic assets could be used, highlighting tile types already in the game: void (water), block, ladder (second floor), high block (third floor), and less critical ones like bridges, walls, and platforms (third floor). Additionally, allowing map size customization would be nice, if feasible.

Missions (Position Saving): This is the final stage of gameplay expansion. Two options could be implemented: 1. Simple saving of vessel positions, their states, and the current turn; 2. Advanced saving, adding custom pre-battle cutscenes, vessel placement in specific mission locations, and more. This could be saved the same way missions are handled in the game, where currently only pre-battle cutscenes are saved via files, but not positions, placements, or maps. All this could be organized in folders, like mods.

That’s it—I tried to keep it as simple and detailed as possible. I’ve already worked on a cutscene specification and even a converter(P.S. For myself), so I somewhat understand this. Have a great day!