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Hey there, it is doable what is basically needed is for you to make a variable which gives the path of the image based on your choice.
But this would remove the feature of you using the join scene, exit scene, and change expression components and you would have to add this character and remove them with script.
A less complex way of doing this would be just to make a scene for each selection but this will extemely bloat your game.
I am working on getting a sample script for you if you want to go ahead with the coding side of things.
to give you an example of how it would look this is how it looks in iscript:
f.Number=3;
f.Storage1 = "chara/" + f.Number + "/CharacterSmile.png"
Then when you used it it would look like:
[chara_show name=&f.Number time="1000" wait="true" left="265" top="83" reflect="false" ]
[chara_mod name=&f.Number storage=&f.Storage1]
Can I ask if there's a downside to having a bloated game? Like, will it cause the game to crash or corrupt?
Theoretically, if I make one full game with one set characteristics...and then I duplicate all of the scenes, and just rename the scene, and replace all of the images, would this become a problem for the game becoming bogged down?
...Also, is there a way to program the player to name the main character?
Thank you for your patience!
Visual Novels have in most cases been fairly light when it comes to graphics and cpu usage which is why most of the reader base you encounter are going to have lower end pc's, that should be the biggest thing that you are mindful of as its only been recent that they have entered a mainstream world were system requirements are slowly going up. Will it cause crashes? no likely, but whatever you do you will want to be smart about what you bloat and what you leave be.
It would depend on how many scenes but as wrote above the intent of me sharing about the bloating is not so much a concern on your end but moreso for the reader, you shouldnt face any issues if you go this route from a technical prospective.
Yep, check out this guide online: http://tyranobuilder.com/add-a-text-input-box-new/
Your welcome, hopefully I am providing some insight for you.
I'm working on a similar task to Corn Dog - trying to have the same character with multiple skins. I tried using the code you provided but it keeps saying error occurred. Not sure what I'm doing wrong, exactly...
f.Number=3;
f.Storage1 = "chara/" + f.Number + "/CharacterSmile.png"
Needs to be in an iscript box, while the
[chara_show name=&f.Number time="1000" wait="true" left="265" top="83" reflect="false" ]
[chara_mod name=&f.Number storage=&f.Storage1]
would be in a tyranoscript box, not only that but you would need to make sure that the f.number is = your characters number.
when you add a new character to the character manager they get assigned a number, this number is based on when they were made, IE if they are the fourth character to be made then they are number 4, the file path for that character would be chara/4/ so what I will have you do is go ahead and make each version their own character and write down the number for that character as we will need that.
Also make sure to name all the character expressions the same thing, IE TanCharacterSmile and PaleCharacterSmile both need to be called CharacterSmile or something along those lines just so they have the same name for their expression.
Now I am not sure how you are allowing the user to pick the character type but after that you will want to create the variable: [eval exp="f.CharacterNumber=#"] with the # being whatever number lines up with the character that they picked, so if they picked the tan character and he was the fourth one we would put a 4 for this. Make sure to do that with every selection.
Then when you get to a point were you are to change that character you will go
[eval exp="f.Storage1='chara/'+f.CharacterNumber+'/Smile.png'"] which if like in the example we picked number four the result of this line would be f.storage= chara/4/Smile.png and then when we display that smile we would use:
[chara_mod name=&f.Number storage=&f.Storage1] which will make the name 4, and your storage chara/4/Smile.png for the sake of simplicity you would want to name your characters based on their position number as well, otherwise you would need to have another variable when you select the character, which stores their name, IE [eval exp="f.CharacterNumber=4"] [eval exp="f.CharacterName=Yuko"] so that you can use their name in the chara_mod tag.
First you setting the character number
Second setting the file location for that character number.
After I write a name and push continue button I jump to next scene where main game start, but gender choose buttons completely skipped. I dont know why yet. May be you will see mistakes and give me advise how to fix it.
I was able to get working most of scene, now, after I enter name and push continue, I see two buttons with gender choices appears and see text message, but after i push desired gender button nothing happens. I need game start after gender choice is made. Here screenshots.
http://dl2.joxi.net/drive/2016/05/13/0013/1035/893963/63/4a90a44260.jpg
http://dl1.joxi.net/drive/2016/05/13/0013/1035/893963/63/a647eb5360.jpg
Inside you will find an exported windows file which you can play along side two project folders, one has the tutorial text in it, the other is just a raw project that just makes use of the scripts without any explanation. For mac users I was unable to gain access to a mac for exporting so you will need to open the project up in tyranobuilder and make an export yourself if you want to have the example.
When I get some time I will try to make a steam guide for this as well but in the mean time expect me and others to direct people to this post so those of you who dont want to get any updates about this post any longer will need to scroll up to the grey button on the right side of the screen that says "unsubscribe from discussion" and if you click that you will no longer get updates from this thread when someone post here.