J
JoanaStevens
Guest
Guest
Is is that bold? The bar for boldness sure has been lowered. First of all, I said that "I would be shocked if." Not that I certainly had, but that if it were the case then I would be shocked were someone to have worked "harder." Not even just as hard. But "harder." All in all that's a very generous requirement shockage if you ask me.This is a very bold statement. Most developers don't give in depth looks into their work or thought processes outside of release notes and/or announcements leading up to release notes. It's good that you think you are working hard on a product you [presumably] are passionate about, but you seem very self centered, as if you are somehow better or different than the scores of other developers pushing similar products.
In what way did he single you out? He gave his honest opinion that your game was lacking in content and that he didn't care for some of the features/design choices. As a game developer you should probably learn how to deal with criticism, even stupid criticism, with a more professional tone/manner. Particularly if you are trying to have customer relations via Patreon.
For the moment I've shosen quicker release cycles with fewer content rather than longer cycles with more content. I thought this was especially important with so much of the original art ot redo. In the future I'll probably move to a standard once-a-month release cycle.I liked it and want to play more, but honestly I am really getting tired of just a few updates each time. I know that's how it is, and the release cycles - so I am going to just watch the fun until a good bit of content comes then will look forward to immersing myself in the joy.
Nope, totally fine. Mostly I think I am just burned out with short amounts of content with so many games. Which just seems to be the norm now.For the moment I've shosen quicker release cycles with fewer content rather than longer cycles with more content. I thought this was especially important with so much of the original art ot redo. In the future I'll probably move to a standard once-a-month release cycle.
there should be a link on how to console in renpy here somewhere. but bascially in your game folder there should be an options.rpy and in that it should say "im new here and would like to know how to aktivate the console ingame Shift + O doesn´t work
if you do the options.rpy, you don't need to touch the 00console.rpy file. be warned though that some renpy games have an options.rpy so I suggest naming it something else like cheatz.rpy or spunkmonkey.rpy... look in the tools & tutorials section for more detailed info.there should be a link on how to console in renpy here somewhere. but bascially in your game folder there should be an options.rpy and in that it should say "
init -1:
python hide:
config.developer = True"
and then you go to renpy>common and then find 00console and change console = False to True.
NO! I for one, LIKE the quick release cycle! Many artists have weeks or a month between releasing updates. Also, most of the games I like to play, the artists have an partner, assistant or a whole team! You are doing the artwork, coding and everything! I was shocked how quickly you release new content. One of the games I follow "Dating My Daughter" is only updated once a month, so I don't bother visiting his page until a month is almost up. I spend a lot more time on pages with quick releases and lots of fan comments, clues and suggestions.For the moment I've shosen quicker release cycles with fewer content rather than longer cycles with more content. I thought this was especially important with so much of the original art ot redo. In the future I'll probably move to a standard once-a-month release cycle.
If I had it to do over again I would have simply made a normal protagonist but i chose early on to have everything strictly first person, even non-choice choices, and I think I'll stick to it. It gives the game an odd feel that I like, but it also makes it much more difficult to write normal conversations.I really enjoy this game. I have lots of screenshots I post on other forums, and sing its praises where I can. I ran through v1.25 last night. Having seen a lot of the content in 1.09 already, I wanted to skip most of it with Renpy's "skip" function. And, it was just irritating. Because of this:
View attachment 6908
The way so much of the main character's dialogue is presented as a fake "choice" box when there really isn't an actual choice stops the process of auto-skipping through previously read text. Also, it is less intuitive to read because it removes the ability to click anywhere on the screen to advance the story when the MC speaks. You have to keep the mouse centered over that text box area as you click through the screens.
While it may not be a huge problem right now, as the game expands, and there's more people skipping previously read content, they're going to complain about it. I recommend getting rid of all those fake "choice" boxes before there's so much content that it will be a real hassle to fix.