- Mar 3, 2024
- 93
- 28
Wouldn't be the first time that something is just half implemented. So, you'll have to do it the good old way:I got define gui.unscrollable = "hide"
style myVBar:
unscrollable "hide"
screen inventory_view(inventory, second_inventory=False, trade_mode=False):
[...]
vbar value YScrollValue("vp"+inventory.name) style "myVBar"
screen crafting(inventory):
[...]
vbar value YScrollValue("cookbook") style "myVBar"
Already too muchDude's seen some shit.
Harder than you think, because it's partly a cultural thing. Reason why so many VN end happening in a US-like location, even when made by none US devs. It's a context that anyone can more or less understand through Hollywood cliché and the ones in all US TV shows."Sandbox VNs" are funny tho.
I need to find some balance outside pointing the obvious and hinting at it. (such a hard thing to do)
Ah, it's not really what I had in mind but certainly poorly worded. Was way more down to earth, more on general design aspects than cultural ones (even if both can cross). What I mean was more about balance between strictly linear and story dilution on a "sandbox" renpy VN.Harder than you think, because it's partly a cultural thing. Reason why so many VN end happening in a US-like location, even when made by none US devs. It's a context that anyone can more or less understand through Hollywood cliché and the ones in all US TV shows.
Tell a French guy that you are in college, he will get it wrong. Tell him that because of this you've your afternoon free, he'll wonder what you smoke. Put this in an obvious US context, then he'll understand.
And of course it don't limits to this. There's hint that will be obvious for a European, but pass totally unnoticed to an Asian by example ; the opposite being equally true.
Plus the educational level (in the largest possible meaning, so including country variation). Depending what you've been taught in school, saying, "I wouldn't be your liver", to someone drinking alcohol will be more or less hard to interpret as a reprimand because he drink too much.
In the end, I guess that the right answer is to dilute everything over time. Starting by hint coming from different way, then in the end stating it directly ; the liver thing, then the next time a "so early ?", then a "how many bottle that week ?", and finally the obvious "don't you think you drink too much ?"
It offer a chance to each player to catch it beforehand, while still not loosing those who absolutely haven't got it.
Well, what I planned for the game I'm slowly working on and that should have at least one public release before my death, is to go with a mix of free roaming parts and forced moves.I want/try to avoid showing a clear NPC schedule screen or an Events/Hints one, in a way avoiding "the checklist" to a more organic flow.
If I recall well, few games do that, mixing a free roam part and the main story progression.go with a mix of free roaming parts and forced moves
But really few are doing it that way. Most let the player decide when he want to switch from a mode to another, or when he's ready to continue the story line.If I recall well, few games do that, mixing a free roam part and the main story progression.
Then why even bother with a free roaming part ? When given the possibility to choose where he want to go next, whatever the way it's done (explicit, through a menu, or implicit, through a map), you're offering to the player the possibility to choose between at least two possible events. And the player will always goes where he expect to find the girl he prefer.[...] (maybe giving player a numbers of possible events, but that annoy me).
In my example, the phone was purely narrative.As for phone, I'll probably use each time you sleep to check for flags and trigger from there at time/day/week.
Even something basic would keep most of them blinded ; even if they look at the code.Tracking the time of the last interaction would be neat tho , especially to hint the player "maybe something to do with that person/location" (of course with few false flags to keep the player a bit blinded).
if howmanyDaysSinceTheStart - lastDayInteractingWithGirl1 > 3:
"Hey, it's been a while I haven't seen girl1"
elif howmanyDaysSinceTheStart - lastDayInteractingWithGirl2 > 3:
"Hey, it's been a while I haven't seen girl2"
else:
"What to do today"
I thought you gave (for the player) a distinction between the two my bad.(...)
zz.I will post progress if I make any (I should have a bit of time in theory) so you can facepalm hard o/
what's the point of the mouse parallax? do i understand it correctly that you are moving the mouse back and forth in the clip just to make this parallax feature show? why would players do that though? having parallax for backgrounds (not tied to mouse movement) could be a cool feature but don't lose sight of what's relevant and a good game experience for the players and what's you just showing off and/or wasting time on what you think is a cool feature that no one will appreciate.Abysmal progress due to unfortunate circonstances.
Still redone entire prologue as mouse parallax working exactly as intended.
0% progress on the sandbox part tho.
View attachment 3489750
Lost plenty of time trying return an int that is the number of choices your screen choice will have (basically count number of tuples generated or so I guess). Ended up making multiple screen choices instead and move on lmao.
I guess so. It's also something quite funny to render.what's the point of the mouse parallax? do i understand it correctly that you are moving the mouse back and forth in the clip just to make this parallax feature show? why would players do that though? having parallax for backgrounds (not tied to mouse movement) could be a cool feature but don't lose sight of what's relevant and a good game experience for the players and what's you just showing off and/or wasting time on what you think is a cool feature that no one will appreciate.
In the same time, the more devs will use it, the more devs will understand that Ren'Py isn't limited to statics full renders and shacked sprites.[...] but don't lose sight of what's relevant and a good game experience for the players and what's you just showing off and/or wasting time on what you think is a cool feature that no one will appreciate.
I second that.you should make a dev progress thread instead of hiding your stuff in here. that video looked great!
you should make a dev progress thread instead of hiding your stuff in here. that video looked great!
Presenting something you may not deliver is a bit hmhm.I second that.
Well, 50% of the development threads end when the "dev" disappear, 40% when the dev say that he give up, and 10% when something is finally released. So don't worry about this.Presenting something you may not deliver is a bit hmhm.