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Helvetica Standard

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  1. Like
    Helvetica Standard reacted to Diamon in Lucid9 (available for free on Steam)   
    Okay, that's definitely weird I guess, especially since you're the only person who got that bug so far. I'll try to investigate though^^ (I've also added something in the disclaimer so that it won't happen to someone else^^)
      Actually, i think the culprit is mostly because of the drafts that were rewritten over and over again (all the more considering that the very first drafts were not written by our current main writer), while keeping bits of the old drafts and adding new narration and such. As a result, it definitely feels less consistent then it should. I believe there shouldn't be such a problem for the later release, since our lead writer pretty much wrote all the rest by herself without basing herself on pre-existing drafts starting from day 5-6.
     
      Haha, that's nice then!^^ But yeah, i do understand that some other people might not like VN with a slow start^^
       
    That's funny because the one who shaded the male sprites is actually Dizzy^^ (except for one character on the demo). But I guess she didn't have much time to spend on shading those characters since she has quite the workload. I believe it's probably possible to have Dizzy and Elphaze work more together to get a more polished result and more consistent sprites between males and females, but that would require to spend much more time working on the sprites.
     
     
    Drawn by yuuko, or BG artist :
  2. Like
    Helvetica Standard got a reaction from Diamon in Lucid9 (available for free on Steam)   
    *brews hot cocoa*
    *heats some pastries*
    *wears favourite headphones*
    *starts game*
     
    Edit:
    Ok read it all. I had a blast.
    I just hope that was all, right? I mean, after that last scene at the forest nothing happened even when saving or refreshing. XD
     
    Soooo, my impressions...
    Oh yea first some snarky comments to break tension :


    GFC plushie! and a Yama one too! Did Rui make it? aaand a Random lemon.
     

    MAI WAIFUUUU! MOE IS OVER 9000!
     

    Totally digging this logo! would eat there for sho!
     

    some easter eggs here (apparently shoutouts to Dia)
    "Dia stinx" and "Dia smells goats" oh dear.... XD
     

    What happened here? Some aggresive aliasing, variants of this sprite don't have this issue tho.
     

    I'm calling it. Boat drive- I mean teacher is always the killer . MUAHAHAHA.
     
    And now off to impressions:

    What I loved:
    Character interactions are solid and a joy to read. Prose is fluid and well composed.
    Character designs are varied and quirky and backgrounds are absolutely gorgeous.
    Can I marry Dizzyworld's art btw? I have the necessary papers for it!
    I also like the UI design very much, simple but elegant. Minimalist design FTW! (Not related at all to my own approach to design)
    The title screen is so full of win too, not to mention the seamless coding put into place. Sprites move and interact with others so
    naturally and music is on cue. Props to the programmer; it's quite hard to sort out bugs and make things perform as one likes. XD
     
    What I liked:
    Male sprites are expressive and their poses also very natural. Music is great and it fits the scenes nicely, skits are funny too and
    I'm digging the chibi cg's. The SoL portions of the demo (which are 95% of it ) are very well done and I had a blast reading through them.
     
    What I disliked:
    There is some inconsistency in the writing. At times too poetic, sometimes too frilly and at times quite casual. I guess this is normal when you have more than one writer
    but I think this can be fixed by putting the writers on the same page so that there's no schizophrenic writing.
    Some narration bits and Shigure's speech are overloaded with witty and flowery language. It's not unwelcome but it breaks the otherwise natural flow and feels forced.
    Not exactly an issue, as I'm just nitpicking but I feel it's best to tell you what I honestly think.
    There's a lack of narrative hook to draw readers in. At least immediate, which could simply mean that your VN has a slow start. No biggie. Problem is that you said this
    demo covers half the common route and I only found myself drawn in near the end, when the detectivey bits kicked in. If I didn't know L9 is a mystery novel I could have
    thought it was a romcom SoL. (Not a bad thing again, forgive my bluntness) So consider this: If you're aiming for a short common, then make things start off quicker.
    Indulging too much on SoL for a 4 hour common with a mystery murder setting is a bit odd.
     
    Personal nitpicking:
    These are not issues, just my personal opinion on certain aspects of your demo.
    *There's a very stark contrast when comparing Dizzyworld's and Elphaze's art. The both are fantastic but their styles differ too much
    to blend together correctly. Dizzy's style is neat, colorful and detailed. While Elphaze is more rough and more focused on straight lines.
    *The detective questions that Shigure throws you when you meet her feel a bit odd, more than filling the dots and deducing, it feels more
    like a trivia. The detective test at night however, now that was interesting
    * On that note.. young girl, middle schooler alone at night on the most dangerous part of the city? either she's up to something or that's
    the weirdest "boy meets girl" scene I've seen XD. I don't think I trust that girl ._.L
     
    Overall I liked it very, very much and I'm thrilled to see what happens next! Please make it longer! Your story, your characters deserve it!
     
    Did you encounter any technical problem with the engine? None to report During your playthrough, what aspect of the VN did you enjoy the most? Art and character interactions What do you think could be improved? Sound effects need a bit more presence, some of the writing needs work so it blends better. Which character do you like the most? Do you even have to ask? Rui of course!!! this ship has already sailed. What do you think of the art? Gorgeous. I love it. My only gripe is that both artists need to reach a compromise to avoid the stark differences. What do you think of the audio? Music is great and fits nicely. SFX requires more presence tho. What do you think of the writing? Very good, fluid, and a joy to read most of the time, a bit schizophrenic at times though. Did you enjoy playing through the demo? OH YES!
  3. Like
    Helvetica Standard got a reaction from Gibberish in Lucid9 (available for free on Steam)   
    Already boarded-

     
  4. Like
    Helvetica Standard got a reaction from Schnarf in Violet Hill (DEMO released)   
    April's Fool Update ♡(•ི̛ᴗ•̛)ྀ
     
     
    Hello guys! How are you doing. We've been busy with the rework of our script and progress has so far been smooth. We thank you for your continued feedback and support. Know this: We love you! <3
    It is because we cherish our audience that we decided after extensive discussion and feedback valoration...
    ...to create a sister visual novel related to Violet Hill! we proudly present you:
     

     
    Which is a spin-off of Violet Hill with an all girl cast. In Violet Hill Y -girl's side- Aoki is female and her name is Aoko. The premise is simple: You ought ot romance Violet Hill's heroines! and enjoy a few hot and steamy moments along the way. Stay tuned for release this summer!
     
    Meanwhile enjoy a taste of Aoko + Rin!
    courtesy of our awesome head artist: Darksin


     
     
    Stay in touch for updates on this yurilicious release!
    Kind regards: Red Lattice Studio.
     
  5. Like
    Helvetica Standard reacted to Diamon in Lucid9 (available for free on Steam)   
    And the demo 2.0 is now officially out!    
    You can play it here : http://lucid9.weebly.com/play.html
     
    Don't hesitate to share your opinions, impressions and comments on this thread! Any feedback is welcome!
     
    For those who have the time, here is a list of questions we'd like you to answer  :
    Did you encounter any technical problem with the engine? During your playthrough, what aspect of the VN did you enjoy the most? What do you think could be improved? Which character do you like the most? What do you think of the art? What do you think of the audio? What do you think of the writing? Did you enjoy playing through the demo?
  6. Like
    Helvetica Standard reacted to Diamon in Lucid9 (available for free on Steam)   
    It's coming soon... Very soon...
    /thehypeisreal
  7. Like
    Helvetica Standard got a reaction from Gibberish in Violet Hill (DEMO released)   
    April's Fool Update ♡(•ི̛ᴗ•̛)ྀ
     
     
    Hello guys! How are you doing. We've been busy with the rework of our script and progress has so far been smooth. We thank you for your continued feedback and support. Know this: We love you! <3
    It is because we cherish our audience that we decided after extensive discussion and feedback valoration...
    ...to create a sister visual novel related to Violet Hill! we proudly present you:
     

     
    Which is a spin-off of Violet Hill with an all girl cast. In Violet Hill Y -girl's side- Aoki is female and her name is Aoko. The premise is simple: You ought ot romance Violet Hill's heroines! and enjoy a few hot and steamy moments along the way. Stay tuned for release this summer!
     
    Meanwhile enjoy a taste of Aoko + Rin!
    courtesy of our awesome head artist: Darksin


     
     
    Stay in touch for updates on this yurilicious release!
    Kind regards: Red Lattice Studio.
     
  8. Like
    Helvetica Standard reacted to Omega_93 in Violet Hill (DEMO released)   
    We're now in the drafting stage with our new writing team, and it's coming along nicely! At this rate, we hope to have the script done by the end of summer! (He says optimistically)

  9. Like
    Helvetica Standard reacted to Zenophilious in Violet Hill (DEMO released)   
    OH MY GOD.  I need you to read me a bedtime story, Tiago.  Your accent is amazing.  Seriously, you should consider narration jobs, because your voice is absolutely elegant.
     
    Yet another demo I need to download.  I keep having to split my VN time between Majikoi and various OELVN demos.  Anyway, keep up the good work, people!
  10. Like
    Helvetica Standard got a reaction from Li-Fei in Violet Hill (DEMO released)   
    DEMO V4.5  (Trimmed prologue, a few minor changes) DOWNLOAD BELOW
     

    DON'T FORGET TO CHECK OUR WEBSITE FOR REAL-TIME UPDATES AND EXTRA CONTENT!
     

  11. Like
    Helvetica Standard reacted to Mr Poltroon in Violet Hill (DEMO released)   
    Just dropping some <3 around here. 
  12. Like
    Helvetica Standard got a reaction from dfbreezy in How to code a VN with Ren'py (Comprehensive Guide)   
    This is a long comprehesive guide 
    It has now been moved to the mainsite.
    to read it click the  chapter images for the individual parts:





     
    note: part 4-5 not made yet. but hopefully will be added in future
     

     
     
     
  13. Like
    Helvetica Standard got a reaction from nvekmauvia in Project Ven   
  14. Like
    Helvetica Standard reacted to InvertMouse in Cursed Sight   
    Thank you Tiagofvarela!
     
    And guys, Cursed Sight has just been approved by Valve for publication onto Steam. Thank you so much for all of your support m(_ _)m.
  15. Like
    Helvetica Standard got a reaction from Schnarf in Violet Hill (DEMO released)   
    Hello FUWA. Helvetica Standard here.
    I'm just passing by to say hello and to thank you for all your continued support and feedback. 
    It really means the world to us so stay tuned. We are alive, kicking and making progress!
     
    A small update: A new member joined our ranks! can you find out who? check our new staff board!
    designed by yours truly, of course.
     
    Kind regards. Helvetica Standard.


  16. Like
    Helvetica Standard got a reaction from Kosakyun in 2014 Japan copyright infringement law shutting down sites   
    Nyaa is like the PB. It's immortal. Like a cat with a dozen thousand lives. Proxy lives.
    For good or bad, nothing and no one can't stop piracy, it's like that flavour text from
    a MTG card:
     

     
    *just replace "Krosa" with "anime sites"
    * Yes, I am a MTG geek
  17. Like
    Helvetica Standard got a reaction from Mugi in 2014 Japan copyright infringement law shutting down sites   
    Nyaa is like the PB. It's immortal. Like a cat with a dozen thousand lives. Proxy lives.
    For good or bad, nothing and no one can't stop piracy, it's like that flavour text from
    a MTG card:
     

     
    *just replace "Krosa" with "anime sites"
    * Yes, I am a MTG geek
  18. Like
    Helvetica Standard reacted to kristian221 in Novelation - A Visual Novel Tool for Unity   
    Hello everyone! My name is Kristian Skistad, and I would like to present to you Novelation, a visual novel toolkit made for Unity 5. It is in development right now, and I need your help to build it!   Novelation Blog: http://www.skistadstudios.com/category/novelation   Why Unity? Novelation takes full advantage of Unity's rich feature set. It can be exported to 21 platforms, has a suit of graphics options, and Novelation makes extensive use of the new UI. The new UI allows for quick and easy layout customization, with minimal programming required! It is an industry standard, and as such is well documented and the support community for it is larger than that of any other game engine. You are also able to take full advantage of Novelation's source code, which was done in C#. If you dislike Novelation's interface or want to modify one of its features, you are free to do so!   Current Features Novelation is still in the early stages of development, but here are some of the key features already in: Exportable to 21 Platforms Fully Modular UI Flexible rendering resolutions Support for multiple aspect ratios without designing your UI around each of them Source Code Access Easy Screen Creation and Editing UI preview as you build it High Performance Debugging Tools Screens are simply things like the title screen, credits, the main game screen, ect. I wanted a way for you to easily make and switch between these different screens. The debugging tools are a must for those who are not familiar with Unity, so a lot of work is being put into them. I already have more advanced debugging features such as recovering lost screen data. This is just short list of what Novelation has to offer and it will grow with time.   Planned Features Well for the most part, that is up to you fine folks! I am looking to make the tools you need to work your craft, so who better to ask than you? I want to know what all you need to make a visual novel, and what kind of workflow you are looking for. Though I do have some general features I want to put in: Drag and Drop Scene Scripting Node Based Scenes for easy overview and editing of you branching paths Novelation Scripting Language (optional use) Screen Transitions Animated Characters Skip Feature Auto Advance Feature Save and Load As time goes on I am sure this list will continue to grow, I want to make the tools you need to bring your stories to life.   Design So for the overall design I want the user to be able to stay away from coding, but not exclude it entirely. Anything that can be done in the scripting language should also be able to be done within the Novelation interface. I want to allow creators to get that story out of their head with minimal resistance. Novelation actually started out as a way for the narrative designer at my studio to get ideas out of his head without needing our programming staff to assist him. This way he can write stories in his spare time and actually release them as full games! That simplistic approach is the ultimate goal of Novelation, while still allow for complete control by more advanced users. And if you know C# the sky is the limits, as you will have complete access to Novelation's source code!   Final Remarks So, I want to hear what you all think of Novelation. I will be putting up some videos of it in action when I get the time, but for now I need to know a few things. Does this sound like something you guys would like? Why or why not? What sort of crucial features do you need to get those stories out of your head? What sort of features have you always wanted but never had an easy way to implement them?   For any questions simply post them below and I will answer! I thank you all for your time in reading this, and look forward to continuing development with you all  
  19. Like
    Helvetica Standard reacted to Mr Poltroon in Majikoi S Translation Project Discussion   
    *despair*
  20. Like
    Helvetica Standard reacted to Diamon in Lucid9 (available for free on Steam)   
    Welp, long time no news! Actually, it's been one year since the whole project! One whole year!
    *feels old*
    We've been through many hardships... But we also had a lot of laughs together as a team in Fallen Snow Studios!
    Anyway, we are all working very hard on the next demo, at the same time most of us were very busy with mid-terms (hence why the lack of news, I apologize for that).
     
    The deadline is set to April 3rd! We'll do our best to make it in time!
    SO YES, NEW DEMO SCHEDULED FOR APRIL 3RD, YOU HEARD THIS RIGHT.
    Once again, the date is not absolute. We might be able to release it sooner, or later if bad stuff happens. That's how it is :s
     
    Have a screenshot in the meanwhile :
     

  21. Like
    Helvetica Standard reacted to Tay in New VN TL Tracking Features: Feedback   
    Hey everybody,
     
    I've come up with some new, experimental site features. I'd love your feedback -- especially ways to use, improve, or expand upon the ideas. If you think a feature isn't helpful, please say so.
     
    Fuwazette: Two new/niche tools for following VN TL updates
  22. Like
    Helvetica Standard got a reaction from FinalChaos in Make a Logo for VNTL-Moon!   
    Here's a couple of proposals for the logo, boss. Hope you like it.
    As I'm a professional designer, I'd love to know what you think. Feedback is much welcome.
     
    1st concept (High format) http://imgur.com/8030oNn
    1st concept (250x250) http://imgur.com/T74VGtF
    2nd concept (High format) http://imgur.com/6nrLRSR
    2nd concept (250x250) http://imgur.com/YXWEPUI
  23. Like
    Helvetica Standard got a reaction from Emi in Make a Logo for VNTL-Moon!   
    Here's a couple of proposals for the logo, boss. Hope you like it.
    As I'm a professional designer, I'd love to know what you think. Feedback is much welcome.
     
    1st concept (High format) http://imgur.com/8030oNn
    1st concept (250x250) http://imgur.com/T74VGtF
    2nd concept (High format) http://imgur.com/6nrLRSR
    2nd concept (250x250) http://imgur.com/YXWEPUI
  24. Like
    Helvetica Standard got a reaction from dfbreezy in How to code a VN with Ren'py, Part 2 (Comprehensive Guide)   
    Welcome back! Fellow programmers!
     
    Hello and welcome back to my 5 part guide "How to code a VN with Ren'py" 
    Today we will cover options customisation and we'll try coding a sample scene as I'm sure you're itching to begin programming your very own visual novels. Fear not as you are on the right track and if you've checked out part 1 then you'll have no problem figuring this second part out (Hopefully, since my explaining is terrible. XD) That said please bear in mind once more that this is not an infalible guide to program with python or ren'py and it will not make you an expert after you've read it. However I'll do my best to try and explain how to code a VN with Ren'py to the best of my ability and I will be with you for the entirety of this guide. So let's go fellow programmers! the sky is not the limit as your creativity is...boundless. Let's start, shall we?     Ok, let's  go ahead and configure our options before anything else. We need to have a clear idea of how we want our VN to look before delving into programing  and scripting so let's do that right now. First go to your Hub and click on "Options.rpy" to edit it. The Editra window will appear shortly: Let's see....

      config.developer =  This function will allow you to use Ren'py console, the image picker and the dev tools. Set it to "True" while developing your VN and only                                 set it to "False" when you're about to publish content.

    config.screen width/height = The default resolution of your VN. For now let's work with the new resolution norm which is 1280x720.
                                                 IMPORTANT: If you're on a netbook, 720 is too large a resolution for most netbooks. In this case set the resolution to 853x480.     Now continue scrolling down to configure more stuff.     theme. = Here you can check what default theme you're currently using. If you're planning on creating your own custom theme, then it doesn't really matter what                theme you picked. You can also change it anytime. For now leave this value as is since you already picked a theme.   widget = Color of widgets/text and other theme menus. You can change the colour with the corresponding HTML code. As shown on part 1 of this guide, you can                see the code with the help of image editing software or an HTML color picker (several of them online.) This is only for default theme, if you're planning                on creating your own custom theme you can leave this values as is for now.   mm_root = stands for Main Menu. This is a simple hook for an image. This image is going to be your Title screen background. Since we're not yet fiddling with custom                   themes let's use this hook for now. Prepare a picture that you wish to use, preferably with 1280x720 resoution for the sake of consistency with this test VN
                     and place it inside the game folder. Let's assume the name of the picture is: "menu screen.png" Put it inside "game" folder. Done? Ok now come back to the                  options script and set mm_root = "menu screen.png",     (Don't forget the comma at the end.)   gm_root = stands for Game Menu. This is a simple hook for an image. This image is going to be your sub screens background. Since we're not yet fiddling with custom                   themes let's use this hook for now. Prepare a picture that you wish to use, preferably with 1280x720 resoution for the sake of consistency with this test VN
                     and place it inside the game folder. Let's assume the name of the picture is: "sub menu screen.png" Put it inside "game" folder. Done? Ok now come back                  options script and set mm_root = "sub menu screen.png",     (Don't forget the comma at the end.)   Once that's done, let's keep scrolling down for yet more configuration.     style.window.background = Frame: The hook for your text box image. There are many ways to set up this image but the easiest one is to create a text box with predefined width and height. Since we're using 1280x720, go create a rectangular text box of 1183x138 pixels  in your favorite image editing software (like Photoshop). Once you're done save as "text frame.png" and put it inside the "game" folder. Then come back and set style.window.background = Frame ("text frame.png", 0, 0)  like in the picture.   style.window_margin: The values for textbox clipping. Like the picture says, these are for cropping your textbox and centering so it doesn't look stretched and fits the 16:9 format comfortably. Now that you know that, go set the first 2 values to "100" Done? ok, let's proceed.   style.window_padding: The values for text padding. This will center the text which will otherwise will be aligned to the left by default. Since we're not using the 4:3 format we need to change it so it is aligned to the widescreen text box. First REMEMBER TO REMOVE THE # SYMBOLS and edit the first 2 values to: "200" don't touch the third value and edit the last value to: "50." Ready? let's carry on then.   style.window.yminimum: The minimum height of the text box. Is best to leave as is for now but also good to know that it's for adjusting the height of your text box.   style.default: Text styling. This is custom code and won't appear on your scripts. As the picture says it helps your text look less plain by adding shadows and outlines. You can freely customize these later. For now copy them up exactly as shown in the picture. Once you're done, scroll down for more configuring.     style.default.font: The font that will be used for your in-game text. This spans ALL scripted/vmenu text without exception so be sure to pick a sober and readable font. Picking a cool font is a good idea too, but you need to make sure that players will be able to read it without problems. That said go to your favorite font webpage and download a font of your liking. You don't need to install it, just put it inside the "game" folder. Once you've done it, return here and type the name of the font: style.defautl.font = "your font's name.ttf"  (don't forget the .ttf at the end.) Once that's done, let's continue.   style.default.size: The default size of your font. If the font you picked is too small or too big for your textbox you can edit the size here to correct any text size issues.   style.button/imagemap.activate_sound, config.enter/exit_sound: To make your VN play sounds when you pick a choice or enter/exit a menu simply get an audio file in mp3 and place it inside the game folder, then come back to the script and type the name of the audio file as shown in the picture. Once that's done let's go on.   config.main_menu_music = the music of the main menu. This simple hook summons an audio track to play it every time you are in the title screen. Go get an audio file (preferably in mp3) and put it inside the game folder. (It's best if you rename it to "main menu.mp3") Now come back to the script and type the name of the audio file as shown in the picture. Done? ok, that's that and now we proceed to check your assets!

      This section is relatively simple. All you need to do is to check that all your assets are in place inside the "game" folder before proceeding to edit the script. You will constantly have to be checking your assets and managing them for insertion so that when you define them vpia the script, you don't have any trouble by a missing asset or a filename issue. That said, go to your hub and click on "game" to open the game folder which should look more or less like this:     As you can see here are the backgrounds, sprites, the font you will use for text, your text frame and audio files. The only things we haven't covered so far are the backgrounds and sprites. These are not 100% essential for this test script but you are welcome to add them if you want. If you want to try a test VN  without Backgrounds and sprites then scroll down to the next section, otherwise keep reading.   About sprites: Plainly speaking, sprites are the visual representation of your characters and most if not all of your favorite VN's have their own sprites for each relevant character. Sprites come as a set of several expressions which denote emotion and body poses. They add to the immersion and give more personality to each character. We will talk more about this later but for now you can open your favorite image editing software and draw 3 sprites. You can use the ones I have in this folder as reference which are a caricature of yours truly One of the sprites features no emotion, the second one is happy and the third one is up to you. It can be angry, ecstasic, playful or whatever. We just need 3 sprites with some emotion variation. Anything goes, hell it can be a circle with eyes and mouth, just as long as it depicts expressions it's a sound approach. Once you're done with your sprites, save them in png format and name them as you like. Put it inside the game folder. You'll be defining them once we get to edit the main script.   About backgrounds: Backgrounds also called BGI are visual representations of the environment your characters will interact at. Backgrounds are one of  the most aesthetic driven assets, as they set the mood and give life to the world you're creating. While the gorgeous anime style of the BGI present in your favorite VNs is by no means an easy feat, there are solid alternatives that still look good, you can for example take pictures of certain places and use those pictures as backgrounds for your VN. It is a popular method and one that is used by professional studios. Alternatively you can draw a background by yourself, even if it's simple, and if you have the talent then by all means draw a nice one. Once you're done with your background image, save it in png format with a resolution of 1280x720, since it will cover the entire game window. Name it as you like and don't forget to put it inside your game folder. You'll define it once we get to edit the main script.     Here it comes! All those painful minutes bearing with my ugly explaining and my ghastly orthography have finally paid off! We are ready for the belated creation step: "The coding and scripting process" Bear in mind that this is just a very short test script which covers the basics of what a VN is made of (code wise) so this means that there's still a lot more to learn about Ren'py before jumping headlong into a project. Don't worry though, I promise I will help you in any way I can and I'll be with you till the end of this guide and beyond! Let's dive right in; click on script.rpy and Editra should open shortly. Let's take a look at the test script which we will work with. As you remember from part 1 our script had a couple of lines and nothing more, well now the script I prepared for you is ripe with a bunch of useful stuff for you to use as a reference.  I strongly encourage you to make use of this script in order to digest the coding more easily.      1. Image definitions: You have to define your images in order to use them. Renpy uses these definitions to summon the image and display it in-game. For now, define the sprites you created earlier. don't forget to use the EXACT same filename you used for naming them, including the extension (.png, jpg, etc.) If you decided NOT to use sprites you can skip this step.   2.Image definitions cont.: You can separare the sprite definitions from the bgi ones. It's a nice trick to keep track of what is what. Follow the example and define your background image for use in the test. If you decided NOT to use background images, you may skip this step.   3.Character definitions: Here you define the characters that will star in your VN. Just follow the code and recycle if necessary. If you want a different color for  the text simply use the corresponding HTML color code. (There are plenty color pickers online.) The small letter after "define" is the  hook you're going to use for calling your character so EVERY line that you start with that letter will summon that character. (example: a "Blah blah." = Your chara: Blah blah )   4.Labels: As we discussed earlier in part 1, labels are "markers" of sorts that signal the beginning of a scene, arc, chapter, event, whatever. They are handy for keeping track of your scenes and can also be used as "warp points" between other labels by means of the "jump" command.   5."Scene" command: Always start a label with a "scene" this clears caches and layers giving you a clean slate start for summoning your images, backgrounds, sprites, music, etc. Do remember that using this command while there are assets displayed on the screen will hide them, so only use this when you plan to move into a new location/scene/time skip, etc.   6. "Music" command: The example on the picture is how you make Ren'py play a song to ambient your VN. Use the code as reference for your test script. Just make sure that the song you have prepared for this is inside your "game" folder in mp3 format.  The "fade in" instruction is to ensure that the song doesn't start playing too abruptly. you can also use the "stop music" command to end the playback. Otherwise the music will loop indefinitely.   7. "Show" and "With" : The bread and butter of your coding. Both these simple instructions are used to summon most of your graphical assets and annex a fancy transition effect to them. Remember to define every image before using the "show" command. Attempting to use an image that you have yet not defined will crash Ren'py or throw you an error. The command "with" is used to add transitions, in this case we added "dissolve" but there are many other types you can use.   8. "Character voice": As we described it earlier, using the hook to call a character's voice is the way to represent a character's speech. in this case we used "h" as a hook but you can use any other letter you like as long as your character definition has that letter assigned. If you don't use any hook the line will be rendered as narration.    9. A jump label: We will use this jump label to go back to it if we need to from any point in the script by using "jump (name of the label here)."   10. FLAGS (SUPER IMPORTANT): Unless you plan on making a kinetic novel (novel without choices) Flags are a key ingredient for any script. If you've played plenty of VNs already you know what flags are. If not, its pretty simple: Tripping flags scores you points with certain heroine or save certain data for the game to remember later (example. using a flag so the game remembers when you visited certain place or picked certain option.) In this example the flag we have is set to "False" YOU NEED TO SET A FLAG TO FALSE BEFORE SUMMONING IT LATER, OTHERWISE REN'PY WILL CRASH WITH AN ERROR READING: "xxxxx not defined" In a few minutes we will summon this flag for triggering.   11. Sound command: This is the code for summoning an audio file for a short sound effect. Bear in mind that unlike music, sounds DO NOT loop, they only play once.   12. Menu: Yet another important instruction for VNs with choices. the menu command is used to prompt a choice for the player. The choice menu can have any number of options available, provided there's enough space on the game window and enough branched script for Ren'py to follow. This is one of the most challenging aspects of VN coding but once you grasp the theory behind it, the rest is plenty easy. For now just copy the script. You will understand more as we explore the other points.   13. The Choice menu: This is the code for a typical two option choice menu. With this the player is prompted with the question of which path to take. Just as your protagonist knows there are consequences for each decision, so should you. That's why you have to write what happens depending on  the choice picked. Notice the  "$ pantsu_1 = True" ? this is the flag that we were talking about earlier. If the player picks the top choice, THIS FLAG IS TRIPPED, and the game will remember this choice.   14. If and else: Once a flag is tripped the game stores that flag as true and it can be used to summon a specific script which is otherwise inaccessible. In this bit of code we have the "if" and "else" conditionals, and ("if") the player picked the top choice, then the first line will be summoned. The opposite is true for the second line which is summoned if the player didn't pick the top choice ("else")   15. Advanced if and else: Once you get the hang of how the conditionals work you'll be able to play around with them and create interesting branched plots with various developments. In this example the script remembers the choice you picked and comments on that choice.   16. Jumping to another label: Exactly as discussed before, this is a jump point that allows you to instantly go back to a certain scene/event/script. In this example you can jump back to the choice menu should you like to pick a different option.   17. Return: This is a rather simple command that returns the player to the title screen. Don't forget this, otherwise you'll run to a crash. If for some reason you forget to include it, you can manually quit the VN  vía the sub menu.     Now that you've read all these points it's time for you to test the script we just created. Save the changes you made to the "script.rpy" file and close it. Then on the Hub window, click on "LAUNCH PROJECT"  Let's take a peek at how the test VN looks!     The main menu screen.       The sub menu/ preferences screen.       The script comes to life!       The choice menu.       Picked the right choice of course. :3       Success! The test script works!    
     
    And that's it for the second part of this guide, kind sirs and madams. I thank you deeply for reading this far and bearing with my ugly
    orthography and sorry attempts at explaining. You are now one step ahead into programming your visual novel and we'll work together
    for the remainder of this process. Don't forget your passion for VNs and don't lose motivation, programming a VN is hard but your efforts
    will certainly pay off. Do join me next time, when I'll be covering: Detailed explanations on coding instructions and some interesting
    programming tricks. Many thanks for your time and until then. See ya 

    Kind regards. Helvetica Standard.
                           
  25. Like
    Helvetica Standard got a reaction from Hanako in How to code a VN with Ren'py (Comprehensive Guide)   
    This is a long comprehesive guide 
    It has now been moved to the mainsite.
    to read it click the  chapter images for the individual parts:





     
    note: part 4-5 not made yet. but hopefully will be added in future
     

     
     
     
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