14 July 2012

[IMPORTANT] Across The Night To You 1.1 Update!

For those who downloaded the kinetic novel "Across The Night To You", I updated the game with some very important changes.
I removed the originals from Dropbox to avoid confusion.
Instead please download the game here:


06 May 2012

Still fixing battle system

The battle system of Das Minneschwert is still being re-coded. I've now fixed it so that battles actually do end properly! Unfortunately, escaping from battles currently causes very strange problems...

02 March 2012

Recoding the battle system...

I'm currently rewriting the Das Minneschwert battle engine almost entirely... What a pain. But the old code was buggy, massive, redundant, and impossible to maintain, so here I go. At the moment, the engine can
  1. choose the correct turn order based on each character's speed,
  2. prompt the user for input if it's a PC's turn,
  3. and allow the PC to attack (damage) an enemy.
Selecting an enemy to attack is something I forgot to implement right away, so poor Latte attacks himself in the demo (lol).
I feel happiness that I'm finally able to do the things I want to do with computer programming.

25 February 2012

Das Minneschwert improvements

Since I'm already working myself half to death on schoolwork, I figured I might as well go whole hog and almost entirely re-code Das Minneschwert's engine from scratch. It certainly looks and runs a lot better now, though! Hahaha.
There's now a function that notifies you of stuff like acquired money or changes to the main quest's objective.
The pause menu is less stupid now! It even has a message for when the party is empty. There is also now an inventory system, although the player doesn't acquire any items in this demo.
Profanity is optional, just in case some players don't want it. I can dig.
If you DO have people in your party, it looks like this!
And here's what happens when you click the text button to look at a character's status.

The original pause/status screen code was written literally the night before screen language was implemented in Ren'Py (seriously, I stayed up all night to code, then headdesked when I saw what was new that morning), so I was never pleased with it. This is a lot cleaner, and has a more solid Python base as well.

Now I just need to finish the battle code...hahaha...

07 December 2011

Desktop demo

At present, this is the player's "desktop" in Project Apple Knights. It took a surprising amount of effort just to make it look like this. Icons from Oxygen Refit 2, which is listed as LGPL.

22 September 2011

ItC development log 21-9-11

I've implemented some new cosmetic features. The in-game desktop actually looks like somewhat like a real desktop now -- it has various icons for (presumably) other applications, as well as a rudimentary NPC-controlled cursor to make it clear when different programs are being started. There is also a nice "shut down" button in the corner to quit the game if you so desire. The latest version of Ren'Py, 6.13.0, seems to fix the time recognition bug I described previously.

06 September 2011

ItC: IRC nick implemented!

Thanks to this thread, I found a workaround so that the player's username will display as their nick during IRC segments. (NVL mode and dynamic names are hard to work with...)
Creative Commons License
the best smile by garrick is licensed under a Creative Commons Attribution-ShareAlike 3.0 United States License. Background graphic: 719 - Deep Space - Pattern / Patrick Hoesly / CC BY 2.0.