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:
the best smile
Small adventures in open culture.
14 July 2012
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
I feel happiness that I'm finally able to do the things I want to do with computer programming.
- choose the correct turn order based on each character's speed,
- prompt the user for input if it's a PC's turn,
- and allow the PC to attack (damage) an enemy.
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...)
Subscribe to:
Posts (Atom)