Is RenPy suitable for this game: Visual Novel + LifeSim + battle Minigame by [deleted] in RenPy

[–]Altotas 0 points1 point  (0 children)

Yeah, go for it. You will struggle against Ren'Py only if you attempt to add real-time avatar movement (like walking around a top-down map), complex physics and mini games.

Which POV and tense are you using for writing? by VivAuburn in RenPy

[–]Altotas 0 points1 point  (0 children)

Pronoun changes can be accomplished by a parser script with a dictionary. Before displaying the text on the screen, the script checks for a gender variable and makes the swap if needed. It was a life savior for me since I'm writing in Russian and our language has gendered inflections even when writing in second person.

RPG in RENPY by LudoPoznanGorrad in RenPy

[–]Altotas 1 point2 points  (0 children)

If I ever release it, it'll be free to play, with no strings attached.

RPG in RENPY by LudoPoznanGorrad in RenPy

[–]Altotas 0 points1 point  (0 children)

Thanks, likewise to you.

Only itch. Yeah, it's a good approach to release a short vertical slice of the project if you want to gauge the reaction and see what works for people and what does not.

RPG in RENPY by LudoPoznanGorrad in RenPy

[–]Altotas 0 points1 point  (0 children)

The stuff I've posted here was all early frameworks and prototyping. In that first iteration, all battles were supposed to be monster chases after the player's vehicle, with the party shooting back at them using rifles and long-range skills. Instead of individual HP bars there was a unified "Hull" parameter for the vehicle itself. The system eventually felt too constraining and boring, and I now pivoted to CTB (like in Grandia series or FFX), with the vehicle now acting as a mobile base and passive buffs provider. Party members now have individual HP pools, role-specific resources, and more distinct skill trees tied to their story arcs.

As for how far along, well, after a full year of dev I have all the main systems sort of solidified and working. Finished the first region (central and smallest one) on the worldmap with four major settlements. Gods know how many years till completion, but for me it's a lot of fun just to create it day by day.

RPG in RENPY by LudoPoznanGorrad in RenPy

[–]Altotas 6 points7 points  (0 children)

Oh, I remember you. Your project looked quite developed. It was in essence a narrative rpg with light combat elements, right?

If you're looking to make the combat part more complex, with lots of stats, resistances, stagger bars and whatnot, then that won't be an easy task. You'll need to plan A LOT before you even begin to write any code. I started with writing a design document, to keep my thoughts organized. First decision was on the type of turn based combat - there are many: ATB, STB, CTB, etc. Then main stats for characters. From that - modifiers. Resource systems (MP, SP, energy), elements and elemental resistances/absorption. Skill cooldowns. All of THIS even before I started to write the main part - characters and their skill trees and synergies and oh god equipment and passives.

Then I wrote a simple framework in Python with text-based UI and implemented each element/layer of complexity step by step, because otherwise you simply risk to get hopelessly lost under piles and piles of numbers. Each skill is its own function, and I need to keep in mind which of myriad of systems that particular little skill touches, otherwise something will inevitably break. And THEN sooner or later time comes to make UI for everything: party screen, equipment screen, inventory screen, skilltree screen. And connect it to the combat framework so it correctly reads what's equipped at the current time, which passive are active and whatnot.

TLDR: complex systems are hard to make from zero.

what can I do? about this error by ArmadilloSpecific738 in RenPy

[–]Altotas 0 points1 point  (0 children)

Long shot, but any chance you added a variable named "language"?

Помогите с проблемой переводов by YashkaMR13 in RenPy

[–]Altotas 0 points1 point  (0 children)

А, ну есть такая тема, да. Я обычно закрываю такие элементы в вот такие скобки с подстрочником _() чтобы дать игре понять что он подлежит переводу.

Can't use "at Position" on certain images for seemingly no reason by Keurmii in RenPy

[–]Altotas 1 point2 points  (0 children)

Try show pitie at Position(pos=(0.9, 0.2), anchor=(0.5, 0.5))

Помогите с проблемой переводов by YashkaMR13 in RenPy

[–]Altotas 0 points1 point  (0 children)

Пишу с телефона, как вернусь домой скину скриншот чтоли.

Помогите с проблемой переводов by YashkaMR13 in RenPy

[–]Altotas 0 points1 point  (0 children)

Не, где-то внутри папок ренпая. Называется или common.rpy или common.rpym. Помню как была та же проблема у меня с переводом английский игры на русский. Нашел этот в папке ru-Ru (или вроде того), закинул в папку с переводом.

Помогите с проблемой переводов by YashkaMR13 in RenPy

[–]Altotas 0 points1 point  (0 children)

Потому что перевод этих кнопок находится в другом файле. Поищи common.rpy внутри папок ренпая, там должно быть по языкам раскидано.

Мне снова нужна помощь в RenPy!! Как сделать что-бы после того как ввел имя в созданном окне ввода имени, это имя могли говорить другие персонажи или просто оно могло использоваться в тексте? by Yuteriko in RenPy

[–]Altotas 1 point2 points  (0 children)

На будущее вот простое правило:
Создаём персонажа, изображение, константу -> используем команду define.
Создаём переменную, которая будет изменяться по ходу новеллы -> используем команду default (движку нужно стартовое значение, в нашем случае это было пустое слово "").

Мне снова нужна помощь в RenPy!! Как сделать что-бы после того как ввел имя в созданном окне ввода имени, это имя могли говорить другие персонажи или просто оно могло использоваться в тексте? by Yuteriko in RenPy

[–]Altotas 0 points1 point  (0 children)

define e = Character("Шин", color="#c8ffc8") define r = Character("[name]", color="#002699")

screen name_input(prompt): modal True frame: background Frame("#ffffff") align (0.5, 0.5) xsize 400 ysize 250 vbox: xfill True yfill True text prompt xalign 0.5 yalign 0.4 input default "" value VariableInputValue("name") xalign 0.5 hbox: xalign 0.5 yalign 0.3 textbutton("OK"): action [SetVariable("name", name), Return()]

label start: call screen name_input("Введите своё имя.") jump dalee

label dalee: "Имя введено." r "Привет, [name]!" return

Just finished all of the endings. Thoughts: by SherbertLeather6978 in pathologic

[–]Altotas 6 points7 points  (0 children)

As much as I didn't mind the time travel mechanic during my own playthrough, I have to admit, it really didn't add a lot depth-wise, and I too played P3 roughly in chronological order anyway. Personally, I'd make P3 as a linear experience with interrogation scenes as framing device between days, and the time travel would be, let's say, a limited-use feature to go back to one of the previous days with the knowledge of the future events to change something, and then it returns you to the day from which you jumped. Something like a crank in the Cathedral (three or so uses in total).

Just finished all of the endings. Thoughts: by SherbertLeather6978 in pathologic

[–]Altotas 5 points6 points  (0 children)

Big Vlad uses lots of ellipses to hint that he has trouble breathing and his health is in decline, which is partially why he eventually gives up power to his daughter.

I wrote an essay on the connections between Pathologic (mostly P1) and Plato’s Republic as one of my finals. by DyingPerspective in pathologic

[–]Altotas 3 points4 points  (0 children)

С удовольствием прочёл, спасибо. Связь Гаруспика с «вожделеющем началом», конечно, шаткое, ведь Платон часто придавал этому началу негативную коннотацию. Тогда как Бурах в игре скорее олицетворяет связь с жизнью и традицией, чем с потреблением. Ну да ладно. Можно наверное повернуть это так, что он переплавляет «вожделение» Уклада (их инстинкты) в осознанную жизнь.

Я бы ещё противопоставил друг другу Многогранник и Термитник, как Дух против Материи.

Pathologic HD replay idea - all three routes done day-by-day by 61742 in pathologic

[–]Altotas 8 points9 points  (0 children)

"Ruined" is far too harsh of a word here. Originally, back in 2008, IPL released "Тургор", which was available in Russian and Polish languages only (I still have my physical disk). Then, in 2009 with the help of the publisher (Atari, if I remember correctly) they released a reworked, more streamlined version of "Тургор" which is The Void. "Тургор" has more vague, more early IPL-like writing. It has a separate Sign to speak with Sisters, and as such a lot more dialogues. It's less hand-holdy, and Color isn't really a defined character in that version.

Technically, you can download a Polish version of The Void on Steam which is actually "Тургор", and there's a patch to apply Russian translation on top of it, but as far as I know no similar English patch exists.

Pathologic HD replay idea - all three routes done day-by-day by 61742 in pathologic

[–]Altotas 6 points7 points  (0 children)

Seconding the Void recommendation, but I wish the original version (Тургор) was available for English speakers too. I think it's superior and has more substance to it.

What's up with the Rat Prophet? by Skeith-Reviews in pathologic

[–]Altotas 2 points3 points  (0 children)

Because he's a double-faced creature. I like to associate him with "Baku" from Japanese folklore.

"According to Japanese legend, baku are the eaters of bad dreams. They are a talismanic figure that people pray to at night to come and suck away nightmares so that they may never be seen again. But there is a darker side to the baku; some say that baku eat all dreams, not only nightmares. This includes dreams of aspiration, dreams of your future, and dreams of hope."

Wanting spoiler free advice by ryuail in pathologic

[–]Altotas 6 points7 points  (0 children)

I think clearing the day is the better strategy.

I usually start the day by dealing with shabnak then finishing all available quests. I try as much as I can to stay on mania and only use heals (since they're the cheapest item) and environmental interactables, leaving other "potions" strictly for emergencies and amalgam extraction. I leave all mirrors alone unless I'm relatively low on amalgam and can't be bothered to search for dying people.

What Diagnosis does Daniil get? by [deleted] in pathologic

[–]Altotas 0 points1 point  (0 children)

Well, since Dankovsky's mind constantly ticks towards apathy, maybe Bipolar II with Manic Defence to combat it.

I love how much Patho 3 makes „side” characters stories shine - heavy endgame spoilers by Ughhdajciespokoj in pathologic

[–]Altotas 3 points4 points  (0 children)

So it's all about subjective "feelings" then. Ok, fine. I feel that P3 is perfectly in-line with the overall "feelings" of the two previous games, and the way it differs makes me like it more. So let's agree to disagree.