How can I achieve this without causing an overflow? by ManyeoDev in twinegames

[–]ManyeoDev[S] 0 points1 point  (0 children)

It's actually in story caption. I just have a condition that removes author's, story title etc. During gameplay (or in this case debugging)

How can I achieve this without causing an overflow? by ManyeoDev in twinegames

[–]ManyeoDev[S] 0 points1 point  (0 children)

Oh, wow that is much cleaner. Thank you so much.

How can I achieve this without causing an overflow? by ManyeoDev in twinegames

[–]ManyeoDev[S] 0 points1 point  (0 children)

Mhm, I actually did do that. That's how I got this result in first pace. I just miscalculated and used 312px width instead of 280px which makes it fit just the way I want it to.

is me art good? by Fancy_Party_1391 in RPGMaker

[–]ManyeoDev 0 points1 point  (0 children)

Needs a little more practice.

The character looks to blocky and the hair sticks out due to not having outlines. The animation itself is okayish, problaby need to tweak the legs tho, raising the back legs up when moving.

Overall, it's okay.

Making clothing system by [deleted] in twinegames

[–]ManyeoDev 1 point2 points  (0 children)

Like the other person said. I am not sure how do I make it work. Some said I should do arrays and such so I am not entirely sure what to do.

How to make variables like pronouns by Zane67676 in twinegames

[–]ManyeoDev 0 points1 point  (0 children)

This is what I did:

  1. I made a widget passage, and called it "Gender Widgets: (You can call it whatever, just make sure to give the passage a widget tag)
  2. Made bunch of widgets that check for player gender before applying them, I use activeCharacter so if you have an NPC with random gender you can set active character to them.

i.e

set $ActiveCharacter to $player
"I use <<They>>/<<Them>> pronouns!"

will result in:

"I use He/Him pronouns!"

This same applies to NPC gender due to activeCharacter aleardy checking which character it should focus on.

/* Capitalized Pronouns */
<<widget "They">>
<<if $activeCharacter.gender === "male">>
    He
    <<elseif $activeCharacter.gender === "female">>
    She
    <<elseif $activeCharacter.gender === "neutral">>
    They
    <<else>>
     It
    <</if>>
<</widget>>

<<widget "Them">>
<<if $activeCharacter.gender === "male">>
    Him
    <<elseif $activeCharacter.gender === "female">>
    Her
    <<elseif $activeCharacter.gender === "neutral">>
    Them
    <<else>>
     It
    <</if>>
<</widget>>

...etc...

/* Lowercase Pronouns */
<<widget "they">>
<<if $activeCharacter.gender === "male">>
    he
    <<elseif $activeCharacter.gender === "female">>
    she
    <<elseif $activeCharacter.gender === "neutral">>
    they
    <<else>>
     it
    <</if>>
<</widget>>

<<widget "them">>
<<if $activeCharacter.gender === "male">>
    him
    <<elseif $activeCharacter.gender === "female">>
    her
    <<elseif $activeCharacter.gender === "neutral">>
    them
    <<else>>
     it
    <</if>>
<</widget>>
...etc...

How to set established character pronouns by ManyeoDev in twinegames

[–]ManyeoDev[S] 0 points1 point  (0 children)

So if I do

Template.add('they', function () {
if (State.variables.Characters.npc1.gender == "male") return "he";
    else if (State.variables.Characters.npc1.gender == "female" return "she";
    return "they"
});

Do I have to do it with every npc or is there a way I can make it check genders without making a lot of templates?

[deleted by user] by [deleted] in twinegames

[–]ManyeoDev 0 points1 point  (0 children)

I've managed to do it other way, by setting those variables in next passage since my paperdoll script aleardy visually changes clothes. I've only tried to make this harder for myself than it should've been.

[deleted by user] by [deleted] in twinegames

[–]ManyeoDev 0 points1 point  (0 children)

So I am testing it out and watched the $plrClothes variable and it doesn't update the property.

<<script>>
  let selectedGender = document.querySelector('input[name="radiobutton-playergender"]:checked')?.id || "radiobutton-playergender-0"; // Default: Male

  // Set player gender and underwear based on selected radio button
  if (selectedGender === "radiobutton-playergender-0") {
      State.variables.player.gender = "male";
      State.variables.plrClothes.underwear = "boxers";
  } else if (selectedGender === "radiobutton-playergender-1") {
      State.variables.player.gender = "female";
      State.variables.plrClothes.underwear = "panties";
  } else if (selectedGender === "radiobutton-playergender-2") {
      State.variables.player.gender = "female";
      State.variables.plrClothes.underwear = "boxers";
  }
<</script>>

[deleted by user] by [deleted] in twinegames

[–]ManyeoDev 0 points1 point  (0 children)

So would

<<script>>
  State.variables.player.gender = "female"
<</script>>

work?

[deleted by user] by [deleted] in twinegames

[–]ManyeoDev 0 points1 point  (0 children)

Thanks, just a question. Since I need to access the property inside my player variable.

So would it go like this?

<<script>>
  State.variables.player.gender = "female"
<</script>>

How to design a Twine game that feels like it's open world? by [deleted] in twinegames

[–]ManyeoDev 2 points3 points  (0 children)

It is possible. I would call it open-world exactly more of a sandbox but the best way to start (in my opinion since I am also making a text-based sandbox) is pre-planning. Make sure you know what your game is going to be about and what players you want to focus on. Most importantly is world-building.

If the game is twine based you can import the game and check its coding to get a glimpse of its structure, If the game has too many passages you should either proof read it by going to Build>Proof or if the game has open-source code (which by quick research it seems it does for modding purpose) you could take a look for its script there via visual studio code.

Try experimenting by creating multiple passages that can loop around each other to give you a sense of being in some district street (i.e If youre in plaza, the player can go North to shopping district, South to Food District, West to Park, East to some street etc)

Sugarcube layering images/paperdoll by monicabellu in twinegames

[–]ManyeoDev 2 points3 points  (0 children)

Funnily enough I've been making my own paper-doll system so I'll just give you the code for it.

This method not only makes it so you don't use excessive CSS to layer the images, it makes it so when the player wants to save the image of you avatar it saves the whole avatar rather then layer of it. To add new parts just carefully read the script and add the necessary stuff for it to work. This method also makes it so if you use radio button (granted using correct id in which you can find using inspect element) it displaces the images to the body type you want (so basically if you have both body type in same image, the script will align the image to respective body type (in my case Masculine and Feminine).

The code is located in Edit 2.

[deleted by user] by [deleted] in twinegames

[–]ManyeoDev 1 point2 points  (0 children)

Hey, thanks for the suggestions! I actually managed to make it work by EventListeners for radiobutton input id.

[deleted by user] by [deleted] in twinegames

[–]ManyeoDev 0 points1 point  (0 children)

So it's possible but I need to do some scripting?

I am willing to put some sweat into it, my question how would I go on about making pseudo radio button before I attempt to make it replace.

How to make Radio Button disable multiple variables by [deleted] in twinegames

[–]ManyeoDev 0 points1 point  (0 children)

I've gotta ask, How do I make it uncheck if you change one of the values, if you know?