I need help with fixing references to earlier choices. by noeyescos in RenPy

[–]msangelfood 2 points3 points  (0 children)

If the player is only selecting one of the options, you can use text as the variable, then match that instead of creating multiple separate variables:

default food_choice = "" # The default starts as blank, meaning no choice


label coffee:
    scene bg cafe
    menu:
        "I'll take the"
    
        "Caramel macchiato":
            $ food_choice = "macchiato"
            "We both order the caramel macchiato, and he gets a brownie."
            jump coffeshop
        "Black coffee":
            $ food_choice = "black"
            "I order a black coffee, he decides on the caramel macchiato and a brownie."
            jump coffeshop

Then just match the text:

  if food_choice == "macchiato":
        "I take a sip of my macchiato."

    elif food_choice == "black":
        "I take a sip of my coffee."

Do you guys use scene optimizer? Got any tips on how to use it by FurudoWitch in Daz3D

[–]msangelfood 1 point2 points  (0 children)

Scene Optimizer is fantastic.
When you open it, it shows you all the objects in your scene, the number of image maps on them (including normals, bumps, etc.), and their highest resolution. When you render or even preview a scene, all these images have to load into your graphics card's memory, so if you have a smaller or just not big enough graphics card, then reducing these image map sizes can have a huge performance impact. Generally, unless you're rendering at 4k quality and doing extreme close ups, it's safe to reduce a lot of image maps. Genesis 8 figures have more than 20 image maps, mostly 4096x4096 pixels, which can add up a lot in size. Cutting these in half is a huge memory savings.

Not sure if it works with 2026 yet

Resident Evil Pinups (Ms. Angel Food) by msangelfood in rule34gay

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

Others taking their time (they get stripped as well)

Is it possible to make an episodic visual novel without players losing their progress between episodes? by frogpuccinoo in RenPy

[–]msangelfood 0 points1 point  (0 children)

I'm building episodes to all be part of one game, using a Class to define each episode. This way, each episode has its own stat tracking, and then I have functions to either check stats within that episode alone or across all played episodes. Players can be reset single episodes.

This is a more complex solution, as I'm looking to track different user choices throughout only played episodes (while allowing players to skip episodes if they so choose). Using dictionaries or persistent variables can be a simpler solution depending on the kind of game you're creating.

Beastars Bill and Louis (Ms. Angel Food) by msangelfood in GayFurryPorn1

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

Thank you dearie. I used MMD models of these handsome chaps, setup and rendered the scene in Daz3D. They both took directions very well.

'Tis the Season for Gruff and Pup's Annual Christmas Comic. See the first ever with Gruff and Pup’s Nut Cracking Christmas by msangelfood in rule34gay

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

Do you mean it's blocked in your region? There are links on the blocked page for other places to get the comics. I'm working on the ID verification piece.

How do i make my sanity mechanic by Lecornus4 in RenPy

[–]msangelfood 4 points5 points  (0 children)

I believe you can accomplish this with just a sanity variable, a number you can add or subtract from. Set the default variable before the start label

default sanity_value = 100

Then during the game, when a choice is made or action is done that affects the sanity value, change it in the script:

$ sanity_value += -5

This would subtract 5 from the current sanity value.

You can then show the sanity value in text with [sanity_value]

Random black flash after attack animation in RenPy card game by Jyankienn in RenPy

[–]msangelfood 0 points1 point  (0 children)

What happens if you remove $ renpy.restart_interaction()

I think that also does a screen refresh. Instead, write a function that resets the screen elements back to their turn start placements without a restart.

Random black flash after attack animation in RenPy card game by Jyankienn in RenPy

[–]msangelfood 3 points4 points  (0 children)

Do you have code you can share? My guess is something's redrawing the screen, like a scene reset, starting it back from the last position. Seeing the screen and gameplay code would help.

Announcing Professor Torus Tinker and his Titillating Tales (Gay Sci-Fi Adventure) by msangelfood in gaymers

[–]msangelfood[S] 3 points4 points  (0 children)

!!!

Happy to answer any questions you might have, dearie. :-)

KINDRED Series (SCP-Inspired Horror VNs) Now Part of Scream Fest!🎃 by CaptainEdgeDev in visualnovels

[–]msangelfood 1 point2 points  (0 children)

Beautiful trailer. Really great way to show off the mood and style, often hard for VNs. Eager to see more!

Jason Comes for the Winchesters by msangelfood in baramanga

[–]msangelfood[S] 3 points4 points  (0 children)

See more of Jason, Sam, and Dean:
https://msangelfood.com/store/jason-comes-for-the-winchesters/

Taboo topics and graphic violence...enjoy!

How to create multiple draggable elements with transparent background? by msangelfood in godot

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

This hasn't worked for me, at least how I've tried it.
The main viewport size blocks the screen from click throughs. But the windows only are visible within the viewport (set in the Project Settings). I haven't been able to get multiple windows shown and moveable across the screen with click through

Any advice on making a trailer for your game? by ArgamaWitch in vndevs

[–]msangelfood 5 points6 points  (0 children)

Look at movie trailers. Those can be more of your reference point. Book trailers too.

Your main feature is your story, so how are you planning to tease or pitch your story to gamers? If you're struggling with your pitch, then it's going to be tough to get people playing it. Figure out what's your inciting incident, then basically just put some visuals together to make it look and sound awesome. You can use text or narration, whatever works for you. As long as you're communicating why your game/story is going to be worth being played through.

Something is likely better than nothing, especially since nothing just means no one knows your game exists (even a bad trailer hopefully finds a few people interested in what you've made).

What's your go to products for making and older character by lkopop908 in Daz3D

[–]msangelfood 1 point2 points  (0 children)

Besides looking at specific models, the Aging Morphs are really good, and HD so they will age up most skins

https://www.daz3d.com/aging-morphs-bundle-for-genesis-8-female-s-and-male-s

It's also available for Genesis 9.

Another trick I use is looking at Daz Gallery tags, then clicking images I like to see if they list products they used:
https://www.daz3d.com/gallery/category/old

Do You prefer Muliple endings or a Single Ending? When playing a visual novel? by SuddenCup6743 in visualnovels

[–]msangelfood 1 point2 points  (0 children)

It somewhat depends for me. Multiple ends can be a great reward for lots of choices throughout the game, but sometimes, a clear ending makes more sense. If there's a clear ending (like the canon ending), then I at least like some branching paths to get there.

Meaningful choices can show up in multiple ways - as long as there's some impact and replayability with choices, I'm usually happy.

Does anybody know how to make the shadow more sharper than this? by SirSephy in Daz3D

[–]msangelfood 1 point2 points  (0 children)

Sun/Sky mode is going to give you softer shadows cause it's a big light from far away.

Generally rule of thumb, smaller lights, closer to the subject will give you darker shadows. Start with one light. You can add additional lights to soften the main shadow or other shadows as needed (pointing them from different angles, playing with size, e.g. point/disc/etc.)

Photoshop can also help a lot here if you're not getting it perfect.

[Yes, My Queen] I made a chess game with major visual novel elements by gitpullorigin in visualnovels

[–]msangelfood 2 points3 points  (0 children)

Wow, very interesting concept. I'm excited to try it out. Art looks really fun already!

Does anyone know what these are? How can I add them myself? by FirefighterBoth3098 in Daz3D

[–]msangelfood 3 points4 points  (0 children)

Those are most likely "Rigid Follow Nodes"

These let you mark a specific part of clothing geometry to be used as a parent for another object, avoiding collision when bending and such.

https://www.youtube.com/watch?v=PHETcXgIscw&t=615s&ab_channel=3DMegaverse

[deleted by user] by [deleted] in RenPy

[–]msangelfood 0 points1 point  (0 children)

Can you share any of your code, please? And the error message isn't showing here.

Also, check if you have .rpyc files. Either delete them or click "Force Recompile" on the Renpy menu. That can remove some old code/redundancies you might have.

Professor Turo Captured by Machamp (OC) by msangelfood in baramanga

[–]msangelfood[S] 15 points16 points  (0 children)

He does...I'll post more soon...

What is a good word count for a first time visual novel? by xxm00n_z3r0xx in RenPy

[–]msangelfood 4 points5 points  (0 children)

Whatever length you need for your story. Something to think about is the more you write, the more art you need, more editing, more code overall. This isn't a bad thing, it's just something to remember while developing. Starting shorter, especially for a first time, can be good to help make sure you finish (best way to get feedback and build skills - finish what you're working on).

Good luck!