[WIP] Visual Novel Engine in 100 Events

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Post » Tue Apr 21, 2015 6:50 pm

Can I use your engine to make a picture novel? :ugeek:
It is for kids, with teddy bears and some other plushes.
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Post » Tue Apr 21, 2015 9:52 pm

When I was making a prototype, I have found an error.
If you have 2 characters on the screen, and change the mood of one character, the program changes both of them to the same.
In this case I inserted 'image | carl_suspicious | 1' to your example, and I got two suspicious Carls.

Code: Select all
anchor | scene2
background | scene2
image | carl_happy | 1 | xleft | ybot
image | steve_happy | 2 | xright | ybot
  text | s | Awesome!
  move | 2 | xmid |  | 1 | skip
image | carl_suspicious | 1
  text | c | You did it! Your decision-making is unparalleled.
  move | 1 | xright |  | 2 | wait
  sfx | yeah
  choice | success | 1 | Go back to the main menu. | xmid | ymid
image | clear | 1
image | clear | 2
goto | start
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Post » Tue Apr 21, 2015 10:10 pm

It was a quick fix (I hope so). :P
In first image function block the image was not selected.

I added a condition, and now it works:

Pick image where image.id = tokenat(f.param(0),2," | ")
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Post » Wed Apr 22, 2015 5:46 am

Yes, feel free to use it for whatever, consider the events open source (I'm no expert at licensing, so I don't know if a capx can be licensed as GPLv3).

@ image: You are completely right. I will change that in the next version. My bad.
Visual Novel 'Engine' in 100 Events
if you ever have to choose between buying Construct 2 on scirra.com or on Steam, read this: Review
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Post » Sat Apr 25, 2015 7:05 pm

Next update, this time 100 events are reached.

version 0.8; current number of events: 100
download .capx
Preview

changes:
  • switched from WebStorage to Localstorage - this used up some extra events
  • save and load buttons are disabled now, when no appropriate save slot is selected
  • music, voice and sfx volume global values added (to be later set up in an options menu, or by the user in the event sheet)
  • sfx and voice volume can additionally be modified by the script; forgot to set it up for music as well, will do so later
  • each hud button now has its own animation, it'll be possible to use animated buttons and it's more easily understandable where which button should be placed, when one wants to modify it
  • hopefully fixed a bug with loading
  • fixed a bug that appeared when changing images (thanks @lipstick)

I'll tidy up things a little and then that's probably the end of the 100 event VN engine.

Here's an updated list of functions the script accepts (explainations in brackets if not obvious):
  • music | filename | volume (volume in added dB; so -10 makes it about half as loud; volume not mandatory)
  • sfx | filename | volume
  • voice | filename | volume (voice will be played together with the text function that came before it; it must be used after a text function or you'll run into a frozen game if I'm not mistaken)
  • character | displayname | charactertag | color red | color green | color blue | fontname (tag is used by the text function to assign a text to a character; RGB values from 0 to 255)
  • text | charactertag | text to display
  • choice | decision | value added to decision | text to display on the choice button | button coordinate x | button coordinate y (you can define tags for coordinates in the event sheet, too; I've set up xleft, xmid, xright, ytop, ymid, ybot for example)
  • wait | seconds to wait
  • background | filename (backgrounds are expected to be .jpg, but you can change that in the event sheet if needed)
  • image | filename | imageid | coordiante x | coordinate y (file extension is expected to be .png; if filename is "clear", it will destroy the image; using the same image id in your script will enable you to change an image instead of creating a new one ); coordinates are only mandatory when creating a new image
  • fadein | imageid | duration
  • fadeout | imageid | duration
  • move | imageid | coordinate x | coordinate y | duration | mode (leave a coordinate empty if no change should be applied; modes available are "skip" or "wait" - skip will continue in the script immediately, wait will continue with the script after the duration is over or the screen was touched)
  • require | on/off | decision | value (on checks if the decision's value is at least at value; if it is, script will continue normally, if it doesn't the script will skip until the corresponding "require | off" appears, imagine it working like brackets)
  • anchor | anchortag (marks a line in the script so that you can jump to it)
  • goto | anchortag (jumps to the corresponding tagged line)
  • set | decision | value (set the value of a decision; if decision is "all", all decisions will be set to value)
  • macro | macrotag (set start and end of a macro, in the lines of the macro use "/x" for a string that will get substituted by runmacro)
  • runmacro | macrotag | string that will be filled in for "/x" (runs the macro)
Visual Novel 'Engine' in 100 Events
if you ever have to choose between buying Construct 2 on scirra.com or on Steam, read this: Review
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Post » Mon May 04, 2015 3:21 pm

Nice work and grats on finishing with the 100 events :)
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Post » Mon May 04, 2015 3:44 pm

Thanks, at least I could get all the main options in (although I cut something like deleting saves).

I thought about the next stuff that could be added:

    images / background / screen:
  • transitions (crossfading)
  • effects (maybe screen shake, color filtering, not sure what else could be useful here and what's available in construct)

    text:
  • enable to hide the text box by script
  • split name display and text display over two separate text objects to give better control over where the name is displayed in one's design
  • multilanguage support (this will end up in the options obviously ^^)

    music:
  • better control over when it is played at what level

    user interface:
  • options menu
  • gallery menu
  • music menu
  • scene replay menu
  • exit button
  • deleting savegames
  • exporting and importing savegames to move them from one device to the other (could probably be combined with a database storage one could offer to his players)

    compatibility:
  • options for different screen size support?

    usability:
  • better flow control
Visual Novel 'Engine' in 100 Events
if you ever have to choose between buying Construct 2 on scirra.com or on Steam, read this: Review
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Post » Sat May 30, 2015 8:47 am

Very interesting! I was thinking in to create a VN engine too, because I pretend to develop a VN.

Thanks God I searched Scirra forums first! Your engine is very good! I pretend to test it better.

Can it to be used for commercial games?
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Post » Sat May 30, 2015 12:03 pm

Do whatever you wish with it. I wouldn't mind if you point me towards the result of your work, if you chose to use it, to take a look - but it's not a requirement ^^.

You can see that there is still a lot that can be improved and added as I listed and the code is sometimes written a bit not-so-logical to enable me using less events, but other than that it should be usable.
Visual Novel 'Engine' in 100 Events
if you ever have to choose between buying Construct 2 on scirra.com or on Steam, read this: Review
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Post » Mon Jun 29, 2015 6:09 pm

Hi mindfaQ

Just wanted to thank you and congratulate you for this great job! It will help us Game Developers that are willing to do VN with Construct 2 a lot .

Wish you all the best!
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