You are genuinely a lifesaver, I couldn't find anyone explaining really simply how to add point and click elements in Atom and I needed to know that so I could add a simple maze game and map collecting mini game and this was a perfect example of what I needed
Is there any chance you could do a tutorial on how to make those sorts of directional buttons and interactable environmental elements from scratch? Or recommend somewhere that shows how such code should work?
@@melissam6931 Hi there, I'm glad you found this helpful. I didn't really go into any detail so I can definitely make a video on how I coded it. It's pretty simple, so I can't promise it's the best way to do it lol
Awesome thank you so much!! I’ve been trying to code a little event for myself where you have three specific opportunities to pick up an item and they each lead to a different dialogue tree while also setting an inventory value to true but renpy has not been kind to my attempts to code that and I have no clue how to get it to work
wow, I'm stunished about how cool this looks. the wolf transformation was the top notch part to me, I know it's not a part related to what the video is about but just wanted to point out it looks, wowzers, really good. I'm getting to learn a lot about renpy and what it can do with your channel, having an inspiration through your work is helping me imagine what I could do with mine. there are tons of ways to make it better, I'm loving studying it!
Dude this is AMAZING!! You've combined so many different elements and it all looks so cohesive, to really make a VN that feels really enhanced. I was kind of wondering how the directional NWES or compass buttons work. Like, do they let people meander through different areas that are open for them so far, even if most of the areas don't have anything to interact with (or just throw a line like "Hmm, seems like there's nothing to do here...") until they get where they're presumably supposed to be going for plot reasons? Similar to how you were saying other games essentially shoehorn you into the one location you're supposed to be going, because you CAN walk elsewhere but there's nothing to do?
Thanks! I'm glad you liked my approach. I set up my labels by locations, so pressing the arrows, will cause the player to jump to the adjacent location label. If it's not possible for them to "move" in a certain direction, the arrow is greyed out and no longer an image button. Every location has a purpose, though these events may not be active at all times, unless conditions are flagged.
@@franciscoreis5184 Thank you for showing interest. Right now there is only a demo. I think if I were to revisit this idea I would approach it much differently. It's still on my bucket list lol
Hi, Loved the interactions and specially the graphics and animation of the hunter\wolf. How did you create those animations? (what programs did you use? what is image by image or via live2d?), is it a .gif file? how large are the animation files? Thanks for the video.
Hi Maxim, to answer your question, I use a layered PSD file and animate by using scale, rotation, boning and mesh deformations in free program called AnimeEffects and I export the files as PNG sequences that I recompile as .webm. Each expression is a video file is a looped from 1 second and is around 60kb-80kb with a mask that is around 40kb-60kb. You can see my process using AnimeEffects and ffmpeg on my other video here. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-6tNE5fRhIzM.html When Procreate Dreams is released I'm planning on working that program. Can't wait.
@@coffeedripstudiosThank you for your answer, your art is great, love it! BTW can you make a video on what you have learned from your past projects and how would you setup\structure your next game? (or you already created this video and I missed it)
@@MaximBardin Hi Maxim, thanks for the suggestion! I can definitely do that. Please take any of my experiences with a grain of salt though, since I am just a self taught hobbyist!
I used to not like it when developers add very little choices in the games i used to play. But then as I began developing games on my own, I realised something. sure, there should be reply choices. for example: If you have a scene where your crush kisses you. Give a choice of words for the main character. Because sometimes players don't exactly appreciate the default reply chosen by the developer...But anyways...as for the paths. I understand if a developer wont add many paths because it could be that they dont have the skill to animate or dont have the right computer for rendering the images.
Yes, I agree that its always good to think of the different player experiences and give them choices when it could have very different appeals to different folks. It's such a tough balancing act to keep the scope of the project manageable. I definitely appreciate it when devs try their best.
It's scary-impressing how you seem always to be able to add mechanics that only the most fancy VN with a big team -and a tone of backers- go for. ^^' I for one find them cool but they are not at all what I'm looking for in VNs ; text and scenarios is what matters for the most to me ; cool design second ; then audio. Mechanics can be a pain, it's hard to balance, and too much can destroy the vibes. My feeling as a pretty big gamer is that most games killed their story with mechanics ; a lot of games are more of a lifeless chess game with lipstick - or in the case of VN it tends to be more of a Rubik's cube. To me one of the best VN I had to play was... Baldur's Gate2 (okay, it's not even a VN, but I mean, let's forget about the RPG stuff, it's mostly a dialogue game) : because you had 10 options in most dialogues ; while 7 of them were the redundant stuff used as a disguised Wikipedia page of the game, 3 of them were truly meaningful answers mixed in. And by meaningful, it doesn't mean it changed the endings nor that it needed to be crafty, but it meant as a player, I was emotionally triggered/crushed by it. "Should I do this ? I may kill someone, but if I don't, I'll make my friend cry, ho my god I'm gonna have nightmares about it !". To me, this is the thing I'm looking for in VNs : feeling involved - because I care about the character as if they were actual friends and family. If I'm starting to have labels like "attack/flee/inventory/is_this_item_clickable ?", it feels more like a RPG-chess to me. Which is good too, but~ I'm personaly more of a book person. I prefer having 10 option on how to go to the garage that all seem different, valuable - with handwritten unique texts - even if they come to the same at the end - than being tricked by a lot of option and visual effect that will in the end, reveal how mechanical they are. It really feel anti-climatic to have the game end because "you didn't see X thing was triggerable ? Too bad. I think there is also the risk that heavy mechanics weight down the writing prospects : if doing some stuff becomes a costly pain to do, it's gonna impact on what you authorize yourself to go for, or change your mind because something revealed to be boring after all : because you had all theses assets to do, you can't change your mind, or only at a heavy price. (But that's just me, I think I'm a minority)
Hello again Pourprojetscolaire! I really just enjoy trying to improve, for better or for worse. I hope this attempt will be more successful than my last implementation of imagebuttons. I agree with you that it's important to always prioritize the writing. There's no way for one person like me to try and match the quality of games made by full teams in other aspects.