WOAH THERE ALMOST FORGOT ABOUT THIS PLACE
ANYWAY
REMEMBER *FREAKIN AGES AGO* WHEN I MENTIONED THAT I WAS WORKIN ON SOMETHIN' WITH MNO?!?!? YEAH, THATS TOTES HAPPENING NOW AND YOU CAN (not) EXPECT IT SOME TIME SOON. IT CURRENTLY STANDS AT 14 FRAMES AND IN MY ESTIMATE PROBABLY ABOUT A QUARTER OR SO OF THE WAY DONE. TAKING A WHILE BECAUSE I'M A PROCRASTINATING SHIT WHO CAN'T GET UP OFF THEIR ARSE TO MAKE VIDDY.
SCREENSHOT IS A TEASER IMAGE FOR IT, WE DONT HAVE A NAME FOR THE GAME JUUUUST YET. IT WILL FEATURE AT LEAST ONE CHARACTER YOU SHOULD BE FAMILIAR WITH IF YOU HAVE PLAYED MNO'S GAMES BEFOREHAND.
also im looking into various neat obscure-ish game engine type shits to look at and go oooooo but i wont ever learn them because hahha procrastination
im still most active on twitter: username is arienne_v
pce boiz
I've devised a way to convert game transcripts exported from Gargoyle (using the "script" command) directly into basic Twine games, programmatically. Here is a two-step process:
0) Open a new Twine 1 story.
1) Include this script:
var currentPassage=new Passage("Start");currentPassage.text="";var id=currentPassage.id=1;tale.get("Transcript").text.split(/\n/g).forEach(function(b){var a=b.indexOf(">");if(a===-1){currentPassage.text+=b+"\n"}else{id+=1;var c="Turn "+id;currentPassage.text+=b.slice(0,a)+"\n ''>'' [["+b.slice(a+1)+"|"+c+"]]\n";tale.passages[currentPassage.title]=currentPassage;currentPassage=new Passage(c);currentPassage.id=id;currentPassage.text=""}});currentPassage.text=currentPassage.text.trim()||"<<set window.close()>>";tale.passages[currentPassage.title]=currentPassage;Wikifier.formatters.forEach(function(a){if(a.name=="list"){a.match="^(?!.)(?=.)"}});
2) Paste the entire transcript, from beginning to end, into a passage named "Transcript".
When you run the game, the Start passage and all other passages will be replaced with passages derived from the transcript. Each passage will only have 1 command.
Limitations:
* This assumes that the ">" character is only used for player commands throughout the entire story - and it also assumes that all player commands end in a line break. If these aren't the case, there'll be trouble.
* If the transcript contains other text structures which correspond to Twine syntax, those may unwittingly activate. This script removes one fairly common occurrence - HTML bullet points denoted by * - but leaves the others present.
Suggestions:
* Play in the Jonah format (and optionally remove the title using CSS).
* Use basic CSS to make the links larger (similar to how MS Paint Adventures displays its page links).
FAQ:
Q: Is this Lighan ses Lion compliant???
A: Naturally!
So yeah, it's almost been an entire year of me working on this game (not consistently, but off and on working on this game) and the end feels very far away. My goal of this game was originally to make a game in a week which happened, but it kept getting more and more complicated and more and more a representation of real life in a way which makes it very difficult to work on. I want to have more than GTA/Final Fantasy/Legend of Zelda level of attention to detail in this sort of narrative and exploration driven action adventure game.
The game takes place in my home town and in my neighborhood and surrounding areas and you can explore every house and business. I feel like I should have a lot of modular areas, but I'm not letting myself do that.
Yeah, so what do you think of these screenshots? and how would you go about making this game? and have you ever worked on a game for this long or with the level of detail that this game has?
I feel like most games with this level of scale made by one person never get finished.
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I've been making games on my own consistently for a little over a year now. I used to make games with friends in high school and middle school, but I never finished anything until I started working on my own. I have always wanted to make video games for as long as I can remember, but through the years my confidence in abilities have kept me from actually perusing my goals. I partially never made games because of this stigma where I thought the games I made had to have a specific level of quality or something, it was a fear of not knowing how to program at all and being intimidated by coding languages and different software. This fear is a different fear that I think some of the friends that I worked on games with had. Most of them did not want to waste time working on games if they didn't get some sort of reward after like being able to sell the game or have some sort of wide recognition for making the game. I have always felt that because there are so many people in the world and on the internet that do or make anything (and a lot of those who make games) that expecting recognition is an almost futile effort and an effort that is earned in plenty of failure like any other activity that humans do.
Anyways, since I started using GM and KnP and MMF2 my life has improved in the way that now I am making video games and that part of my life has been fulfilled to some extent, however I have learned just making games is not enough in a way. I have come across different obstacles like, "I want to be making games basically all the time instead of just in my free time but not work in the games industry", "I want to make very large scale games, but I feel like I don't have the time to do so", "I don't know how to really program very much", and "I would like to make games, but not sell them".
My questions to you is what do you do for a living and would you ever want to work in the games industry, and if you don't why?
I'm starting to work on a new game. My ultimate goal is to have a bunch of (hopefully) procedurally generated motored mobiles that race. I want to create a 3d environment where you can walk around, place bets on the mobiles and watch the races from a viewing area. It's really ambitious for me, so I'm going to try and just make smaller pieces of it. Eventually I may get enough experience making the pieces that I can make the game as I envision it, but until then I'm just going to kinda prototype it in smaller modular games. First, I'm using Unity's physics stuff to make the mobiles. I'm not familiar with hinge-joints and motors, but I'll get there by just trying to make some of these.
Here's what I've managed this morning:
https://edge.vncdn.co/vine/videos/ACCA86E6351121504768192618496_2aae047cdaf.0.2.11528573440603617092.mp4
Waiting in the Rain is a short (about five screens or so) Knytt Story based on a song by Lee Rosevere called Waiting in the Rain. It's about getting to a friend's place in time for dinner, and also the friendship between two women. I hope you like it.
I usually have trouble expressing my feelings in text form (e.g. on current events).
And that is where the photoshopping skills come in..
Tommorrow the collab will start, but i'm gonna show you what the story will be for the collab...
The main character is revealed to be Rick...
And here's the story:
Rick is one boy who lives behind a small house, but when he gets on his pc, he is warped on the world of internet full of strange and wacky realms by a unknown demon who claims to control the internet and dares him to find him by escaping all of the internet's worlds and reach to him to claim the prize. Will Rick get through the world of internet and find him?