Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Thank you for letting me know about this! I just published an update that adds the word counts from choices.

(3 edits) (+1)

Thanks, for O2A2 the trick is to alternate between define wordcounter_menu_is_character = False and define wordcounter_menu_is_character = True to define the lower/upper boundary of your character counts, which vary depending on the amount of repetition between choice text and actual text (character/narrator tends to repeat the choices).

To go further I turned choice text into a variable that I injected in both choice text and actual text below using “[variable injection syntax]”. This way I can keep using define wordcounter_menu_is_character = True and it gives me the proper count of unique words!

It’s complicated to do and mostly useful for O2A2, plus it may be annoying for translators, but it works! It still has some benefits: no risk of messing changing a choice text and forgetting to update the corresponding dialogue/narration text, and you can still _(“localize”) the variable string so localizers can work translate them only once!

EDIT: oops, no, it doesn’t work as Word Counter+ will count text inside string variables as 1 word per variable, so the count will be too optimistic. Better manually remove the few redundant words if you’re really near 1k words…