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jsfehler

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A member registered Dec 08, 2018 · View creator page →

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Off the top of my head, nothing in that project used python 2.7 exclusive code and pygame_sdl2 hasn't removed any functionality. I'm also able to run the pure python implementation inside Ren'Py 8, although I haven't tested the others. If you're trying to compile the code using cython 3 it's probably not going to work inside Ren'Py. Ren'py currently uses an old version of cython and you have to build against their target cython version. However, I haven't tried building cython code that's compatible with Ren'Py 8 so I can't say for sure. I can't give you any other advice without seeing the code you've modified and/or what you're trying to do to compile the code. Please open an issue in that project's github project with more information.

Thanks for the kind words. Version 1.3.0 takes the UI a little bit further, but it's still not where I want it.

Entroponaut is just the GUI. The PDF reader and SATA-specific parts are separate. 


I'll make the SATA project available at some point in the future. The PDF reader is a bit hacky and not as generic as I'd like it to be, but making a 100% generic PDF reader inside Ren'Py is more or less impossible. It needs to be cleaned up a bit before I release it. I'd rather have read from the EPUB document but Ren'Py's customized build of Python made that enough of a headache that it wasn't worth the time at the time.


Also, I won't distribute it with the PDF of the fan translation so you'll still need to find that yourself.

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The width is set to 30% of the screen. This mimics Disco Elysium's GUI and makes sense for games where visual information is presented on the left. Changing the position and/or size is a trivial style adjustment for the project which requires it. The included displayable used by the NVL window's background is designed to scale without issue. Of course, if you replace it with your own then sizing it correctly becomes your problem.

Thanks for trying it out. Save points are the winged statues, and I'll add a tooltip at save points in a future build.

The answer to that depends on how litigious Steve Purcell is.

Hey, found some bugs for you.

1 - I was unable to exit the options menu or load game menu when entered from the main menu. Clicking the "back" button had no effect. This soft-locks the game. This does not occur when the options menu is entered during play.


2 - Quitting to title shows a different main menu.

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Hey, thanks for the feedback.

Regarding the interface, our original idea had this big interactive area you could walk around, but having a menu makes things a lot easier for replays. The only thing I'd really change is replacing the vertical text buttons with custom icon buttons for each action, but that's just part of making the UI pretty in general.

The heroes' description changing based on your actions is indeed non-functional at this point. One of the bigger challenges is figuring out how to change the heroes based on your choices. The most functional system I can imagine is a limited number of outcomes for each villain, with multiple paths to them. For the heroes, having 4 of them means there's a lot of combinations possible. The story events would have to be dictated by which hero is the party leader. Even with that system, by having every action modify/mutate stats and skills is small ways, every playthrough would be at least somewhat different from the last, without needing hundreds of villain/hero combinations.

The battles are definitely tricky to maintain interest in, which is why I'd consider giving the player control over their villain. If there were more benefits to multiple playthroughs, I think it would justify itself.