How about to make Function/Global Function in the game? Like in some Visual Novel engine we can look scene in other scene: show_scene Or maybe like standart functions
* show_scene - like a standart scene but we don't need to go to here
Just for example:
* show_scene ("MainProtagonist",10,0)
or like random event to meet some NPC on the street
I have some more ideas: 1) Is it possible to change player name and write this name in any text message? 2) Is it possible to save scene name in string and go to special scene like: * goto_scene MySavedName_Variable * goto_scene "test"+Integer_Variable * goto_scene "test"+String_Variable PS Just for example I wanna to make Battle Scene (goto_scene BattleScene) in random scenes and return to current scene after battle
2) Implementing computed labels won't be feasible because it is a static language, but a closely related solution would be to implement support for functions: https://github.com/haroldo-ok/choice4genesis/issues/49 When implemented, you would be able to call a function that does something and after the function finishes, it would resume execution from the point where it was called.
Yay! Amazing! Thank You so much! *__* PS I think, with timer and check key buttons scripts I can made with this engine not only a novel but a simple QTE fighting with RPG elements)
Looks cool! Sega Genesis is my favorite console. PS It's sad there's no Bitsy or Mosi features: 1) Is it possible to change text border? A black border not so cool. 2) Is it possible to hide text border when I don't want to use it? 3) Is it possible to check gamepad buttons and move some sprites by buttons? 4) Is it possible to make game loop? To make a sandbox visual novel? Just for example:
2) Is it possible to hide text border when I don't want to use it?
That's already possible with the "font" command: any pixels of the loaded font that happen to use color index 0 will be treated as fully transparent pixels.
3) Is it possible to check gamepad buttons and move some sprites by buttons?
Not currently; it should implement support for sprites in the future, but having the sprites being fully controllable is a bit out of scope for this humble VN engine. Of course, if I ever implement a full RPG engine in the future, it would probably have this feature. As for similar retro engines with this capability:
One of my own tools, "Bitsy Converter", with the "libCV" option selected, can generate C files from Bitsy scripts, even though, currently, it does not generate Sega Genesis-compatible code: https://haroldo-ok.itch.io/bitsy-converter
The source code for the Mojon Twins' "Mega Cheril Perils" also includes all the tools that they used for making it, including the map editors, the image converters and so on: https://github.com/mojontwins/Mega_Perils
4) Is it possible to make game loop? To make a sandbox visual novel?
Yes, you can already do that by using the "goto_scene" command to jump to a different scene; you can use to freely go back and forth between different scenes.
>>Not currently; it should implement support for sprites in the future, but having the sprites being fully controllable is a bit out of scope for this humble VN engine
Okay! How about check buttons for quick choices? Just for example: A - attack B - block C - run Up,Down,Left,Right - skills
Thanks for the review! For now, it won't work for GG games, but it should be possible to adapt it, since it is mostly generating C code. Maybe in the future..
Until then, one possible alternative would be to use twee2sam, since the Game Gear can run Master System games.
Yeah, I haven't actually worked out how to use twee2sam. Then again, a lot of basic coding eludes me since I overthink a lot of simple stuff. My biggest hurdle is trying to figure out where to put certain coding lines.
For example: where do I put the code for making a character move and where do I out the coding for how to interact? Does it matter? If so, how much?
Speaking of twee2sam, I hope you'll revive that project in the near future. The latest Twine update allows for exporting to Twee code now with one click apparently. Yay.
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What a fun tool this is, thanks haroldo.
It was cool to make a sega game with it.
Thanks! I'm glad that the tool is useful. :)
How about to make Function/Global Function in the game?
Like in some Visual Novel engine we can look scene in other scene: show_scene
Or maybe like standart functions
* show_scene - like a standart scene but we don't need to go to here
Just for example:
or like random event to meet some NPC on the street
Hello!
There is an open issue over that: https://github.com/haroldo-ok/choice4genesis/issues/49
It should be implemented someday.
I have some more ideas:
1) Is it possible to change player name and write this name in any text message?
2) Is it possible to save scene name in string and go to special scene like:
* goto_scene MySavedName_Variable
* goto_scene "test"+Integer_Variable
* goto_scene "test"+String_Variable
PS Just for example I wanna to make Battle Scene (goto_scene BattleScene) in random scenes and return to current scene after battle
Hello!
1) Currently, that's not implemented, but it's a good idea: https://github.com/haroldo-ok/choice4genesis/issues/109
2) Implementing computed labels won't be feasible because it is a static language, but a closely related solution would be to implement support for functions: https://github.com/haroldo-ok/choice4genesis/issues/49 When implemented, you would be able to call a function that does something and after the function finishes, it would resume execution from the point where it was called.
Yay! Amazing! Thank You so much! *__*
PS I think, with timer and check key buttons scripts I can made with this engine not only a novel but a simple QTE fighting with RPG elements)
Looks cool! Sega Genesis is my favorite console.
PS It's sad there's no Bitsy or Mosi features:
1) Is it possible to change text border? A black border not so cool.
2) Is it possible to hide text border when I don't want to use it?
3) Is it possible to check gamepad buttons and move some sprites by buttons?
4) Is it possible to make game loop? To make a sandbox visual novel?
Just for example:
Hello! Thanks for your interest; about your questions:
1) Is it possible to change text border? A black border not so cool.
Currently, no, but it should be implemented in the future, as per those two open issues:
2) Is it possible to hide text border when I don't want to use it?
That's already possible with the "font" command: any pixels of the loaded font that happen to use color index 0 will be treated as fully transparent pixels.
3) Is it possible to check gamepad buttons and move some sprites by buttons?
Not currently; it should implement support for sprites in the future, but having the sprites being fully controllable is a bit out of scope for this humble VN engine. Of course, if I ever implement a full RPG engine in the future, it would probably have this feature. As for similar retro engines with this capability:
4) Is it possible to make game loop? To make a sandbox visual novel?
Yes, you can already do that by using the "goto_scene" command to jump to a different scene; you can use to freely go back and forth between different scenes.
Wow! Thank You so much for all answers!
>>Of course, if I ever implement a full RPG engine in the future, it would probably have this feature.
Sounds amazing! *_*
>>Not currently; it should implement support for sprites in the future, but having the sprites being fully controllable is a bit out of scope for this humble VN engine
Okay! How about check buttons for quick choices?
Just for example:
A - attack
B - block
C - run
Up,Down,Left,Right - skills
Okay, that one sounds more doable; opened issue #106:
https://github.com/haroldo-ok/choice4genesis/issues/106
Wow! Thanks! :3
Mega Drive/Genesis is so hot right now on the indie & home brew scene. Very cool of you to be creating such a tool.
Thank you! 👍
Will this work or is it possible to make this work for Game Gear games?
Regardless of the answer, it's nice to see a VM creation tool for the Genesis. Will try this soon. :)
Thanks for the review! For now, it won't work for GG games, but it should be possible to adapt it, since it is mostly generating C code. Maybe in the future..
Until then, one possible alternative would be to use twee2sam, since the Game Gear can run Master System games.
Thanks for the response!
Yeah, I haven't actually worked out how to use twee2sam. Then again, a lot of basic coding eludes me since I overthink a lot of simple stuff. My biggest hurdle is trying to figure out where to put certain coding lines.
For example: where do I put the code for making a character move and where do I out the coding for how to interact? Does it matter? If so, how much?
Stuff like that.
Speaking of twee2sam, I hope you'll revive that project in the near future. The latest Twine update allows for exporting to Twee code now with one click apparently. Yay.
Cool! I'll keep that in mind.
Wow! Just what I've been dreaming of. Can't wait to test it out.
Thanks! I hope it proves useful. 😀