various screenshots :) most of the work i’ve done has been on the engine and artworks. these are a few screenshots (not in order) of the opening cutscene, and the main menu
various screenshots :) most of the work i’ve done has been on the engine and artworks. these are a few screenshots (not in order) of the opening cutscene, and the main menu
Spent ages getting a typewriter effect working, and added some sfx, composed a song, and here we are :D we have the intro (the first dark bit) and then the test dialogue afterwards (yes, i know the choice boxes are super janky, that’s the next thing im fixing). and yeah our main character is super angsty and not very nice but she has her reasons i promise you
normally you probably would not hear the whole song because that beginning blurb is pretty short, but it also plays later on
Finished the webos, have a look at a couple entries in the new app :D
got an app working :D huzzah
Working on the WebOS mission :D I really like space n stuff and considering the theme of this hackclub, I thought it was fitting lol. I just got the window to be draggable :D both images in this screenshot are from NASA’s site btw! lots of cool photos on there
Lots of changes have happened since I last devlogged! I fixed the physics, added GUI, collectables, level hazards, changed the background (via prerendered models I made in Blockbench and then rendered in Blender), and extended the map and made it so the camera follows the player. Also, made it so collectables/level stuff spawn via placing them in Tiled instead of me just having to manually input coordinates. Next up, enemies and CPU follower! :D
finally got wakatime to recognize my project… after it was mostly done lol. anyways. :D it has been completed yay. i can’t really screenshot the whole website so like have this small chunk then??
after like… forever… of trying to get this freaking map to scale properly… i finally got it. oh my gosh.
it was literally one argument i had gotten wrong. literally ONE oh my gosh. end me /silly
also ignore the fact the player is suctioned to the upper screen, i am sTILL trying to fix physics.
Finished the Splash Screen Creator section of the program! Had some troubles but it turned out okay in the end! >:D Here is some screenshots of the program. I can’t really like get it in action without showing literally aLL of my files, though, because it’s mainly for converting them.
Got the badge maker fully working! It’s a bit simple, really just an instruction manual that can also split images in 64x64 chunks, but hey, it works! It has a help menu, allows you to input the export name, and asks you for a file to import. It splits the image into 64 x 64 chunks, and saves it to a folder within the Output folder named after your chosen export name, which files named after the pattern [exportname]_[entry number]. Next up is the splash screen maker… which i am more nervous about lol
Got the window done and drew a few buttons (not pictured), and coded the .bin converter :)
it has a fancy shmancy background. pay no attention to how long this has taken me T-T i am slow
Fixed the dialogue boxes! Probably won’t get much done this upcoming week, though, I’m on vacationnnnn to the beachhhh~ yay!
Fancy shmancy text wrapping for now, wow. I did a little bit on the platformer section, but the tilesets hate me right now I fear.
Finally finished the desktop integration stuff, and put it into the actual main file. It works! More or less- the platformer segment is a little broken, but that’s from the physics screwing up and not the new screen stuff. I plan on fixing it up next time, probably later on tonight or tomorrow, because I’ve been coding for a while already and am getting a bit tired lol
Here’s a screenshot of the visual novel segment of the game (The textboxes are going to be slightly reworked, because right now they can’t fit much text at all.)
Menu screen is more or less complete! This is still in the alternate file I made for modifications that lacks any actual interactibility, but once I get everything sorted, I’ll replace a lot of the code for the visuals in the main project folder with the stuff in here. Also, the menu animates now! Though, of course, you can’t see it in a screenshot lol
So, originally, Mahou Shoujo Sakura San (As the full title is called) was being made for a different console than PC. However, I really wanted to get the game actually. working. And there were some annoying technical difficulties getting in the way! So, now I’m making a desktop port, and I just copied its files to a secondary location for whenever I want to continue with the console version.
Then I realized, ah frick, if I’m going to make a desktop port, I now have to account for window sizing and generally changing up how it’s displayed, since the PC displays differently than the game’s original console. So I made a THIRD copy (albeit extremely stripped down, containing just the .vscode with the launch.json, all the image files, and an extremely barebones main.lua that basically just loads the files) and got to it.
Lo and behold! A resizable main menu screen! Missing its buttons and not animated, but you know what, I’ll take what I can get for now! ^^
(Yes the border is annoying, I know. However, I realllly don’t want to stretch the images too horribly. I’ll make it look nice, I promise!)
Finally managed to get VSCode to work with Love2d, holy cow that was. weirdly difficult. or maybe im slow lol