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M.I.S.E (Milorad Interactive Slides Engine)

  • 17 Devlogs
  • 28 Total hours

I am building an engine that you can use to make visual novel type games like I used to do in goog’les slide’s the plan is to make a scripting language that gets interpreted by a bundled exec to make an interactive visual novel (OwO)

Ship #1 Pending review

Oh my goodness! I did it I actually put this glorious pot of spaghetti together and was able to make a (limited but) real engine!

M.I.S.E. or the Milorad Interactive Slides Engine is an engine for creating simple visual novels using a config file and slide files that contain MSC (Milorad SCript) that can point to backgrounds and images and make characters say things, allow users to make decisions about where they want the story to go all to create an effectively bad version of Ren’py, but still I MADE IT!

it was quite a journey to make this game engine whole finding and fixing so many bugs, figuring out how to parse and read files line-by-line and not read out-of-bounds and crash the game. I feel even all the little things like getting f11 fullscreen to work take a bit of troubleshooting

I’m so lucky to have a friend who can draw characters for me <3 I took the background pictures a year or so ago on my Nikon D3200 in the botanic gardens

Go try it out!

( Try project -> ) and then follow the instructions on the release to play on your OS! (or microsoft’s if you are on windows hehe >:3)

  • 17 devlogs
  • 28h
Try project → See source code →
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2h 44m 34s logged

Many more small bugfixes (and big ones) and little features just to make M.I.S.E. feel presentable and nice to play in and use. I also tried to compile for WASM but failed because of linker errors far beyond my comprehension. Luckily I was able to cross-compile for WindOwOs even though I am on linux but though was unable to make a pre-compiled version for mac because macOS demands that all apps must be apple-approved though I was able to put together some commands that can just be pasted into the terminal to run the game.

I made a release in the gitlab repo that includes the Linux and Windows pre-built execs and demo game. it also includes the terminal commands to run on macOS

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1h 10m 44s logged

Just working on bugtesting and minor fixes and feeling out how what I’ve built and trying to optimise stuff, trying to get rid of all the compiler warnings (the auto one got rid of 12) and I got rid of like 9 with the help of the godly rust compiler
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I’m also making a demo vn for the ship and I put in a bunch of nice pictures I took

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1h 30m 19s logged

I have done a lot of minor cleaning up work Like:

fixing menu spacing

correcting background scaling

and made a gitlab repository of like an hour of frikkking with git WHY IS GIT SO CONFUSING IT’S LIKE TRYING TO FIGURE OUT SEGFAULTS IN C++

yeah the menus are heaps better now initially to save time I just made left-centred text 20px from the left edge, but now I do it as a fraction of the screen’s width to make it scale with text size better

fixing background scaling was a little odd to do but I figured it out - the issue was that I was assuming the picture was a 1:1 square instead of the actual resolution of the image.

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2h 14m 32s logged

It certainly took a while but I have functional saving!

It saves the game’s state with what slide it is on and some other things too.

There was no lack of challenges making this, getting the image to save and load was one of the biggest things, figuring out when to load and save it and accounting for there not being a save there and preventing crashes took the most time

Next, I button this project up and ship it! (or get distracted)

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2h 6m logged

I’ve started working on a in-game pause menu that will allow you to quit, save and load your game I’ve also added a bunch of functions and stuff to make my code a bit cleaner it’s been quite easy doing just menu stuff just takes a while trying to line everything up nicely. I’ve also added a checkbox for fullscreen in the settings.

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2h 8m 5s logged

I procrastinated trying to get the gradients look look smoother with random noise, ended up removing it because it was drawing like 700,000 pixels with RNG and made the menu run at like 3 - 10 fps lol.

I also added a credits part of the main menu that reads out of ./data/credits.txt and displays the credits on screen, the slider from the last devlog has competition now!

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1h 48m 31s logged

I now have made text appear on screen like it’s being printed out, making that really threw up a fight because of newlines taking up two characters in an array and only listing as one (I think) that has lead to me counting every \n in the text and compansating for it.

I have made a settings menu for setting the text speed with the world’s worst slider

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