Tag Archives: screenshot

Poison Sweet: new logo, screenshots and how the game works

27 Apr

Lately I’ve been working on re-inventing Poison Sweet’s image.  I was dissatisfied with the UI, so I decided to change it (easier said than done). While I was at it, I tried coming up with a logo for it. I’m not very good at creating logos, as you may have noticed from my previous games, but I tried, okay?!

logo

I also thought I’d give you a sneak peek at the new UI

I am in love with that texture in the background. I got it here. This site has some really pretty and free textures, so I thought I’d share. ^_^

screenshot0011

Save menu with a delete button. Le gasp!

screenshot0012

Ignore the random numbers at the top, they’re secret information. lol
***and make that “leave”

The background still isn’t final, but I like its overall look.

I’m still debating what to do with the “poison/sweet bar” (the top right bar, that’s what I like to call it. hehe). It’s basically a classic love points bar, but it’s influenced by more than just interactions with Ayrius. It can be changed by the MC’s reaction to certain pieces of information or events.

For four weeks until the wedding, from Monday to Friday, you can choose a place in the castle to spend your time: the library, dining hall, kitchen, gardens, your own room and eventually a nearby town and -hee hee- Ayrius’s chamber. Is that Ayrius’ or Ayrius’s ? Gah, I’m never naming my characters names ending with s again! So anyway, these places are where events can happen, but even just visiting some of these places will grant or withdraw a point.  This is why I think the p/s  bar is necessary and shouldn’t be kept as a cheat like in Summer found me.

The problem is, do I want to display it from the start? I’m thinking the second playthrough is better, since it might ruin immersion and all that. Personally I like to pick choices as I would in real life on the first  try, so the poison/sweet bar might hinder that. Maybe I could even make a hide button, for people who want to try their luck on their own? What do you think?

If you’re thinking the bar makes the game too easy, let me tell you something… you can’t go back on your choices in this game! I’ve decided I want to be evil. Muahaha. To be fair, you CAN rollback if you’ve just clicked on a choice, since the points are usually added after the conversation/event is over, so if you click by mistake, you can try again.

So if on working days you pick your destination, what about the weekends?  Well, you get one ‘date’ with Ayrius each weekend, with a total of four dates. By date I mean he takes you to some random place, without you having any say in it. >.> Dude needs to work on his manners. Yup, I just pinned the blame on an imaginary character, deal with it.

The different endings I have planned will not only be unlocked by the p/s bar, because that would be too easy to code (*sigh*), but by discovering secret shtuff and building relationships with other characters, mainly Helena (the cook), Leonore (Ember’s friend), and another secret(?) character. There will be sad endings, so get your tissues ready.

Of course, everything I’ve written here is subject to change, cause that’s how I roll.

Gallery

Poison Sweet

1 Dec

I promised you something, and here it is. I’m not giving up on Crypto, I just felt really inspired by a dream I had. In 10 days I made more than double the progress Crypto had in a month. The plot isn’t nearly as complicated which is why I feel I can just place the characters in a scene and the scene almost writes itself.

“Poison sweet” is going to be another gxb game, but with only one love interest it should be short[er], and will allow you to play Ember’s story. I promise it will have more of a story than Summer found me had, even if it’s more fantasy/fairy tail-y. It has a sort of activity planner ( just pick the place you want to go each day). Hopefully this way it’ll be more of a game and will have more replay value.

I won’t be drawing the backgrounds which should cut production time by a lot. GUI is pretty much done, including the castle map (aka activity planner).  As for event CGs… I’m not sure I’ll make any. I was thinking maybe if anyone likes the game enough, they might volunteer to make some CGs? I just don’t feel confident enough in my drawing skills (especially poses).

Word count at the moment: 11,737 words.

I picked the following screenshots because I thought they summed up the relationship between the characters best. ^^

Any first impressions?

screenshot0027screenshot0032

My late Ren’py update

17 Nov

I updated to Ren’py 6.14.1 today. I had 6.13.something before. I didn’t even know there was a new version until I looked for answers to some coding problem I had. I found the answer and when it didn’t work I realised it was because I hadn’t upgraded Ren’py.

The launcher looks great and I looove the new features.  I switched to the new editor as well. Editra is pretty cool and has spellcheck which is awesome.  I also changed the enviroment colors, for example the background to a nice dark blue that’s easier on the eyes then the stark white it was before.

One thing that bothers me is that it doesn’t seem to auto-indent (on pressing enter) like jEdit did, nor does it have the Ctrl + I thing that automatically indented a chunk of code. (unless I’m missing it?). These aren’t big problems though and I’m willing to live with them.

Other than that, I wrote today. I reached 4500 words which is not a lot, but it’s progress. I wrote the first encounters between MC and some of the other chars: Casper, Finn and Alba. They were pretty fun to write, I feel like I’m getting a better handle on their personality. I try really hard not to make Alba a total b with an itch. I want her to have redeeming qualities and not be just another one-dimensional stuck-up mean girl.

Also, I started using placeholders for the characters. They don’t have color or emotion, but they help me visualize the story. ^_^

I’m still debating Crypto’s functionality. Right now it’s made in a way that the player can go in, check what’s new or not. That’s not gonna fly though. Some things are optional (like all the random threads people write), but some should definitely be read to further the story. On the other hand, if I force the player to click through everything, why even give them the option to click? Same goes for 1-on-1 conversations. These should go in the private tab of the Crypto menu. Say MC receives a new IM that she absolutely has to read in order to further the story, do I force the NVL dialogue to pop up or just pause the game until the player goes to click on the conversation? I’m sure there’s a perfect way to handle it, I just have to find it.

In happier news I managed to make clicking on a thread work. I now opens it up and shows the replies. Woot!

Random screenshot:

MC tries to avoid Finn by hiding in a crowd of people, Assassin’s creed style. She ends up falling on her ass in front of everyone.

***********************************************************

Statistics of the day:

The game contains 418 screens of dialogue.
These screens contain a total of 4,492 words,
for an average of 10.7 words per screen.
The game contains 1 menus.

Random name FTW

11 Nov

So, I originally had a fixed screen name for the character to take.  The narrator would say that there are randomly generated but the others were silly so MC was forced to go with the only good one. Then I thought, why not actually generate random screen names for the player to choose? I already had a system for it anyway (word1+word2, complicated, I know). So that’s what I did. Using two arrays of words that would more or less work together I generate the names and the players chooses one of three.  There are over 2000 combinations. Sometimes the names are silly, but nothing you won’t find online.

Today I also wrote the first dialogue between MC and Hollow (who is Hollow? let’s just say he’s the antagonist of the story). It’s not set in stone, but I kind of liked the tone of the conversation.

I’m still not sure about the coding. I’m doing it NVL style for now (same as with Summer). I think it’s the best way, I just wish I could make the damn thing scroll like a real chat box. I tried using viewport but no dice. Oh well, you win some, you lose some.

Let’s show some pics!

I’m not sure about the thoughts apearing in the chatbox. There’s no sideimage so I think I need to show some reaction from MC somehow. On the other hand I fear some people might see it as jarring. Arrrgh! What do I do?

***********************************************************

Statistics of the day:

The game contains 244 screens of dialogue.
These screens contain a total of 2,600 words,
for an average of 10.7 words per screen.

 

Custom screens are more fun than writing

1 Nov

Even when I first started thinking about CryptoHaven (the game) it was always a given that there will be an actual interface to mimick CryptoHaven’s (the program) functionality. Not once did I think “If you decide to make this game YOU will have to program that.” Nope. Well it finally hit me.

I tried writing the part where Mia first uses Crypto, but without the actual interface it seems impossible to get into the mood, so I guess until I create it, I’m stuck.

I think my way of mimicking a forum is pretty stupid, but hey, it works. So far I can only list the topics, views and creator and I made the titles into buttons. It doesn’t link to anything as I’ve yet to figure out how to do the next part (the actual forum posts).

Image

Yeah, anarchy! Go WhiteCrow!

Ain’t that the truth.