Alternately, just setting it up in a character creation type interaction would work, too. The game then automatically switches the sprite set, maybe by calling a variable - so MC# changes to MC01 or MC02 depending on the player's hat choice. So, for example, you go into game settings and pick what hat you want to wear. The main thing I'm hoping to implement in Shanty is the ability to change the sprite set for a character based on the player's choices of options. It makes games on Cloudnovel currently borderline unplayable for me. I know this sounds like such a minor thing, but the sheer tedium of waiting for text to finish appearing would drive me mad when testing a game and looking for any typos. At the moment this is the biggest barrier to me wanting to play around in Cloudnovel. The horizontal text reveal is so slow, I hate having to click constantly just to finish reading a sentence. One thing I have to have as a player is the ability to make the text appear instantly without having to wait. The fact that Cloudnovel scales so easily is definitely a selling point. I'm doing the game in 1080x1920 resolution, but I'm a bit worried with the advent of retina displays and similar screen dpi, will 1080 be enough? I'm on a Surface Studio myself, so I'm working with 4500x3000 resolution, and my own game only occupies a portion of my screen. You've also already got easy scaling, which is important. You added downloadability! That was a crucial addition. Sonya wrote:[Hey there, if I can ask what are you interested in having in terms of CloudNovel handling the capabilities of your visual novel? If you can tell me now the faster I can work on it to add it to our website!
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