I'm having trouble getting text fonts to change between scenes for Android, and making different text fonts for different characters dialogues, i don't exactly know what to do, it works for a few seconds after I hit play but then it'll suddenly revert to the default font i set... sorry for the confusing wording, I'm brand new and your tutorials aren't the best at explaining on how to do things, no offense...
Thanks replying and being interested. But, it seems the engine has some issues within the main coding causing the passages to lag and freeze the entire engine. Once i fixed this issue, if i can, as i lack the knowledge of finding the exact cause which is causing this bug.
Hello again! I wonder if it's possible to access the go to block inside javascript? I'm thinking of an interface button that leads you to specific scene according to some variables. While using choice is probably close enough to this, I'd like to keep it clean and only use choice when necessary, mostly because I'm planning to use the generated dialogue script with another engine for an experimental project of mine ^^
Hello. I may have run into a problem with Tuesday's zip archive creation.
I tried to add music to a test game. However, when I package the project into a zip archive for play testing, the resulting game does not have music. When the zip archive is created, the .mp3 file name extension is stripped away from the names of the game's music files. The file name extension must be manually added back to the music files.
I use the Android version of Tuesday, on a laptop that runs on ChromeOS. Is this supposed to happen? Has anybody else experienced this problem?
Hi, here are some questions I'd like to have an answer.
1. Know how to fully customize a dialogue board? I have my board drawn but I cannot change it for the one already done for the program.
2. know how you could vary between dialogues? try to use variants and their values but it didn't help me much.
3. customize the options. Someone knows how to do that? the only solution I had is to put a picture behind the options but it was very ugly when exporting it.
That's it for now, the truth is very good the engine and I'm doing Spanish-speaking tutorials about the engine. Also doing my own game and I want it to look good.
It serves me, I use it, but I mean there's a slight change of dialogue after making several decisions before.
The idea is that I want the character to be able to react as many times as they have been badly answered.
For example:
If it's once serious "oh, you don't seem to like it" and if you're done several times say "oh, you don't seem to like it yet" alternates the dialogue through how many times we treat it with indifference to the character.
I hope my doubt is understood, the translator can misinterpret some words from Spanish to English.
Perhaps I misunderstood you again, but what you described sounds like an element of "Legacy choice". this It allows you to change history branches based on values from variables.
Each element in the scene has a setting called "Display conditions" - an additional setting of conditions for showing or hiding an object in the scene relative to the values in the variables.
Puedes agregar videos, pero el audio no se incluirá. Deberá agregar el audio como un archivo separado.
El juego se puede publicar en itch.io.
No hay forma de crear peleas estilo RPG con conocimientos básicos de cómo utilizar el motor de novela visual. Probablemente necesites saber cómo escribir el código para una batalla y luego agregarlo al bloque de historia donde quieres que se lleve a cabo la pelea. No puedo ayudarte con esto porque no sé codificar.
Lo siento si mi español es difícil de entender. Estoy usando el Traductor de Google.
Hi, I would really appreciate assistance with one last thing.
What I intend to do is set up a token system where, if a player has read through a certain piece of dialogue or said yes to something, a token is set to "true". In other parts of the game, if the token is detected to be "true", a new button will appear. This is so that the player has to unlock the next chapter before reading it, or to add a new item to the character's inventory.
I've managed to do this before in the Quest game engine. Here is a photo of the script I used to do this.
Here is a copy of the script from the Quest game engine:
I tried to use basic HTML in the text editor, but it sanitizes the input and strips away the characters I use. In other words, it gets rid of the "<" and ">" characters, and my code won't work without them. Is there a way for me to stop the text editor from stripping away the "<" and ">"?
Hi! I admire your persistence in finding a solution to this problem.
It so happened that standard html tags do not work for several reasons, such as text animation and custom tags (variables and ruby), but the most important thing is that people who are not familiar with HTML do not break their project by using special characters in the text.
Despite this, I found a way to partially solve this problem. you can add the necessary tags to format the text in variables
It will look like this:
By adding the tag name as a variable name without brackets and their value with brackets (there is an option to add a style right away), you can use them in the text as regular HTML tags (without attributes like style, align and class).
I'm not sure how well this will work since the engine is not designed for this type of use.
I can't thank you enough!!! It was very important to me that I could make each character's name their colour! After some tweaking with the code you gave me, I even managed to make custom HTML tags for each character! I made this small test with the variables I made! Thank you very very much!!!!! I'm really happy with this!
Hi, I need some help. I wanted to see if I could use HTML to bold, italicize, underline, and have different text colours in one text box.
This is what my code looks like inside of the block.
This is what the code looks like inside of the text editor.
This is the code I put into the scene's HTML reader.
This is the preview for the scene, as seen from within the scene editor. The text looks as intended.
However, when I run the actual code in the block, this is what it looks like.
Please keep in mind, the code used to bold, underline, italicize, and change text colour is the only experience I have with HTML. I'm not sure what I'm doing wrong.
necesitas crear una carpeta y luego colocar todas las imágenes de tu VN (fondos, personajes, etc.) en esa carpeta. esa es su "carpeta de trabajo". (Mantengo mi "carpeta de trabajo" en mi Google Drive, pero lo más probable es que las carpetas de Microsoft o de su teléfono también funcionen). Cuando el programa le pide que seleccione su "carpeta de trabajo", debe seleccionarla, que se cargará. todo, desde la carpeta hasta el sitio web. Además, cuando desee guardar el progreso en su VN, el sitio web creará un "archivo .JSON" para usted. deberá colocar este "archivo .JSON" en su "carpeta de trabajo", para poder acceder a su VN la próxima vez que desee agregarlo. Si hay más de un "archivo .JSON" en su "carpeta de trabajo", el programa le preguntará en qué "archivo .JSON" desea trabajar. Estoy usando el traductor de Google, así que lo siento si no pude explicarlo muy bien.
Hi!! I wanted to ask if there was a way to assign different textboxes to different characters? I also wanted to know if there is a way to make a save menu with multiple save files.
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Hi! Great project! Does this use RenPy under the hood. It looks like RenPy...
I'm having trouble getting text fonts to change between scenes for Android, and making different text fonts for different characters dialogues, i don't exactly know what to do, it works for a few seconds after I hit play but then it'll suddenly revert to the default font i set... sorry for the confusing wording, I'm brand new and your tutorials aren't the best at explaining on how to do things, no offense...
Can I make it on german too?
yes, of course
here are the instructions: https://kirilllive.github.io/tuesday-js/doc_editor.html#tuesday_js_translate
I'm from germany, and translate it in other languages. Besides, it should be added here as an engine ;)
How do I download this on Android?
https://kirilllive.github.io/tuesday-js/#en
or
https://github.com/Kirilllive/tuesday-js/releases
check out this new tool for the engine!
Is anyone willing to test out a prototype of a visual engine i am working on. i need testers and feedback. please comment if anyone is interested
Yes, interesting
Thanks replying and being interested. But, it seems the engine has some issues within the main coding causing the passages to lag and freeze the entire engine. Once i fixed this issue, if i can, as i lack the knowledge of finding the exact cause which is causing this bug.
Hello again! I wonder if it's possible to access the go to block inside javascript? I'm thinking of an interface button that leads you to specific scene according to some variables. While using choice is probably close enough to this, I'd like to keep it clean and only use choice when necessary, mostly because I'm planning to use the generated dialogue script with another engine for an experimental project of mine ^^
Thank you, and have a nice day!
yes
go_to("block_name") - Go to an specified history block by specifying its name in the block_name parameter.
Hello. I may have run into a problem with Tuesday's zip archive creation.
I tried to add music to a test game. However, when I package the project into a zip archive for play testing, the resulting game does not have music. When the zip archive is created, the .mp3 file name extension is stripped away from the names of the game's music files. The file name extension must be manually added back to the music files.
I use the Android version of Tuesday, on a laptop that runs on ChromeOS. Is this supposed to happen? Has anybody else experienced this problem?
Thank you for reporting this bug. It will be fixed in a future version.
Thank you :D
Hi, here are some questions I'd like to have an answer.
1. Know how to fully customize a dialogue board? I have my board drawn but I cannot change it for the one already done for the program.
2. know how you could vary between dialogues? try to use variants and their values but it didn't help me much.
3. customize the options. Someone knows how to do that? the only solution I had is to put a picture behind the options but it was very ugly when exporting it.
That's it for now, the truth is very good the engine and I'm doing Spanish-speaking tutorials about the engine. Also doing my own game and I want it to look good.
I think you will find the answers to these questions here:
Step 11 : Launch scene edit
https://kirilllive.github.io/tuesday-js/doc_editor.html#quick_tutorial_es
It serves me, I use it, but I mean there's a slight change of dialogue after making several decisions before.
The idea is that I want the character to be able to react as many times as they have been badly answered.
For example:
If it's once serious "oh, you don't seem to like it" and if you're done several times say "oh, you don't seem to like it yet" alternates the dialogue through how many times we treat it with indifference to the character.
I hope my doubt is understood, the translator can misinterpret some words from Spanish to English.
Perhaps I misunderstood you again, but what you described sounds like an element of "Legacy choice". this It allows you to change history branches based on values from variables.
doc: https://kirilllive.github.io/tuesday-js/doc_editor.html#legacy_choice
example: https://github.com/Kirilllive/tuesday-js/blob/master/example/example_quiz_or_tes...
Each element in the scene has a setting called "Display conditions" - an additional setting of conditions for showing or hiding an object in the scene relative to the values in the variables.
doc: https://kirilllive.github.io/tuesday-js/doc_editor.html#unlocked_content
example: https://github.com/Kirilllive/tuesday-js/blob/master/example/example_unlocked_co...
Thank you so much for this!
I'm making my first game with this!
It's very easy to use so i would recommend for beginners
Se pueden agregar cinematicas o videos?
se puede publicar el juego creado en otras plataformas como itchi.o?
Se pueden agregar peleas rpg tipo omori o mother?
Puedes agregar videos, pero el audio no se incluirá. Deberá agregar el audio como un archivo separado.
El juego se puede publicar en itch.io.
No hay forma de crear peleas estilo RPG con conocimientos básicos de cómo utilizar el motor de novela visual. Probablemente necesites saber cómo escribir el código para una batalla y luego agregarlo al bloque de historia donde quieres que se lleve a cabo la pelea. No puedo ayudarte con esto porque no sé codificar.
Lo siento si mi español es difícil de entender. Estoy usando el Traductor de Google.
Hi, I would really appreciate assistance with one last thing.
What I intend to do is set up a token system where, if a player has read through a certain piece of dialogue or said yes to something, a token is set to "true". In other parts of the game, if the token is detected to be "true", a new button will appear. This is so that the player has to unlock the next chapter before reading it, or to add a new item to the character's inventory.
I've managed to do this before in the Quest game engine. Here is a photo of the script I used to do this.
Here is a copy of the script from the Quest game engine:
if (HasSeenPage(Chapter1Page1)) {
AddPageLink (Chapter select page, Chapter2, "Chapter 2")
}
I have tried to do this with variables in Tuesday. Here is a screenshot of the variable I tried to do this with.
^ In the block, where the token will be set to true once the scene has been seen
^ In the menu where variables are made
Would this be a functional translation to code for Tuesday?:
if (HasSeenBlock(Block1Scene1Dialog1)) {
Add.button{border-radius:8px;backdrop-filter: blur(12px);text-align:center;} (MainMenu, Block2, "Chapter 2")
}
Lastly, do I need to make any additional variables, to account for if the token is set to "false"?
not "true"; / token1="true";
correct simply true
It is better to use numbers 0 and 1.
to check use the element "legacy_choice"
https://kirilllive.github.io/tuesday-js/doc_editor.html#legacy_choice
The Choice and Art elements have a show or hidden function depending on the value in the query.
assign function to variable TuesdayJS won't allow
Thank you so much for helping me again! I'm really grateful for Tuesday and all of the help you've given me!
I tried to use basic HTML in the text editor, but it sanitizes the input and strips away the characters I use. In other words, it gets rid of the "<" and ">" characters, and my code won't work without them. Is there a way for me to stop the text editor from stripping away the "<" and ">"?
Hi! I admire your persistence in finding a solution to this problem.
It so happened that standard html tags do not work for several reasons, such as text animation and custom tags (variables and ruby), but the most important thing is that people who are not familiar with HTML do not break their project by using special characters in the text.
Despite this, I found a way to partially solve this problem. you can add the necessary tags to format the text in variables
It will look like this:
By adding the tag name as a variable name without brackets and their value with brackets (there is an option to add a style right away), you can use them in the text as regular HTML tags (without attributes like style, align and class).
I'm not sure how well this will work since the engine is not designed for this type of use.
I can't thank you enough!!! It was very important to me that I could make each character's name their colour! After some tweaking with the code you gave me, I even managed to make custom HTML tags for each character! I made this small test with the variables I made! Thank you very very much!!!!! I'm really happy with this!
Hi, I need some help. I wanted to see if I could use HTML to bold, italicize, underline, and have different text colours in one text box.
This is what my code looks like inside of the block.
Please keep in mind, the code used to bold, underline, italicize, and change text colour is the only experience I have with HTML. I'm not sure what I'm doing wrong.
Hola, me acabo de descargar el programa en android y también lo e usado en el navegador, y no se cómo poner los archivos de mis imágenes
¿Alguien podría ayudarme? quiero crear el VN desde una tablet android
necesitas crear una carpeta y luego colocar todas las imágenes de tu VN (fondos, personajes, etc.) en esa carpeta. esa es su "carpeta de trabajo". (Mantengo mi "carpeta de trabajo" en mi Google Drive, pero lo más probable es que las carpetas de Microsoft o de su teléfono también funcionen). Cuando el programa le pide que seleccione su "carpeta de trabajo", debe seleccionarla, que se cargará. todo, desde la carpeta hasta el sitio web. Además, cuando desee guardar el progreso en su VN, el sitio web creará un "archivo .JSON" para usted. deberá colocar este "archivo .JSON" en su "carpeta de trabajo", para poder acceder a su VN la próxima vez que desee agregarlo. Si hay más de un "archivo .JSON" en su "carpeta de trabajo", el programa le preguntará en qué "archivo .JSON" desea trabajar. Estoy usando el traductor de Google, así que lo siento si no pude explicarlo muy bien.
Hi!! I wanted to ask if there was a way to assign different textboxes to different characters? I also wanted to know if there is a way to make a save menu with multiple save files.