Batman: The Telltale Series PlayStation 4 Batman: The Enemy Within The Wolf Among Us The Walking Dead, series, game, text png 1920x1080px 52.83KB.Batman: The Telltale Series PlayStation 4 Xbox 360 The Walking Dead PlayStation 3, ben affleck, celebrities, game png 1920x1080px 41.45KB.Batman: Return to Arkham Batman: Arkham City Batman: Arkham Asylum Batman: Arkham Knight Batman: The Telltale Series, Batman Returns, game, poster png 767x1030px 858.82KB.The Walking Dead The Telltale Series text illustration, The Walking Dead: The Final Season Batman: The Telltale Series Telltale Games PAX, Walking Dead Season 7, text, logo png 3237x2343px 1.73MB.Batman: The Telltale Series The Walking Dead Nintendo Switch Batman: Arkham Knight, Series 1 Episode 1, video Game, batman Arkham png 633x599px 187.52KB.Figure that out, then apply yourself and create the game you were hoping to manufacture. The hard part is actually understanding coding, drawing and effectively animating the images. Renpy can do a Telltale level game fairly easily if you just apply yourself to creating it. THEN code out a simple game with a simple story like the 3 little pigs.Īfter you do that, check out the renpy cookbook to help you with your ideas. I'd recommend you start figuring out how to do so though. All you need is a point and click engine with dialog choices which there are plenty of examples. You just have to put the effort out to do so. Renpy is a simple engine that allows you to create animation, allows you to craft dialog choices, and showcases your drawings in an easy way. Work on your art, your code and figure out how to animate frames. You can do that but you need to learn how to craft. ![]() Telltale didn't do anything special, what they did do however was take their team of experienced developers and used them to turn a simple adventure game into something interesting. It's easy to make a Telltale game, you just have to know how to code your project to the right settings so dialog choices lead to results in locations. Take that experience and move to the next game and then to the next. ![]() Make a simple game and see what you learned from it. Make something simple first instead of trying to recreate events like Telltale did which at it's height had over 300 experienced employees. I have to start learning to code besides learning animation 2D and drawing. If they're radically different, then the former. If there's only a little bit of dialog or graphic change, then the second method may be better. Neither one is more correct than the other, it more or less depends on how different you want the scenes to be. You can go one route where you essentially write four different scenes for the four options OR you can go the route where the scene is essentially unchanged with variations placed in there based on the state of those variables. I'd recommend tying the playerstate to a boolean variable (is_standing = True, is_laying = True, etc) then have dialog responses/choices be displayed based on the states of those variables. There's multiple ways to trigger the animation, multiple ways to register that the cup has been selected, some scale better than others.Īs far as your other question asked elsewhere - can you start a conversation with the player choosing to sit, stand, lay down, etc.Ībsolutely. Have a video file play of the player picking up the cup and taking a drink.Ī still image of the same room, minus the cup. Have something that registers that the player has clicked on the cup. (Though if you're saving time, you have a still image of the cup layered on a still image of the room) Have a still image of the room with the cup. So to do a sequence of "A room with a table and the cup on a table, the player can click on the cup to take and drink it, and you see the player drink" you're going to. It displays still images or it plays video files. ![]() The main thing to remember is that RenPy has nothing in it to control animations itself. If you can program one short sequence of "Shoot the mouse when it appears", where you shoot the mouse three times before moving on - you're 75% of the way to making five hour game of shooting the mouse. The length of the "gameplay" elements do not matter as much as you think they do.
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