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Topics - aimaina

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2
Cute Discussion / snata
« on: April 06, 2020, 01:42:56 PM »

im running a satna on glorious trainwrecks. figured i would post about it here if anyone wants to participate https://www.glorioustrainwrecks.com/node/11864

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Cute Discussion / happy "bird day" to hubol
« on: January 19, 2020, 03:29:51 PM »
 :apple: :orange:

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Cute Discussion / happy "bird day" to vgperson
« on: January 19, 2020, 04:07:58 AM »
 :watermelon: :honeydew:

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Cute Discussion / important stream
« on: August 30, 2019, 03:01:39 AM »
there will be an important twitch stream happening tonight. watch it if you can...... https://twitter.com/videoChess/status/1167270889009762304

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Cute Discussion / closed beta
« on: August 07, 2019, 03:14:05 PM »
pm me if you want to join the secret closed beta for my new game. its a pretty hot game so you might want to wait for the final version with fewer bugs if you like sylvie games. onthe other hand maybe you wanna play it early and get your name in the credits as a tester. its up to you and havea nice day. :honeydew:

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Cute Discussion / ldudm dare
« on: April 29, 2019, 07:52:08 PM »

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Cute Discussion / i like them and they are fluffy
« on: March 05, 2019, 11:14:45 PM »
cats....

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Cute Discussion / fluffy cutey
« on: February 27, 2019, 08:19:14 PM »
Guest is a fluffy cutey

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Cute Discussion / rats world
« on: January 06, 2019, 03:33:11 PM »
its the rats world.....

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Cute Discussion / grunch!
« on: December 23, 2018, 11:57:32 AM »


i made a game from 1:00am to 6:00am a few days ago..... i didnt really like it so i worked on it a bit more tonight and now i think its cute..... its called
Planet Grunch
and you play as Grunch and try to avoid the spikes. its a small game but it has some secrets in it, can u find them? check it out and try to finish the game. sylvie :honeydew:

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Cute Discussion / npc text scripting
« on: August 26, 2018, 08:52:38 PM »
im writing a damn npc text system again.... i wanna make it less bad than the cute witchy house one but i have run into a dilemma....

here is a sample script....
Code: [Select]
\if{level < 2}{
  Welcome to the KittyPlains. Eat Star Flowers to Level Up and become stronger.
}{
  \talk{2}
  {You can now jump over the Blocks.}
  {Good luck on your quest.}
}
the effect of the "if" command should be pretty intuitive: \if{condition}{text1}{text_2} displays text1 if condition is true, and text2 if condition is false
the "talk" command works like this: \talk{2}{text1}{text2} displays text1 if it is the first time you have talked to the npc, displays text2 if it is the second time, and for further talks it cycles between them

the problem is that i dont actually want the talk command to behave that way. i want it to be aware of branches in the dialogue, and display the first text if it is your first time visiting the particular branch where the talk command appears, the second text the second time, etc. that is, i want it to work this way:
Code: [Select]
[talk to NPC]
Welcome to the KittyPlains. Eat Star Flowers to Level Up and become stronger.
[level up to level 2]
[talk to NPC]
You can now jump over the Blocks.
[talk to NPC]
Good luck on your quest.
currently what happens is this:
Code: [Select]
[talk to NPC, first time]
Welcome to the KittyPlains. Eat Star Flowers to Level Up and become stronger.
[level up to level 2]
[talk to NPC, second time, displays second text of the talk command]
Good luck on your quest.
[talk to NPC, third time, cycles back to first text]
You can now jump over the Blocks.
it seems like it will be very hacky and awkward to make the "number of times talked" variable aware of what dialogue branch you are on, and hacky and awkward is exactly what i want to avoid with this text system....

im wondering if a certain vgperson has dealt with this issue before and has a smart solution..... or if anyone else has ideas.....

13
Cute Discussion / blob puzzle
« on: August 15, 2018, 11:56:12 PM »
i coded up a quick puzzley thing..... might add more levels and stuff but its just one puzzle now....



these are the somewhat complicated rules. the game takes place on a grid, and is divided into "rounds" that proceed as follows:

1. when you click "Split", all big blobs split into two small blobs
2. one of the two small blobs can move any distance on the grid but only horizontally, and the other can move any distance but only vertically. when you click a small blob, it will turn red and a bunch of blue blobs will appear; the blue blobs represent legal moves for the red blob (you click the blue blob to move the red blob there)
3. a blob is allowed to stay in the same square (it counts as a move of distance zero)
4. multiple small blobs are allowed to move onto the same square (in-game they just overlap each other)
5. (important! this is what makes the puzzle hard) horizontal-moving small blobs that are in the same column must make the same move. vertical-moving small blobs that are in the same row must make the same move. when you click a blob, it will also highlight all the other blobs that are forced to make the same move
6. once all small blobs have been moved, you can click "Grow" to end the round. the small blobs all regrow into big blobs, and small blobs that ended up on the same square are subsumed into one big blob

my code is kind of shitty and probably buggy so let me know if you manage to do anything that violates these rules

how did i come up with this terribly convoluted puzzle you ask. well its based on an open problem in theoretical computer science that i am working on. its not a famous problem with a $1000000000 prize or anything but its important to a small community of researchers. say a configuration of big blobs on the grid is "valid" if the topmost row contains at least one blob, and the leftmost column contains at least one blob. the problem is to formally prove that for all m x n grids (where m and n are arbitrary positive integers), every valid configuration is reachable from the initial configuration (with one big blob in the top-left). if you can figure this out then pm me and we can write a joint paper about it

html5 version: love-game.net/blobpuzzle
windows version: love-game.net/blobpuzzle.zip

the undo feature currently does not work in the html5 version (i used the gm built in save feature bc i was lazy) so i recommend the windows version if you can be bothered to download it

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Cute Discussion / la mulana 2 cutey club
« on: July 31, 2018, 01:06:57 AM »
i was wandering if anyone wanted to share info & note's about la mulana 2 and when we get stuck we can look at each others notes or talk about puzzles.....

maybe even if one of us alone cant beat the game without looking up solutions in a guide, maybe we can beat it together.....  :honeydew:

cutey club rules
- all content related to the la mulana 2 game must go inside of spoiler tags
- cutey club members cannot get help on the game from outside of this thread, if you do then you have to resign from the club....
- if you arent in the cutey club, you can still post here if you want to for some reason but just please dont post la mulana 2 spoilers as that might ruin the funs.....

cutey club guidelines
- try to mostly give hints to other club members rather than explicit solutions, or if you do give a solution then clearly mark your spoiler as such....
- its probably more fun if you get as far as you can in the game alone before you share what you have learned/discovered and where you are stuck and stuff.....
- i think it would be fun to share notebooks! im going to just be taking notes digitally in a text file or something at first, but i might switch to handwritten notes if that gets awkward

yeha i dont really know if this will work well but i always thought it would be fun to do something like this.....

i havent actually started playing yet..... im downloading it now and this internet is slow ass.... i probably wont have time until tomorrow actually

15
Cute Discussion / e3 mega thread
« on: June 10, 2018, 03:12:21 PM »

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