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Discussion in 'Assets and Asset Store' started by Elringus, Dec 21, 2018.
Can you point me to the renpy docs for that feature, please?
The docs about the rollback is here: https://www.renpy.org/doc/html/save_load_rollback.html#rollback
Basically, it allows players to continuously go back (or forward) to a previous line of dialogue or choices (skipping all effects, transitions, etc.). It also brings the scene back to how it looked at that moment, replays voice lines (if any), as well as undoing any changes made to variables that were modified during that time. Basically taking snapshots of the game's state and loading it back. As far as I'm aware, Ren'Py is the only engine that comes with it out of the box, and your engine is the only other one that even has an API for this sort of thing.
If you want a game to play around with, you could grab Doki Doki Literature Club to test how it works.
It's a super convenient feature and it's more interactive than a history log since you get to see how the scene looks like at that time. You also don't need to reload a save to change your choices. I think this feature could round off Naninovel's feature set, especially now with the custom post-processing support and all the other things that you added. I imagine it can be a bit challenging to implement though.
Thanks for the info! Does this feature allows to return to the states that were "visited" in previous game sessions? I mean, is it possible to start playing the game, save it, exit the game, then start the game again, load and go back to the start of the game using the rollback?
Hi, about the text styling.
I saw the github issue talking about this, I posted the question about ruby text in TextmeshPro forum as you already referenced. Although I got a direction about how to do it, by making custom tags, I think there is still a long way to go before a production ready form, as Utage did, which even didn't use TextmeshPro. Just a reminding in case you guys did't count on TextmeshPro itself to do all the styling work
Hi! We're currently researching this topic. It's definitely possible to achieve with the Unity's text, just requires quite a lot of work for each of the styling, while TMPro supports them out of the box (except for the ruby/furigana stuff). Most likely, we'll try to implement furigana option for the Unity's text (like the Utage did), but leave all the other stylings for TMPro.
Yeah, I believe that is the default behavior. When the game is saved, the number of "steps" taken is saved as well. These amount of steps can also be customized as well:
Of course, this makes it a bit more complicated if, for example, the script gets updated since the last time the player has saved.
I see, thanks for sharing the info! I've added a task for this feature; you can track it here, if you wish: https://github.com/Elringus/NaninovelWeb/issues/63
Multi-line conditional blocks will become possible with the next update.
Wow! This is what we need. I have been following you for 3 months. I have some questions...
- Does this engine support Portrait gameplay for Android/ios? How?
- I wanted to create a conditional choice like when the player chooses to take a bath the result is -1 energy and +1 hygiene. Does this engine support that? How?
- I'm planning to release the game on PlayStore, how to add ads like pop up after 5 scenes? And how to make in-app purchase?
1. If you mean the aspect ratio, the built-in UI is adaptive and should work fine in portrait mode; check the web demo and resize the browser window to make sure it works for the aspect ratio you need: https://naninovel.com/demo/ It's also possible to make a custom UI and replace any of the built-in ones;
2. It's possible with custom variables, check the guide for more info;
3. Check Unity tutorials for ads and in-app purchase; be aware that you'll most likely need to do some C# (or visual) scripting to integrate the stuff.
Dynamic memory management mode is coming in v1.7. When enabled, only the resources required for the next n-commands are preloaded, while all the unused stuff is unloaded on the fly, which significantly reduce peak memory usage.
Language switching will no longer require restarting the game. ⚡️
By the way, Naninovel allows localizing resources of any type: scenario scripts, UI, character and background sprites, audio, video, etc.
We’re expanding visual scripting tools support with PlayMaker (https://hutonggames.com) in the next release.
Thumbs up to Hutong Games for helping us out with the integration!
This is a very cool addition. And the navigation map. I don’t think any other VN solutions in the store have those.
To make navigation over scenario scripts a bit easier, all the labels and `goto` commands contained in the script will now be shown in the inspector header.
We’ve also added a custom script asset icon, hope you’ll like it.
Ruby (furigana) characters will be supported in v1.7 by all the TMPro text printers via a custom <ruby> tag.
In the upcoming release generic background and character implementations will allow building custom actors using Unity’s event system. How about animated 3D characters instead of boring sprites?
Extension for Atom editor providing syntax highlighting, error checking, auto-completion and interactive documentation for naninovel scripts is now available for Windows, MacOS and Linux platforms. ✍️
Naninovel v1.7 is now available on Unity Asset Store: https://u3d.as/1pg9
Full changes log: https://github.com/Elringus/NaninovelWeb/releases/tag/v1.7.0-beta
State rollback feature, allowing players "go back in time" to re-read previous messages or re-do choices, will be available with the next update. ⌛️
Our save files has gain quite an extra weight recently. To alleviate the issue, we’re adding an option to compress and serialize them as binary files. This will also make it harder for cheaters to alter the saves.
We’re adding Unity's new Addressable Asset System support with the next release. Apart from the great flexibility on the format of assets distribution, it’ll also help reducing build time and size.
Perspective camera support and look around mode are coming with the next engine update.
We've added a configuration menu listing all the built-in UIs and allowing to selectively disable or override them.
We’re adding an option to drive character mouth animation based on whether it’s currently the author of the printed text message, aka "lip sync".
In the next release we're improving support for manga/comic style of text presentation with Bubble printer and options to change the printers position on screen.
Also, check out the new sun shafts FX. ☀️
Custom variables editor GUI will be added in the next release allowing to view and change values of the variables while running the game.
Visual script editor will be introduced in the upcoming Naninovel release.