AnimeGirl1220, The Reader
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Not being worked on anymore. Only keeping it up as a code reference.
At the top of a steep hill looming over a small European fishing village sits a dilapidated yet impressive old castle. You and four others take a wrong turn while touring the continent and happen to stop in the the little village to ask for directions. What happened next was something no one could've predicted.
You wake up in a damp, dimly-lit room. You have a horrible headache, and to make mattes worse, you can't remember anything about yourself. Your objectives? 1. Find a way out. 2. Find out who you are and why these people want you dead.
Are you a hero, or a villain? How does your story end?
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You are eighteen years old. You have just graduated from high school. And you have no idea what you're going to do with your life.
One day, after a long two weeks at your job as a convenience store cashier, you find that your paycheck won't take at the ATM due to a technical error, and you find yourself going on a dangerous trek to the bank. What happens there will change your life forever. In what way? That part is up to you.
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In this game, your choices have a major impact on the story. Other characters will remember your words and actions, and what you choose may - at times - either save or kill you and/or those around you.
You have a morality meter, which starts at 50 and will go up or down depending on morality-based decisions (not all choices have morality tied to them, however).
There is an upgrade system - by completing missions and side quests, advancing the plot, defeating enemies, and finding hidden collectibles, you gain EXP, which can be spent to upgrade your stats.
At the end of the game, you will get a screen showing:
Your overall morality level
Who you allied with and who you made an enemy of
# of Side Quests completed
# of People Killed
# of People Saved
# of Collectibles found
Ending achieved
Overall game percentage achieved
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Progress so Far:
Major Characters Planned: TBA
Minor Characters Planned: TBA
Canon Characters Planned: 83
Original Characters Planned: 3
Love Interests Planned: 2
Side Quests Planned: 1
Collectibles Planned: 10
Endings Planned: 12+
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Alternate Universe (AU) Fanfiction for the Strange Men series by Uri. Heavy spoilers for the events of The Boogie Man and The Hanged Man, mild spoilers for The Sandman and The Crooked Man.
~.~.~
In mid-November, the man known to the world as the Boogie Man Killer escapes from a maximum-security prison. Once out, he begins plotting his revenge against the victims that escaped him and the detective that had him incarcerated.
At the same time, a junior high student named Will runs away from home to try and make things right with a certain family member, only to end up entangled in something much more dangerous....
Recent Posts
(SOLVED) Global Page Script Not Working on 10/9/2016 5:52:46 PMSo I'm trying to put a global page script into my game that makes it so that when a character's hunger gets to a certain point, text will display on the page to indicate how hungry the character is. This is the gist of what I'm trying to make work:
IF %HUNGER <= 75 AND %HUNGER >= 51 THEN
$PAGETEXT := $PAGETEXT + "Alice is feeling a little peckish."
ELSE IF %HUNGER <= 50 AND %HUNGER >= 26 THEN
$PAGETEXT := $PAGETEXT + "Alice is hungry."
ELSE IF %HUNGER <= 25 THEN
$PAGETEXT := $PAGETEXT + "Alice is starving."
But when I go in to check if it's working, the text doesn't show up at all for some reason, even though clicking 'validate' isn't pulling up any outright errors.
I tried doing it this way too:
IF %HUNGER <= 75 THEN
$PAGETEXT := $PAGETEXT + "Alice is feeling a little peckish."
ELSE IF %HUNGER <= 50 THEN
$PAGETEXT := $PAGETEXT + "Alice is hungry."
ELSE IF %HUNGER <= 25 THEN
$PAGETEXT := $PAGETEXT + "Alice is starving."
... But the only thing that ever popped up was "Alice is feeling a little peckish", no matter what I had the Hunger variable set to. I'm probably just being an idiot here/overlooking some obvious solution, but I can't for the life of me figure this out. Is what I'm trying to do even possible?
EDIT: Nevermind, figured it out on my own, had it ordered wrong. It needed to be like this:
IF %HUNGER <= 25 THEN
$PAGETEXT := $PAGETEXT + "Alice is starving."
ELSE IF %HUNGER <= 50 THEN
$PAGETEXT := $PAGETEXT + "Alice is hungry."
ELSE IF %HUNGER <=75 THEN
$PAGETEXT := $PAGETEXT + "Alice is feeling a little peckish."
Whoops :P
Trouble with Item Scripting on 9/19/2015 7:21:15 PM
Thank you!
Trouble with Item Scripting on 9/19/2015 1:21:05 AM
So, I'm trying to do a thing where, when a player clicks a specific link, they automatically obtain an item. I tried going into the link script page and inputting $ITEMSTATE01 := 1, but when I went to playtest all I got was a long error message. I tried using a = instead of a := too, but it wouldn't let me put that in. Am I doing something wrong? Thank you.
Is this possible? on 6/9/2014 11:58:15 PM
Okay, thanks! Putting it in the source side fixed my problem :) Just gonna have to work around the bug now.
Is anyone interested in this? on 6/9/2014 11:48:46 PM
Thanks, I'll keep that in mind :)
Is anyone interested in this? on 6/9/2014 11:48:21 PM
How so?
Is this possible? on 6/9/2014 7:26:11 PM
I am. It still doesn't work. All I get is this:
or
... depending on what variable change I trigger.
Is this possible? on 6/8/2014 9:58:40 PM
It's pretty much the same as what BerkaZerka posted, just with my own variable and image urls inserted.
%%NEW%=%1%%%%%NEW%=%2%%%
Is this possible? on 6/8/2014 8:59:44 PM
So, I'm doing something in one of my games which involves pictures that change based on variables. I tried using the script you posted here, but it isn't working? I made sure to substitute 'VARIABLE' and the picture urls with the variables and urls I was trying to use, but all that shows up when I playtest it the image url. Is this a bug? Or am I doing something wrong?
$PAGETEXT Problems on 6/7/2014 10:36:38 PM
Ah, that fixed it! Thanks!