The Unofficial "Features for the Next Version" Suggestion Thread (14)

1 Name: Boinciel : 2009-07-28 09:20 ID:xyMQk0Dd [Del]

These are features that I'd like to see in the next version. At the time of writing, the current version of VNDS is 1.5.3. Feel free to post your own.

Critical:

  • Increase saveslots from 18 to 30, and save pages from 3 to 5. I always run out during testing, and it shouldn't harm performance. Besides, as I recall it's just changing a variable in the code.
  • Improve saving/loading algorithm. From what I can tell, saving works by adding to an internal counter for every line read, while loading counts lines from the start of the script. If lines are skipped via if/fi or label, the point saved gets messed up on load. Fixing this would especially fix the saves in Clannad.

Not Critical:

  • Separate load and save screens in skins, and possibly allow for a background image on the bottom screen?
  • Implement fadetime for foreground images, and have them fade out/in at the same time as the background.
  • AAC play still needs to be fixed, sound effects cut out a few milliseconds before they're supposed to. They play fine in MoonShell or DSOrganize.

Unlikely (too much coding or work):

  • Implement a form of movie/fast slideshow play using ARM9. 8 or 10fps would be sufficient, as long as it can synchronize with music somehow. This has been the most widely suggested feature, and it's the most unlikely.
  • Optional motion paths for foreground images, and for background images that are larger than 256x192. Heck, this could even be faked with constant redraws of a foreground image on the same background, providing fadetime for foregrounds is added. With this could also come screen quaking.

2 Name: Unyu : 2009-07-28 23:19 ID:Zr/K5AGB [Del]

Not Critical:

  • Something like a quake effect (shaking the background and foreground or even just the background)

3 Name: Anonymous : 2009-07-29 04:23 ID:hfHiLnIo [Del]

>>2

>Not Critical:
>Something like a quake effect

>>1

>Unlikely (too much coding or work):
>Optional motion paths [...] With this could also come screen quaking.

4 Name: Tales : 2009-07-29 21:58 ID:p0IvuCuu [Del]

As stable as v1.4.7. It often crashes with v1.5.3

5 Name: Nephiel : 2009-08-10 12:49 ID:poK9HRhk [Del]

A fix for the brightness button bug...

6 Name: Alloflifedecays : 2009-12-07 14:24 ID:IBX+iYuY [Del]

Any chance of a generally applied option to skip previously read scenes for multi-route stories?

7 Name: Volvagia356 : 2009-12-07 20:58 ID:7tdIKXRo [Del]

The problem with that is that VNDS has no way of telling between menu files, scene files, bad end files, code files, etc unless stated explicitly which might require a rewrite of all current novels.

Even PC engines like NScripter does not have a skip read scenes function, eacn VN implements it individually.

8 Name: Anonymous : 2009-12-08 12:52 ID:f6etTW/F [Del]

>>7
I don't get your point in that.
As far as I think, there should be no greater hurdle to implement this function. It would just be required to write a bit into a file to determine if a certain line has already been read.

Just look at this example. A VN starts with the script "script1.scr" at line 1. While or before the first line is being displayed, the engine should create (if not exists) a text file "script1.seen", containing a binary "1" on position 1 (whereas the position determines the line number). And so on.
Reading lines should work vice versa (eg. checking the file and so on).

Or am I missing something?

9 Name: Anonymous : 2009-12-08 14:27 ID:3UDqd8Hz [Del]

>>8
Maybe its because if there was an added function like that, you might end up going through the files strangely (for example, maybe it would tell you that you have already read main.scr and ask if you would like to skip it?). Looking at what I just said makes almost no sense to me anymore xD.

Looking at the pieces within the idea though, it sounds a little hard (but I know nothing about coding anyways). I'm guessing there would have to be some way to determine which .scr file to move on to (since not everyone uses generic names), there would have to be some way to detect either the end of the script or the next choice function, and some way to work with the if fi functions (I screw around with those and labels a lot, so that kind of function might screw some of the stuff out there if people did the same thing I do), then obviously recording the seen parts, and whatever else there might be.

10 Name: Anonymous : 2009-12-09 00:01 ID:oqysLcGj [Del]

Why are some people too lazy to use the current skip function?

11 Name: Anonymous : 2009-12-09 13:07 ID:xvdvQXHZ [Del]

>>10
Because the current skip function also skips unread text.

Skipping already read text is a huge benefit while replaying a VN (to get all cgs and/or endings, for example).

12 Name: CXBlackCatXD : 2009-12-09 13:16 ID:3UDqd8Hz [Del]

>>11
o.0 but the skip function doesn't skip questions...it skips to either the end of the script or the next question...so I don't really think you would skip unlocking any of the cgs or endings (since most of the time, its the questions that determine the route).

13 Name: T-Patch : 2009-12-09 15:43 ID:xCUyVTFf [Del]

>>12
I think he means scenes which are essentially the same, have subtle differences when going down a different route, like a new sentence, or an altered sequence

14 Name: Volvagia356 : 2009-12-09 23:29 ID:IwRFw1n9 [Del]

>>10
Because, if you don't have a flowchart, you wouldn't know if you have read that part already or not! A VN Independent Skip function like the one I wrote keeps track of which scene you already read and asks if you want to skip.

Furthermore, the built in skip function in VNDS takes horribly long to skip something...

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