Gamemaker Studio Visual Novel

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Mohammed Huberty

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Aug 5, 2024, 8:23:47 AM8/5/24
to neuwerprahou
Fromwhat I can tell, I think it would be possible to create a visual novel, but I want to know if anyone here has developed one with it or if there will be some problems create a simple dialogue system or a RPG combat (turn based) system in a visual novel.

I recommend you to create your dialogue system and your combat system in external events. Then, create your story dividing it into chapters, each corresponding to a scene. Of course, if you want to have a branched story, you can create Chapter X, Chapter X bis, etc.


Concerning your dialogue system, you will have to manage a lot of texts. Familiarize yourself with text manipulation and variables :



(You will have to link external events in each of your scenes)


Easily create dynamic visual novel content and sequenced animations with VNgen by XGASOFT. Powered by Quantum, VNgen uses a powerful scripting system within GameMaker Studio, breaking the limits of GML to deliver high-quality presentation both in the IDE and on target devices.


A complete rewrite of the popular Edge VN, VNgen reimagines visual novel design from the ground up, providing access to advanced features previously only accessible to high-budget studios with custom engines. As a sequenced animation platform the possibilities are endless, offering a combination of built-in transitions and animations plus support for user-created animation scripts using simple keyframe logic. As a visual novel engine, VNgen supports virtually limitless entities of every kind, all part of a flexible, modular structure which can be customized to suit almost any user's needs.


Just want something simple? Good news: VNgen handles the complex stuff so you don't have to. Many functions have both simplified and extended counterparts, offering something for every level of programming experience.


Building a full game? Great! As an extension of GameMaker Studio, VNgen can be used entirely on its own or as a layer on top of your own custom code and game mechanics. You can even integrate your own code into VNgen without modifying anything!


For a full list of changes and compatibility notes, see online documentation at docs.xgasoft.com* Replaced internal timing functions with a simpler, more versatile timing system* Added automatic checks to preserve custom text alignment when drawing VNgen* Previously it was required to manually reset draw_set_halign or draw_set_valign before drawing VNgen. This is no longer necessary, as VNgen properly handles both functions.* (Requires GameMaker Studio v2.2.1.375 or newer)* Added automatic option results logging. Setting an option block ID in vngen_get_option now returns user selections from any previous option!* Option selection data is now also saved/loaded with VNgen file functions* Added vngen_file_load_map for restoring saved VNgen data to a user-defined ds_map for later usage* Improved file functions* Fixed loading only restoring the VNgen object and not the event, in some cases* Save/load can now be performed in non-VNgen objects* Save files now also record the active room when saved* Improved rendering on scenes and debug interface* Blending is now consistent between full/reduced and legacy render modes* Texture filtering is now disabled on debug interface for more legible text* Improved handling of speech animations when text and voice are active simultaneously* Fixed an issue where prematurely skipping text with an indefinite pause skipped the text, but not the pause* Fixed incorrect backlog touch scrolling at non-standard framerates* Fixed perspective shaders drawing a blank frame when initialized* Fixed mouse interactions in HTML5* Miscellaneous additional fixes and improvements


My first few attempts to start a visual novel in Game Maker were extremely difficult and overwhelming. It took a ridiculously long time for me to get the tiniest parts of a text system working correctly. Then I found the Edge VN Engine by ThinkBoxly. It was well worth the price to get some solid code to start building a visual novel in Game Maker.


Currently you'll find both versions to be mostly alike, but GMS 2 versions offer many quality of life improvements missing from GMS 1. You can see the full list of updates here. The difference will only get bigger over time as future updates to VNgen will apply to GMS 2.3+ exclusively.


Hi, is the error related to running the mascot demo? If so, it is most likely a configuration warning because your project isn't setup for 4K resolution. The warning is intentional and contains the instructions needed to resolve it. You can also see how to configure your project here.


Thanks, yes I noticed that after panicking xD but tbh I am so new to gamemakerstudio2 that it took a while just to find the settings where to change that resolution .. But found it now. Excited about this tool but I have one question about it, lately I have been very disappointed in Tyrano, Visual Novel Maker, IFVN, Ifaction vn mode, ... is this Vn plugin for gamemakerstudio2 very easy and easy to use? I certainly hope so xD Its the reason I bought it..


VNgen operates on a pretty different paradigm from the engines you mentioned. I think the best way to find out is to try it yourself! Some people might automatically consider any code-based system "advanced", but it doesn't have to be. Simple code is much faster and easier to work with than a complicated GUI.


VNgen is code-based, but it uses a custom scripting syntax that's designed to be both easy-to-learn and powerful. Since VNgen is based on GameMaker Studio, you can either stick strictly to simple VNgen script, or you can expand with custom GML.


Sounds like something that'll grab some money off would-be content creators who either don't know about renpy or are two scared of scripting to give something as simple as renpy a chance. They either put out silly content or realize it is too limited to do anything they'd like and either give up on developing again or make the jump to a more proper engine.


the only problem i see its not be able to add "battle systems, love/hate count system, cutscene, and art (so many people are going to scream at me...) " within tyranobuilder. the only thing useful would be the htm5 export everything else can be done by renpy. i have no clue why tryanobuilder even added CSS has their language program that kind of stuff is for experts who have years of training. lastly 14.99 is a rip off, i can easy build 1 novel in renpy that looks identical to tyranobuilder in just 1 day.


I never tried to make a vn, I didn't even watch the video (actually can't my net is way too slow), but that "engine" sounds fishy to me. All drag and drop stuff I've worked with in alot of stuff never really worked as I wanted, doubt this will be an exception. And actually from the vns I've played (not many, still a newbie) I've noticed that it would be rather simple to make then in C++/C# and I would rather use that instead of a engine like that. The only thing that really would interest me would be the multiple platforms exporter or whatever it is...


Sorry but if this is the reason for it's existence then it shouldn't even exist. Honestly something that's supposed to be good is supposed to be time consuming and difficult. If things are too easy you run the risk of having an overload of terrible stuff around ruining the name of the good stuff and by the end everything is ruined.



This is all my opinion. kthxbai.


It's super limited sure, but for the average commoner that just wants to write a simple visual novel in ADV style (no gameplay, just sprites, background, music and writing) this really makes the process a whole lot simpler and I don't think that's a negative side, personally.


I don't see this as a lazy way out because this is not even a way out to begin with, it's not like this is meant to create masterpieces with lots of unique elements, it's just a tool to make simple ADV style visual novels with or without branching paths. And on that end, it's perfectly fitting if you're not the kind that's really into learning programming language.


Yeah, Visual Novels are a writer's and artists domain - it really is just a natural evolution of the storytelling medium. But not THAT many writers and artists know how to program, and Ren'Py CAN be daunting for people unfamiliar with coding. I agree with Tay, it's a nice way to bring people in and then slowly guide them towards Ren'Py.


A lot of the comments in here (and on the site linked, coincidentally) are freaking bullshit, since we don't even know how deep the scripting support goes and what will be offered out-of-the-box. Just a lot of assumptions thrown around.


Point in case: Both UE4 and Unity have scripting support and drag-and-drop, "no programming experience needed" features built-in nowadays to allow for inexperienced people to develop games using those engines as well.


Both UE4 and Unity have scripting support and drag-and-drop, "no programming experience needed" features built-in nowadays to allow for inexperienced people to develop games using those engines as well.


Unity uses either a super-set of JavaScript (called Unity Script) featuring OOP (instead of JavaScript's Prototype-based class system) or Boo, which is based on Python, both of which are then compiled up to C#.


Which do you think is easier to make a visual novel or a text based game? We have to take note of the pros and cons about the two forms. In this can I ask any of you why you choose the VN or Text based and why?


Soooo I think it depends. It depends on your skills, what tools you plan to use, and also the story you want to tell. I think visual novels are good for some things, and text based games are good for others.


True, most VN no tracking, but now it is tracked. Some even have elaborate and more complex looking stats sequence that a text base game cannot emulate. Even simple games of VN keep track of love meter? Is that what it called when you romance someone? It on par with a text base game on tracking stuff. One VN that i played tracked so many skill that It produced different results. It called long live the queen.

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