Not so much “cartoonish” as 2D - does that make sense?
@Ajax Ya, but I can’t draw nearly well enough to be sufficient, especially considering how many different variations I’ll need.
@fantom
Well I guess it’s OK as a placeholder/proof-of-concept type thing - where you thinking of bringing in another artist for the actual images?
@Ajax Maybe, but it’ll be awhile before the game’s far enough along before I know for sure what I’m going to want. Even then, asking them to make that many images is asking a lot. Probably for cover art for sure, though.
@fantom
Well I guess it just depends on the artist, they might be perfectly happy to take on the workload but it might take them awhile.
BTW was any of that grammar stuff helpful?
@Ajax Oh most definitely. Like I said, I flunked English class, and while I can speak and type well enough, it’s not exactly writing quality, you know?
@fantom
Fair enough, if you need someone to proof read I’d be happy to help.
Wow, it’s been awhile since I commented on my own discussion, lol.
Anyway, I’ve a quick question about the stat screen. Do any of you know if it’s possible to do an upgrade system from within the stat screen? Like say if during the course of the game you accumulate “points” for upgrades, but rather than having a choice screen in the game every once in a while that allows you to upgrade, you can just hop into the stat or maybe another screen entirely whenever you want and upgrade. Any thoughts?
@fantom
Sadly not, due to the way the stats screen transition is handled, all variable values changed inside it are reverted once you return to the game.
You could (and should) give it a go using a normal scene though! 
So what about just adding a “choice” at the bottom of every screen the routes to a sub scene that does what I mentioned?
Not easily done in choicescript… (we’re excluding hacking here).
The only way I can think of doing it would require you to base your whole game around a ‘dynamic choice’.
Similar to how my inventory system works:
*choice
#${option_1}
*gotoref {option_1_scene}
*if (optionCount > 1) ${option_2}
*gotoref {option_2_scene}
*if (optionCount > 2) ${option_3}
*gotoref {option_3_scene}
*if (optionCount > 3) ${option_4}
*gotoref {option_4_scene}
*if (optionCount > 4) ${option_5}
*gotoref {option_5_scene}
#Upgrade Screen
*goto upgrades
@fantom Welcome back sadly i couldn’t help you . Only give a welcome hug >:D<
Is there an example of how to create a permanent variable like a name with the new version of CS?
*create name “fantom”
But you need to do it in startup.txt
Ah, it was the quote marks that was getting me.
What do you guys think would be a good way to handle space battles in my game? Ship-to-ship warfare is going to be pretty central in my game, and it’s not going to be something that gets resolved in a couple of screens, but rather will require strategy like aiming for certain parts of the enemy ship for localized damage rather than just going “Enemy ship has taken 20 damage, 80 left” or whatever. Ideally space battles will last a at least a few minutes a piece. I’m also wanting to utilize a die roll system to make things a little more a game of chance so that choosing a certain choice path doesn’t necessarily guarantee the same result.
I have used a die roll system in a build. Can work really well. I would think stats for each section that can be damaged. If the stat falls below a certain point you can have it do check to see if other systems fail with it.
Also, how do you do temp variables for an enemy? I imagine use of *label if fighting the same type of ship more than once.
Yes create you temp var then use goto or gosub to a label.
So I would do something like this?
*label enemy_fighter
*temp shields 50
