Explains how to advance the story by displaying text.
Project Folder Structure
Please look at the Project of Unity
JOKER and JOKER_GAME are 2 of the folders that were made.
The JOKER_GAME folder will be used for game production.
Here, the scenario, image files and such are stored.
By the way, the JOKER folder has program files and such stored inside
Usually you will never edit it.
Please take a look inside the JOKER_GAME folder at once
You will mainly be using below the Resources/novel/data folder.
From now on, we’ll be calling this data folder the 「Project Folder」
We will give a simple explanation on the roles of the folders.
You do not need to remember this all right now.
It will be fine if it’s about this much. (こんなのがあるんだ〜くらいで大丈夫です。not actually sure about this.)
The folder to put music files in for BGM.
Stores the files relating to the settings of the operation of the entire game.
Stores general images used in the game.
Below this folder, more folders created
system Images used by the system.
prefab files used by Unity. There isn’t any particular chance to edit these.
The most important folder.
The scenario is created using the Joker Script described in this folder.
When dealing with 3D objects, you store the data here.
You use this when you want to use MMD and such to appear in the game.
Display the Text
Now then, let’s actually advance the story.
Please open the scenario folder in the project folder.
There 2 folders, 「wide」 and 「tall」.
wide = Horizontal Type Game
tall = Vertical Type Game
is how it is. We’ll be doing a Horizontal Type Game, so please edit within wide.
Inside you should find a file named scene1.
To edit this, double click it which should open up an editor for programming by itself.
If you cannot use this editor, please use another editor instead.
(Because Japanese input may not be possible…)
However if MonoDevelop is set, Japanese input is possible.
Please consult here to set and install it.
Right click on scene1 and select Reveal in Finder (Show in Explorer for Windows).
Then the folder where the text file exists will open so
go ahead and use your favourite editor to edit it.
(Notepad and such is OK)
When you open scene1.txt
a sample for the game script is described.
Please erase all of this.
When it’s completely clean, please copy and paste in the following contents
;Script File for the Tutorial ;Message Display [showmessage] ;Common Library ;Save, Load, Backlog and such basic functions are imported [call file=wide/system target="*system_setting_buttons"] ;Convenient Macro Collection for Game Production [call file=wide/libs/utils] [text_new name=_sp_chara_name layer=ui x="-168" y=-108.5 val="" color="DDFF00" fontsize=16 anchor="MiddleLeft"] [text_show name="_sp_chara_name"] [wait time=2] The Classroom of a Certain School[p] Good morning.[p] There's no one here yet.[l]So I'm the first to arrive.[p] I'm somewhat nervous[r] I'll just take a seat and quietly wait.[p]
Save it after pasting and play it.
First we’ll set the screen size.
For now we’ll assume we’re making a game for iPhone5 and set the screen to a 16:9 ratio
Now then, please press the play button and start the game.
It played didn’t it.
Let’s take a look at the script.
First, the descriptor of the first line
;Script File for the Tutorial
This section wasn’t displayed on the game screen was it.
Lines beginning with a semilcolon (;) are treated as a comment.
Because it’s not displayed on the game screen, it is used as a note.
We put it in to comment on the code.
In this case, it’s a starting comment that describes what role this file holds.
;Common Library ;Save, Load, Backlog and such basic functions are imported [call file=wide/system target="*system_setting_buttons"] ;Convenient Macro Collection for Game Production [call file=wide/libs/utils] [text_new name=_sp_chara_name layer=ui x="-168" y=-108.5 val="" color="DDFF00" fontsize=16 anchor="MiddleLeft"] [text_show name="_sp_chara_name"]
Please think of this as importing convenient functions for your novel game
It’s fine if you don’t understand right now. It’s something good.
Next is the story section
[wait time=2] The Classroom of a Certain School[p] Good morning.[p] There's no one here yet.[l]So I'm the first to arrive.[p] I'm somewhat nervous[r] I'll just take a seat and quietly wait.[p]
What you should pay attention to is the tags attached to the end of the sentences.
This tag waits for a click. The display of a part of a sentence stops at this point when verifying the operation, the following sentence does not display until a click is done.
Creates a new paragraph. A new paragraph should be done in the position of this tag.
If you do not do a new paragraph for long sentences in the appropriate place, it will protrude from the end of the screen.
Creates a new page.
The message will be cleared and the next page will start where this tag is positioned.
Now then, if you’ve made it here, you should have perfected the basic method to display sentences.
What’s a Tag?
With TyranoScript, normal sentences and tags combined together produce a game.
The part inclosed in square brackets  are Tags.
Tags are different from normal sentences, they are special functions that power the game.
For example, [l] gives the power for the game to wait for a click.
Another example is
For this tag, wait is the tag statement and time=1.5 is property that is assigned.
The meaning is to temporarily stop the process (wait) for 1.5 seconds (time=1.5)
In other words, you can instruct to stop processing for 1.5 seconds where this tag is positioned.
There are many types of tags, by using those you are able to do a diverse presentation.
However, since these were just the basic tags, you will need to study how to use the rest to do so.
Tags can be written as below. The meaning is completely the same.
(It’s completely the same as [wait time=2000])
Lines starting with an @ are recognised as tags.
However, you will need to complete the tag in 1 line.
How was it?
With this, the basics for a story is complete.
Next let’s try to change the background.
＞＞Next: Proceed to 「Let’s Display the Background」