Display images and portraits in cutscenes
Turn it off if you want to save your mobile data or copy the text into a word processor. |
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Quick scrolling
Click or tap an image to jump to the next one in cutscenes. |
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Advanced CSS Effects
Enable more demanding effects like snow animations. It might lag on mobile devices. |
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Skip duplicate story CG boxes
Skips generating a new CG box if only the speaker's name changed. |
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Show SFX buttons
If you don't care about sound effects being shown, turn this off. This is off by default. |
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Debug Mode
Displays buttons for showing debug opcodes in cutscenes and warns if a portrait is missing. You probably don't want this enabled. |
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Experimental Settings
The options below are not functional. Turning them on has no effect. |
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WebGL accelerated backgrounds
This works on desktops, but due to Android's very poor support for WebGL it might crash on those devices. If you have an Android and your browser is crashing, head to https://gfl.amaryllisworks.pw/#event-0-0 to turn it off. |
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Show export button
Export current cutscene to an html document. |
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Show render button
Display a button below every CG to render it and export as an image. |
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Multilanguage mode
Show text side by side and compare it. MTL will also be shown under the original language. This is essentially just for me to edit translations on the fly. Only some cutscenes will have multiple languages due to how MICA's format works and how files have to be manually stiched together to support multiple languages. |
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Community retranslation server
It's where I retranslate the game based on MTL. You can download the latest retranslation here and add new lines. If you have an API key, you can submit your own translation too. Email me if you want an API key. The imported language will automatically be added to multilanguage mode and named "Custom". cloud_downloadDownload from community server cloud_uploadSubmit to community serverLoading... If you have an API key for the server, enter it here. |
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Import/Export Language Patch
Although the translation server only allows submission with a valid API key, you can still import and export custom translations and share them with your friends. saveExport deleteDelete |
This process will render all images used in the current cutscene to static images. It will immediately start downloading files to your disk, and there will be a lot of them.
It will take a while to render! It will lag your browser! It will use a lot of memory and storage! Make sure you have ~500MB of free space and at least 2GB of RAM! Save your work because the browser might crash!
Select your export option below.
If you are seeing this it's still loading, please wait 1 second for the JSON to load
Either that or your browser is broken, please check for an update.
WORK IN PROGRESS - IGNORE THE TERRIBLE UI - HALF THESE THINGS DON'T WORK YET
These buttons don't do anything yet, but you can type in the textbox below and run your custom cutscene.
folder_openLoad .txt folder_openLoad .jsonSelect 'txt' if you've been using the syntax GFL uses. Select 'iop' if you've been using the interpreter's syntax.
If you want to save your progress it will either save as .txt.json or .iop.json, since json would be the only possible way to store multiple parts and metadata like part and chapter titles.
.txt is the cutscene scripting language GFL uses. The interpreter will always support importing .txt and playing it back.
.iop.json (Intermediate Opcodes, definitely not a coincidence) is the scripting language designed for the interpreter. It has some advantages compared to the GFL engine:
- Display more than two characters at a time. Dim multiple charcters. Dim no characters.
- The commands are in english. It's also very verbose.
- You can use + in messages. (GFL's txt script treats + as 'next line')
- (Coming soon) branch paths, allowing you to use the interpreter like a VN engine of sorts and write interactive stories
- Load multiple parts, since the only reasonable way to have more than one part would be to use JSON.
The disadvantages:
- The verbosity will make you type a lot.
- Since dimming is manually done, it might get confusing.
- Good luck memorizing all 5 arguments for a message opcode.
Work in progress... Please be patient...
BG Syntax: ID;isNight (optional).
Backgrounds are stored in the avgtexture folder and indexed in-game with profiles.txt.
As displaying every single image would be disasterous and I only have about 500GB of bandwidth per month on this webserver, please click the link below to show an image of all the backgrounds with IDs arranged in a neat grid.
Click MePortraits are in the format of: idx;name;type;dim;isMasked
Arguments 4 and 5 can be omitted, they will automatically be converted to false.
idx - Which side. 0 for left, 1 for right. (indexes above 1 are not supported currently)
name - The internal name of the T-Doll. Hint: Ctrl+F portraitInformation.json
type - Usually costume, sometimes expression
dim (optional) - true for dim, false for not dim
isMasked (optional) - like dim
portraitInformation.jsonMusic is just the filename.
The file index is enabled. Click the button to see all the files.
Alternatively you can use the dropdown and it will paste a bgm command at the end. As it is still WIP and has to be updated manually, you're better off using the index.