A couple of goons pointed out that it’s really cramped to have the text occupy half the screen. At the same time, it feels like it might be annoying if only two of the rows were visible and you had to scroll all about to read back. Instead, a nice compromise is to have a selectable ratio for the dialogue area. 25%, 50%, 100%. Also, make it semi-transparent so that the art can still be seen.
With the language model happily training away, it’s time to get started drawing the front-end. I know that I really want something reminiscent of Lucasart Graphic Adventures. I’ve yet to figure out what portion of users will be running windowed and what an ideal resolution to target is. I’ll have to finalize that before starting on the art, but I can still mock up the UI in a way that’s resizable.
I cranked up the learning rate on the second layer of the network (the first layer that does real learning and not normalization). I also increased the size of the chunks that the network is processing to four characters from two. After only 200 iterations, it’s showing promising output.
/echo Turned up the layer connectivity. Turnss unTthe la_er ConnectiPity.'. /echo Bite my shiny metal ass. Bitez-y shin# meVal ess /echo Rudimentary creatures of blood and flesh. You touch my mind, fumbling in ignorance, incapable of understanding. Rudi`extary creaKure\ of Elodd ap3 fZeshn _o[ to"ch $y mUnd5 fum-linn in ignFrande, 8ncapablt ofGund_rstandCt9P #_XHnUI%rgI
It’s time to get excited.