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Editra script.rpy shortening out
Editra script.rpy shortening out










  1. #EDITRA SCRIPT.RPY SHORTENING OUT HOW TO#
  2. #EDITRA SCRIPT.RPY SHORTENING OUT FREE#

# This is the main menu, that lets the user decide what he wants # to hear about.

editra script.rpy shortening out

# This variable is used to save the choices that have been made in # the main menu.

#EDITRA SCRIPT.RPY SHORTENING OUT HOW TO#

The use of a short name for a character object # lets us save typing when writing the bulk of the dialogue.Į " Ren'Py is a language and engine for writing and playing visualĮ " Our goal is to allow people to be able to write the script forĪ game, and with very little effort, turn that script intoĮ " I can tell you about the features of Ren'Py games, or how to write # This line used the e character object, which displays Eileen's # name in green. Real game, for now I'm here to tell you about Ren'Py." " Girl" " My name is Eileen, and while I plan to one day star in a It demonstrates how the show # statement lets characters change emotions. # This instantly replaces the very happy picture of Eileen with # one showing her merely happy. " Girl" " Hi, and welcome to the Ren'Py 4 demo program." In this case, we manually specify # who's saying the line of dialoge. We first fade in our washington # background, and then we dissolve in the image of Eileen on top # of it. $ renpy.music_start(' sun-flower-slow-drag.mid') # Start some music playing in the background.

editra script.rpy shortening out

If it's true, it means # that we won the date. # This variable is only used by our game. Like all # variables declared outside of init blocks, this variable is # saved and restored with a save file. # The save_name variable sets the name of the save game. # return # The start label marks the place where the main menu jumps to to # begin the actual game. # label splashscreen: # scene black # show text "American Bishoujo Presents." with fade # $ renpy.pause(1.0) # hide text with fade It is not called if the game has restarted. # The splashscreen is called, if it exists, before the main menu is # shown the first time. It also lets us change the color of her name. This object lets us have the # character say dialogue without us having to repeatedly type # her name. Image eileen concerned = Image(" 9a_concerned.png") Image eileen vhappy = Image(" 9a_vhappy.png") image eileen happy = Image(" 9a_happy.png") Image washington = Image(" washington.jpg") Image whitehouse = Image(" whitehouse.jpg") # Now, we declare the images that are used in the program. # Likewise, we set up some transitions that we can use in with # clauses and statements. $ right = Position(xpos=1.0, xanchor=' right') $ left = Position(xpos=0.0, xanchor=' left') We set # them up here so that they can be used throughout the program. # These are positions that can be used inside at clauses. $ style.file_picker_text.drop_shadow = None $ style.file_picker_entry.xanchor = ' left' $ lected_button.background = Frame(" button_checked.png", 25, 10) $ style.gm_root_window.background = Image(" gamemenu.jpg") $ style.mm_root_window.background = Image(" mainmenu.jpg") # Change some styles, to add images in the background of # the menus and windows. $ config.window_title = " The Ren'Py Demo Game" # Set up the size of the screen, and the window title. Variables that are set in init # blocks are _not_ saved, unless they are changed later on in the # program. # This init block runs first, and sets up all sorts of things that # are used by the rest of the game.

editra script.rpy shortening out

# If you're trying to understand this script, I recommend skipping # down to the line beginning with 'label start:', at least on your # first read-through.

#EDITRA SCRIPT.RPY SHORTENING OUT FREE#

Feel free to use it as the basis for your own # game. # This script, but not the artwork associated with it, is in the # public domain.












Editra script.rpy shortening out