![]() Ren'Py reference, which you can get from our web page,Į " But here, we'll go over some of the basics of writing Ren'Py $ save_name = " Writing Games"Į " If you want to write a game, we recommend that you read the " I think I've heard enough." if seen_set: " Where can I find out more?" if seen_set:Ĭall find_out_more from _call_find_out_more_1 It is only # displayed if the condition is true (in this case, if we have # selected at least one other choice has been chosen.) # This choice has a condition associated with it. " Can you demonstrate more features to me?":Ĭall demonstrate from _call_demonstrate_1 # When we're done talking about features, jump back up # to choices. The from clause needs to be # here to ensure that save games work, even after we # change the script. " What are some features of Ren'Py games?": When chosen, the statements in its # block are executed. # The set menu clause ensures that each menu choice can only # be chosen once. # This is the main menu, that lets the user decide what he wants # to hear about. # This variable is used to save the choices that have been made in # the main menu. 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 uses 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 hope 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 %(version)s demo program." We also interpolate in the # version of Ren'Py we're using. In this case, we manually specify # who's saying the line of dialogue. # Store the current version of Ren'Py into a variable, so we can # interpolate it into the next line. We first fade in our washington # background, and then we dissolve in the image of Eileen on top # of it. # Start some music playing in the background. # Clear the game runtime timer, so it doesn't reflect time spent # sitting at the main menu. 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. # The start label marks the place where the main menu jumps to to # begin the actual game. It also # lets us change the color of her name. These lets us have the character say # dialogue without us having to repeatedly type her name. Image eileen concerned = " 9a_concerned.png" # Declare the images that are used in the program. # Read the "Developer Tools" section of the reference # to see what this enables. # Set this to true to enable some developer-specific # functionality. This must be after the # library.script_version and config.screen_width lines. $ 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. # 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. Feel free to use it as the basis for your own # game. # This script and the artwork associated with it, is in the # public domain. ![]()
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