(I want translate my game to English game. Oh my god, my English is poor.)
Someday, I'll release a English ren'ai game in Ren'py.
Arigatoo.
Well, it's something that I'm going to spend a bit of time doing this time around, rather than ignoring it until I'm done with the coding.lol You mentioned documentation 3 times. Does that make it to the top of your priority list?
Wohoo! That's good to hear. =)PyTom wrote:Maximization is a good idea, and one that I'll probably implement (using gtk, it's just win.fullscreen()). The only downside to this is that it may require an extra step, to scale images up to the screen resolution. Not that that's hard or anything.
Code: Select all
init:
$ left = Position(xpos=0.0, xanchor='left')
$ right = Position(xpos=1.0, xanchor='right')
Code: Select all
scene bg whitehouse
show eileen happy at left
show lucy happy at right
Code: Select all
init:
image bg whitehouse = Image("whitehouse.jpg")
Code: Select all
init:
image eileen blinking = Animation(
Image("eileen_blinking_open.png"), 3.0,
Image("eileen_blinking_closed.png"), 0.25,
)
Code: Select all
show eileen blinking at left
Code: Select all
# My high-resolution game.
config.screen_width = 1024
config.screen_height = 768
I agree it's the easiest way, I was just a bit worried about the package size, the executable without game files being already 1.7 MB. Probably doesn't make a difference for a 50 MB game, but for a 0.5 MB one it would.PyTom wrote:My current plan is that each Ren'Py game will ship with its own copy of the engine. This means that the game doesn't need to worry about being future-proof, and the engine doesn't have to care as much about backwards compatibility.
Users browsing this forum: Bing [Bot], Google [Bot], Majestic-12 [Bot]