Help, the code is too crooked in mini game

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Andredron
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Help, the code is too crooked in mini game

#1 Post by Andredron »

Image

My friend makes a mini-game, based on the game Fable, and the result was such a terrible, but working prototype of fishing.

Here is the code of the fishing:

script.rpy

Code: Select all


label start:
    scene Bg_Fable with dissolve

    window hide
    jump StartMiniGame
    $ renpy.pause()
    return

label StartMiniGame:
    $ FishUp = renpy.random.randint(30,50) # Responsible for where the fish will start
    show screen Fish_Up
    call screen MiniGameFish
    if _return == "EndMiniGame":
        jump start


Fishing.rpy

Code: Select all

init 15:
    $ Fish = 1 # Cheats for proper mini-game performance.
    $ Broken = 0 # Responsible for the fish breaking
    $ BrokenFish = 0 # Also responsible for the fish breaking
    $ Random_Time = 1
init -5 python:
    style.FishingBar = Style(style.default)
    style.FishingBar.left_bar = Frame("MiniGameFishing/BarFull.png", 0, 0)
    style.FishingBar.right_bar = Frame("MiniGameFishing/BarEmpty.png", 0, 0)
    style.FishingBar.thumb = "MiniGameFishing/thumb.png"
    style.FishingBar.thumb_offset = 26
    style.FishingBar.left_gutter = 35
    style.FishingBar.xmaximum = 364 # bar width
    style.FishingBar.ymaximum = 50 # bar height

screen MiniGameFish:
    add "MiniGameFishing/Bg.jpg"

    if BrokenFish == 0:
        add "MiniGameFishing/status1.jpg" align(0.5,0.6)# Images from the value of BrokenFish
    if BrokenFish == 1: # Those we observe fishing line tensioned by these images
        add "MiniGameFishing/status2.jpg" align(0.5,0.6)
    if BrokenFish == 2:
        add "MiniGameFishing/status3.jpg" align(0.5,0.6)
    if BrokenFish == 3:
        add "MiniGameFishing/status4.jpg" align(0.5,0.6)
    if BrokenFish == 4:
        add "MiniGameFishing/status5.jpg" align(0.5,0.6)


    if FishUp <= 0:# The condition of the button that is responsible for catching fish.
        key "K_SPACE" action Jump("YouWin")
    else:
        if BrokenFish <= 3:
            if Broken == 1:
                key "K_SPACE" action [SetVariable("FishUp", FishUp - 1), SetVariable("BrokenFish", BrokenFish + 1)]
            if Broken == 0:
                key "K_SPACE" action SetVariable("FishUp", FishUp - 1)
        if BrokenFish == 4:

            key "K_SPACE" action Jump("BrokenFish_End")
# This terms said. If FishUp is less than or equal to zero, then we win. (FishUp is responsible for filling the bar)
     # Otherwise, if BrokenFish is less than or equal to three, the button will perform 2 actions, one of which is limiting the number of clicks when the fish breaks out.
     # If Broken is 1, then we catch fish and at the same time it can be popped.
     # If Broken is 0, then we just catch fish
     # If BrokenFish is four, then the fish will break
    bar:
        style "FishingBar"
        range 150
        value FishUp
        align(0.5,0.7)
screen Fish_Up:
    timer 0.01 action SetVariable("Random_Time", renpy.random.randint(1,6))# Responsible for a pause, during which you can safely pull the fish
    if BrokenFish> = 1:
         timer 0.7 repeat True action SetVariable ("BrokenFish", BrokenFish - 1) # Responsible for the fact that the fishing line on the fishing rod will lose its tension, You can also change the time for dropping the tension
    if BrokenFish == 0:
        timer 0.05 repeat True action NullAction()
    if FishUp <= 149:
        timer Random_Time repeat True action SetVariable("Fish", renpy.random.randint(1,5)), Hide("Fish_Up"),Show("Fish_Free")# Here we have a random value variable Fish
    if FishUp> = 150: # As a matter of fact just sets the time of resistance of the fish
        timer 0.01 action Jump("YouLose")

screen Fish_Free:
    if FishUp <= 149:
        if Fish == 1:
            if FishUp <= 149:
                timer 0.03 repeat True action SetVariable("FishUp", FishUp + 1), SetVariable("Fish", Fish + 1), SetVariable("Broken", 1)
            if FishUp >= 150:
                timer 0.01 action Jump("YouLose")
        if Fish == 2:
            if FishUp <= 149:
                timer 0.03 repeat True action SetVariable("FishUp", FishUp + 1), SetVariable("Fish", Fish + 1), SetVariable("Broken", 1)
            if FishUp >= 150:
                timer 0.01 action Jump("YouLose")
        if Fish == 3:
            if FishUp <= 149:
                timer 0.03 repeat True action SetVariable("FishUp", FishUp + 1), SetVariable("Fish", Fish + 1), SetVariable("Broken", 1)
            if FishUp >= 150:
                timer 0.01 action Jump("YouLose")
        if Fish == 4:
            if FishUp <= 149:
                timer 0.03 repeat True action SetVariable("FishUp", FishUp + 1), SetVariable("Fish", Fish + 1), SetVariable("Broken", 1)
            if FishUp >= 150:
                timer 0.01 action Jump("YouLose")
        if Fish == 5:
            if FishUp <= 149:
                timer 0.03 repeat True action SetVariable("FishUp", FishUp + 1), SetVariable("Fish", Fish + 1), SetVariable("Broken", 1)
            if FishUp >= 150:
                timer 0.01 action Jump("YouLose")
        if Fish == 6:
            if FishUp <= 149:
                timer 0.03 repeat True action SetVariable("FishUp", FishUp + 1), SetVariable("Fish", Fish + 1), SetVariable("Broken", 1)
            if FishUp >= 150:
                timer 0.01 action Jump("YouLose")
        if Fish == 7:
            if FishUp <= 149:
                timer 0.03 repeat True action SetVariable("FishUp", FishUp + 1), SetVariable("Fish", Fish + 1), SetVariable("Broken", 1)
            if FishUp >= 150:
                timer 0.01 action Jump("YouLose")
        if Fish == 8:
            if FishUp <= 149:
                timer 0.03 repeat True action SetVariable("FishUp", FishUp + 1), SetVariable("Fish", Fish + 1), SetVariable("Broken", 1)
            if FishUp >= 150:
                timer 0.01 action Jump("YouLose")
        if Fish == 9:
            if FishUp <= 149:
                timer 0.03 repeat True action SetVariable("FishUp", FishUp + 1), SetVariable("Fish", Fish + 1), SetVariable("Broken", 1)
            if FishUp >= 150:
                timer 0.01 action Jump("YouLose")
        if Fish == 10:
            if FishUp <= 149:
                timer 0.03 repeat True action SetVariable("FishUp", FishUp + 1), SetVariable("Fish", Fish + 1), SetVariable("Broken", 1)
            if FishUp >= 150:
                timer 0.01 action Jump("YouLose")
        if Fish == 11:
            if FishUp <= 149:
                timer 0.03 repeat True action SetVariable("FishUp", FishUp + 1), SetVariable("Fish", Fish + 1), SetVariable("Broken", 1)
            if FishUp >= 150:
                timer 0.01 action Jump("YouLose")
        if Fish == 12:
            if FishUp <= 149:
                timer 0.03 repeat True action SetVariable("FishUp", FishUp + 1), SetVariable("Fish", Fish + 1), SetVariable("Broken", 1)
            if FishUp >= 150:
                timer 0.01 action Jump("YouLose")
        if Fish == 13:
            if FishUp <= 149:
                timer 0.03 repeat True action SetVariable("FishUp", FishUp + 1), SetVariable("Fish", Fish + 1), SetVariable("Broken", 1)
            if FishUp >= 150:
                timer 0.01 action Jump("YouLose")
        if Fish == 14:
            if FishUp <= 149:
                timer 0.03 repeat True action SetVariable("FishUp", FishUp + 1), SetVariable("Fish", Fish + 1), SetVariable("Broken", 1)
            if FishUp >= 150:
                timer 0.01 action Jump("YouLose")
        if Fish == 15:
            if FishUp <= 149:
               # This timer is always left last.
                 # If you want to break the time of resistance of the fish, just copy one of the conditions above and paste above this line
                 # But do not forget to change the value of Fish. The more time the fish resists, the more conditions there will be with Fish.
                timer 0.03 repeat True action SetVariable("FishUp", FishUp + 1), SetVariable("Fish", Fish + 1), SetVariable("Broken", 0), Hide('Fish_Free'), Show('Fish_Up'), If(FishUp >= 150, Jump("YouLose"))
            if FishUp >= 150:
                timer 0.01 action Jump("YouLose")
    if FishUp >= 150:
        timer 0.01 action Jump("YouLose")


label YouLose:
    window show
    "YouLose"
    window hide
    return

label YouWin:
    $ TypeFish = renpy.random.choice(["Salmon", "Carp", "Saiga", "Fish Hedgehog"])
    window show
    "[TypeFish]"
    window hide
    $ renpy.pause(5, hard=True)
    return

label BrokenFish_End:
    "The fish fell through"
     window hide
     return
Download the finished project here. https://drive.google.com/file/d/15FBPBF ... EyUwo/view



Need help to bring this into a readable form, and if it is not difficult to improve it

M-77
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Posts: 56
Joined: Tue Sep 04, 2018 7:58 am
Contact:

Re: Help, the code is too crooked in mini game

#2 Post by M-77 »

Hello, timer of fishing mini-game seems to start paralel with main game. Resulting in "You Lose" massage after 1:5 min. during gameplay is show up. Even if played fish game and catched one -game should end then-. But the "You loose" message is displayed too then. Seems the timer runs, or this part runs seperate. And regular gameplay get interrupt by this. So some tuning about this to do. What to do to tell Renpy to set the timet to end/stop when won or fish escaped etc? Some "$ Random_Time = " xx variable inside the "Label YouWin:" and the other two? Or "$ timer x.xx" but set this to "timer 0.00" not worked as I done it?
Game works fine, I just changed the "style.FishingBar.thumb_offset = 26" to "20" to have it easier.(EDIT 2019.03.13: This is wrong, this is for the "thumb" fish pic position on the bar.)
Hit "SPACE" at the right time, wait, hit faster etc. and it is fair to win. Thank you, nice work, only the small bothers me now.

This is in my "script.rpy"
label Wood_Lake:
if day_time == 4:
hide screen map_box2
show bg_woodlake01
n "What a quiet place."
hide bg_woodlake01
jump Town_Map1
if Fish1_Work == True:
hide screen map_box2
show bg_woodlake01
n "What a quiet place."
hide bg_woodlake01
jump Town_Map1
hide screen map_box2
if day_time < 3 and week_day < 6 and Shopwork == True and Fish1_Work == False:
hide screen map_box2
show bg_woodlake01
n "What a quiet place."
r "I can work here now too. Try to catch some fish?"
menu:
"Yes. I get 2 Gulden if I cach a fish.":
jump yes_fishing
"No. Do not like to work now.":
jump no_fishing
label yes_fishing:
hide bg_woodlake01
jump Fishing_game1
label no_fishing:
hide bg_woodlake01
jump Town_Map1

label Fishing_game1:
scene bg_woodlake01 with dissolve
n "Hit -Space key- to pull fish out, best when state bar is green ."
window hide
jump StartMiniGame
$ renpy.pause()
return
label StartMiniGame:
$ FishUp = renpy.random.randint(30,50) #Responsible for where the fish will start
show screen Fish_Up
call screen MiniGameFish
if _return == "EndMiniGame":
scene black
show bg_black
jump Fishing_game1
(Why the "spoiler" function here in forum do not work for me? Flash is turned off maybe because of this?)
And here the "Fishing.rpy" I made it fit to my game (attachment):
M-77
Attachments
Fishing.rpy
(8.45 KiB) Downloaded 74 times

M-77
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Posts: 56
Joined: Tue Sep 04, 2018 7:58 am
Contact:

Re: Help, the code is too crooked in mini game

#3 Post by M-77 »

Hello, I mistaken the top-down positin values of the fish pic in above post. So to made the game easier you have to change:
"label StartMiniGame:
$ FishUp = renpy.random.randint(30,50) #Responsible for where the fish will start"
To something like:
"label StartMiniGame:
$ FishUp = renpy.random.randint(25,50) #Responsible for where the fish will start"
This will made it start closer to the target (hook) to move the fish in.

Andredron, please tell us how to stop the timer. So after catch the fish and continue the regular game the massage "YouLose" do not interrupt the gameplay.

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Andredron
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Posts: 719
Joined: Thu Dec 28, 2017 2:37 pm
Location: Russia
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Re: Help, the code is too crooked in mini game

#4 Post by Andredron »

hide screen Fish_Up
hide screen MiniGameFish

M-77
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Posts: 56
Joined: Tue Sep 04, 2018 7:58 am
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Re: Help, the code is too crooked in mini game

#5 Post by M-77 »

Thank you! And the bug persisted, I found out there is one more screen to hide, so it has to look like this then:
hide screen Fish_Free
hide screen Fish_Up
hide screen MiniGameFish

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Andredron
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Posts: 719
Joined: Thu Dec 28, 2017 2:37 pm
Location: Russia
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Re: Help, the code is too crooked in mini game

#6 Post by Andredron »

Recently I came across a beautiful reworking of the code from a friend (红月茶会) from China.

https://www.bilibili.com/read/cv18210668
Videos - https://www.bilibili.com/video/BV1sG411 ... .all.click

Code: Select all

init python:
    class FishingHandler(object):
        def __init__(self):
            self.status = "drag" ### There are three states: drag release stop
            self.line_hp = 10 ## ## The life value of the fishing line, when it reaches 0, the fish will run away.
            self.fish_distance = 10 ## The distance between the fish and the player
            self.fish_distance_old = 10 ## The value before the fish distance and the player's distance
            self.fish_status = NonUniformRandom([('drag', 6), ('release',3), ('stop',1)] )

       ## Update the distance between the fish and the player
        def update_fish_distance(self, value):
            self.fish_distance_old = self.fish_distance
            self.fish_distance += value

            if self.is_failed():
                renpy.hide_screen('fishing')
                renpy.jump('fishing_fail')

            if self.is_successful():
                renpy.hide_screen('fishing')
                renpy.jump('fishing_success')

        ## Update the status of the fish
        def update_status(self, status=None):
            if not status:
                self.status = self.fish_status.pick()
            else:
                self.status = status

    ## Determine whether fishing failed
        def is_failed(self):
            if self.fish_distance > 14 or self.line_hp == 0:
                return True

            return False

    ## Judge whether the fishing is successful
        def is_successful(self):
            if self.fish_distance == 0:
                return True

            return False

## Initialize the game
        def new_game(self):
            self.status = "drag"
            self.line_hp = 10
            self.fish_distance = 10
            

Code: Select all

image fishing_signal:
    "images/fishing/[fishing_handler.status].png"

transform fishing_signal_t:
    truecenter zoom 0.7
    easein 0.5 zoom 1

label fishing_choice():
    scene river
    menu:
        "钓鱼": #fishing
            $ fishing_handler.new_game()
            jump before_fishing

        "返回": #return
            jump map
    return

label before_fishing():
    show screen before_fishing
    pause
    jump before_fishing
    return

screen before_fishing():
    style_prefix 'fishing'

    frame:
        background None
        align (0.5, 0.5)
        textbutton "钓鱼开始": #"Fishing begins
            action [Hide('before_fishing'), Jump('fishing')]

label fishing():
    show screen fishing
    pause
    jump fishing
    return

screen fishing():
    style_prefix 'fishing'

    if fishing_handler.status == 'stop':
        timer 1 repeat True action [Function(
            fishing_handler.update_status)]
    elif fishing_handler.status == 'release':
        timer 1 repeat True action [Function(
        fishing_handler.update_fish_distance, value=1)]

    frame:
        background None
        xysize (200, 200)
        pos (0, 100)
        add "fishing_signal" at fishing_signal_t


    bar value AnimatedValue(fishing_handler.fish_distance, 15,
        delay=0.5, old_value=fishing_handler.fish_distance_old):
        xysize (600, 76)
        pos (600, 300)
        left_bar "images/fishing/bg.png"
        right_bar "images/fishing/bg.png"
        thumb "images/fishing/thumb.png"
        thumb_offset 60

    hbox:
        spacing 30
        pos (200, 500)
        imagebutton:
            idle "images/fishing/drag_button.png"
            hover im.MatrixColor("images/fishing/drag_button.png",
                im.matrix.brightness(0.3))
            action [Hide('fishing'), Jump('fishing_drag')]

        imagebutton:
            idle "images/fishing/release_button.png"
            hover im.MatrixColor("images/fishing/release_button.png",
                im.matrix.brightness(0.3))
            action [Hide('fishing'), Jump('fishing_release')]

label fishing_drag():
    if fishing_handler.status == "drag":
        $ fishing_handler.update_fish_distance(-1)
        $ fishing_handler.update_status()
    elif fishing_handler.status == "stop":
        $ fishing_handler.update_status('release')
    else:
        python:
            fishing_handler.update_fish_distance(1)
            fishing_handler.line_hp -= 1
            fishing_handler.update_status('release')

    jump fishing

    return

label fishing_release():
    $ fishing_handler.update_fish_distance(1)
    $ fishing_handler.update_status()

    jump fishing

    return

label fishing_fail():
    "鱼挣脱了。"#"The fish broke free
    jump fishing_choice
    return

label fishing_success():
    "你钓到了鱼。"#You caught a fish.
    jump fishing_choice
    return

style fishing_text:
    size 30
    color "#fff"

style fishing_button_text is fishing_text
Image

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Andredron
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Joined: Thu Dec 28, 2017 2:37 pm
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Re: Help, the code is too crooked in mini game

#7 Post by Andredron »

Code: Select all

init 15:
     $ Fish = 1 #Responsible for the correct functioning of the mini-game.
     $ Broken = 0 #Responsible for the fact that the fish breaks
     $ BrokenFish = 0 #Also responsible for the fact that the fish breaks
     $random_time = 1
init -5 python:
     style.FishingBar = Style(style.default)
     style.FishingBar.left_bar = Frame("MiniGameFishing/BarFull.png", 0, 0)
     style.FishingBar.right_bar = Frame("MiniGameFishing/BarEmpty.png", 0, 0)
     style.FishingBar.thumb = "MiniGameFishing/thumb.png"
     style.FishingBar.thumb_offset = 26
     style.FishingBar.left_gutter = 35
     style.FishingBar.xmaximum = 364 # bar width
     style.FishingBar.ymaximum = 50 # bar height

screen MiniGameFish:
     add "MiniGameFishing/Bg.jpg"

     if BrokenFish == 0:
         add "MiniGameFishing/status1.jpg" align(0.5,0.6)#Images are added from BrokenFish value
     if BrokenFish == 1: #Then we observe the tension of the fishing line with these images
         add "MiniGameFishing/status2.jpg" align(0.5,0.6)
     if BrokenFish == 2:
         add "MiniGameFishing/status3.jpg" align(0.5,0.6)
     if BrokenFish == 3:
         add "MiniGameFishing/status4.jpg" align(0.5,0.6)
     if BrokenFish == 4:
         add "MiniGameFishing/status5.jpg" align(0.5,0.6)


     if FishUp <= 0: #Button condition that is responsible for catching fish.
         key "K_SPACE" action [Jump("YouWin"), Hide('Fish_Up'),Hide('Fish_Free'),Hide('MiniGameFish')]
     else:
         if BrokenFish <= 3:
             if Broken == 1:
                 key "K_SPACE" action [SetVariable("FishUp", FishUp - 1), SetVariable("BrokenFish", BrokenFish + 1)]
             if Broken == 0:
                 key "K_SPACE" action SetVariable("FishUp", FishUp - 1)
         if BrokenFish == 4:

             key "K_SPACE" action [Jump("BrokenFish_End"), Hide('Fish_Up'),Hide('Fish_Free'),Hide('MiniGameFish')]

     #This condition says. If FishUp is less than or equal to zero, then we win. (FishUp is responsible for filling the bar)
     #Otherwise, if BrokenFish is less than or equal to 3, then the button will perform 2 actions, one of which is to limit the number of clicks when the fish breaks out.
     #If Broken is equal to 1, then we are catching fish and at the same time it can pop.
     #If Broken is 0, then we are just fishing
     #If BrokenFish is equal to four, then the fish will break
     bar:
         style "Fishing Bar"
         range 150
         value Fish Up
         align(0.5,0.7)
screen Fish_Up:
     timer 0.01 action SetVariable("Random_Time", renpy.random.randint(1,6))#Responsible for the pause during which you can safely pull the fish
     if BrokenFish >= 1:
         timer 0.7 repeat True action SetVariable("BrokenFish", BrokenFish - 1)#Responsible for the fact that the fishing line on the rod will lose its tension, You can also change the tension release time
     if BrokenFish == 0:
         timer 0.05 repeat True action NullAction()
     if FishUp <= 149:
         timer Random_Time repeat True action SetVariable("Fish", renpy.random.randint(1,5)), Hide("Fish_Up"),Show("Fish_Free")#Here we set a random value for the variable Fish
     if FishUp >= 150: #Essentially just sets the fish's resistance time
         timer 0.01 action [Jump("YouLose"), Hide('Fish_Up'),Hide('Fish_Free')]

screen Fish_Free:
     if FishUp <= 149:
         if Fish == 1:
             if FishUp <= 149:
                 timer 0.03 repeat True action SetVariable("FishUp", FishUp + 1), SetVariable("Fish", Fish + 1), SetVariable("Broken", 1)
             if FishUp >= 150:
                 timer 0.01 action [Jump("YouLose"), Hide('Fish_Up'),Hide('Fish_Free')]
         if Fish == 2:
             if FishUp <= 149:
                 timer 0.03 repeat True action SetVariable("FishUp", FishUp + 1), SetVariable("Fish", Fish + 1), SetVariable("Broken", 1)
             if FishUp >= 150:
                 timer 0.01 action [Jump("YouLose"), Hide('Fish_Up'),Hide('Fish_Free')]
         if Fish == 3:
             if FishUp <= 149:
                 timer 0.03 repeat True action SetVariable("FishUp", FishUp + 1), SetVariable("Fish", Fish + 1), SetVariable("Broken", 1)
             if FishUp >= 150:
                 timer 0.01 action [Jump("YouLose"), Hide('Fish_Up'),Hide('Fish_Free')]
         if Fish == 4:
             if FishUp <= 149:
                 timer 0.03 repeat True action SetVariable("FishUp", FishUp + 1), SetVariable("Fish", Fish + 1), SetVariable("Broken", 1)
             if FishUp >= 150:
                 timer 0.01 action [Jump("YouLose"), Hide('Fish_Up'),Hide('Fish_Free')]
         if Fish == 5:
             if FishUp <= 149:
                 timer 0.03 repeat True action SetVariable("FishUp", FishUp + 1), SetVariable("Fish", Fish + 1), SetVariable("Broken", 1)
             if FishUp >= 150:
                 timer 0.01 action [Jump("YouLose"), Hide('Fish_Up'),Hide('Fish_Free')]
         if Fish == 6:
             if FishUp <= 149:
               #Always leave this timer last.
                 #If you want to test the resistance time of the fish, then just copy one of the conditions above and paste it above this line
                 #But do not forget to change the value of Fish, The more time the fish resists, the more conditions will be with Fish
                 timer 0.03 repeat True action SetVariable("FishUp", FishUp + 1), SetVariable("Fish", Fish + 1), SetVariable("Broken", 0), Hide('Fish_Free'), Show('Fish_Up'), If(FishUp >= 150, [Jump("YouLose"), Hide('Fish_Up'),Hide('Fish_Free')])
             if FishUp >= 150:
                 timer 0.01 action [Jump("YouLose"), Hide('Fish_Up'),Hide('Fish_Free')]
     if FishUp >= 150:
         timer 0.01 action [Jump("YouLose"), Hide('Fish_Up'),Hide('Fish_Free')]


label YouLose:
     window show
     "You Lose"
     window hide
     return

label YouWin:
     $ TypeFish = renpy.random.choice(["Salmon", "Carp", "Saiga", "Hedgehog Fish"])
     window show
     "[TypeFish]"
     window hide
     $renpy.pause(2, hard=True)
     return

label BrokenFish_End:
     "The fish got loose"
     window hide
     return
#Mini Game written by DarkSoulHero
#What to do with this information is up to you

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plastiekk
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Posts: 112
Joined: Wed Sep 29, 2021 4:08 am
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Re: Help, the code is too crooked in mini game

#8 Post by plastiekk »

Andredron wrote: Sun Dec 11, 2022 6:33 am ...
You finally did it! Fantastic!
But I want to see how he reel in the fish, not just a green bar though :D
(Just kidding!)

<3
Why on earth did I put the bread in the fridge?

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