My apologies for the weeks late reply, I've been busy with life things. Here is the options.rpy.
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## This file contains some of the options that can be changed to customize
## is quite a bit more customization you can do.
##
## Lines beginning with two '#' marks are comments, and you shouldn't
## uncomment them. Lines beginning with a single '#' mark are
## commented-out code, and you may want to uncomment them when
## appropriate.
init -1 python hide:
## Should we enable the use of developer tools? This should be
## set to False before the game is released, so the user can't
## cheat using developer tools.
config.developer = False
## These control the width and height of the screen.
config.screen_width = 1280
config.screen_height = 720
## This controls the title of the window, when Ren'Py is
## running in a window.
config.window_title = u"MVP test"
# These control the name and version of the game, that are reported
# with tracebacks and other debugging logs.
config.name = "MVP test ver"
config.version = "5.2.2"
#########################################
# Themes
## We then want to call a theme function. themes.roundrect is
## a theme that features the use of rounded rectangles. It's
## the only theme we currently support.
##
## The theme function takes a number of parameters that can
## customize the color scheme.
theme.tv(
# Color scheme: Basic Blue
## The color of an idle widget face.
widget = "#5a5a5a",
## The color of a focused widget face.
widget_hover = "#3d3d3d",
## The color of the text in a widget.
widget_text = "#cccccc",
## The color of the text in a selected widget. (For
## example, the current value of a preference.)
widget_selected = "#ffffff",
## The color of a disabled widget face.
disabled = "242424",
## The color of disabled widget text.
disabled_text = "#cdcdcd",
## The color of informational labels.
label = "#ffffff",
## The color of a frame containing widgets.
frame = "#999999",
## The background of the main menu. This can be a color
## beginning with '#', or an image filename. The latter
## should take up the full height and width of the screen.
mm_root = "#cdcdcd",
## The background of the game menu. This can be a color
## beginning with '#', or an image filename. The latter
## should take up the full height and width of the screen.
gm_root = "#5a5a5a",
## If this is True, the in-game window is rounded. If False,
## the in-game window is square.
rounded_window = False,
## And we're done with the theme. The theme will customize
## various styles, so if we want to change them, we should
## do so below.
)
#########################################
## These settings let you customize the window containing the
## dialogue and narration, by replacing it with an image.
## The background of the window. In a Frame, the two numbers
## are the size of the left/right and top/bottom borders,
## respectively.
style.window.background = Frame("assets/ui/bg_textbox.png", 1, 1)
## Margin is space surrounding the window, where the background
## is not drawn.
# style.window.left_margin = 6
# style.window.right_margin = 6
# style.window.top_margin = 6
# style.window.bottom_margin = 6
## Padding is space inside the window, where the background is
## drawn.
style.window.left_padding = 15
style.window.right_padding = 15
style.window.top_padding = 15
style.window.bottom_padding = 15
## This is the minimum height of the window, including the margins
## and padding.
style.window.yminimum = 175
style.window.xminimum = 1280
#style.window.xmaximum = 5
#########################################
## This lets you change the placement of the main menu.
## The way placement works is that we find an anchor point
## inside a displayable, and a position (pos) point on the
## screen. We then place the displayable so the two points are
## at the same place.
## An anchor/pos can be given as an integer or a floating point
## number. If an integer, the number is interpreted as a number
## of pixels from the upper-left corner. If a floating point,
## the number is interpreted as a fraction of the size of the
## displayable or screen.
# style.mm_menu_frame.xpos = 0.5
# style.mm_menu_frame.xanchor = 0.5
# style.mm_menu_frame.ypos = 0.75
# style.mm_menu_frame.yanchor = 0.5
#########################################
## These let you customize the default font used for text in Ren'Py.
## The file containing the default font.
style.default.font = "assets/ui/fonts/Jura.ttf"
## The default size of text.
style.default.size = 17
## Note that these only change the size of some of the text. Other
## buttons have their own styles.
#########################################
## These settings let you change some of the sounds that are used by
## Ren'Py.
## Set this to False if the game does not have any sound effects.
config.has_sound = True
## Set this to False if the game does not have any music.
config.has_music = True
## Set this to False if the game does not have voicing.
config.has_voice = False
## Sounds that are used when button and imagemaps are clicked.
# style.button.activate_sound = "click.wav"
# style.imagemap.activate_sound = "click.wav"
## Sounds that are used when entering and exiting the game menu.
# config.enter_sound = "click.wav"
# config.exit_sound = "click.wav"
## A sample sound that can be played to check the sound volume.
# config.sample_sound = "click.wav"
## Music that is played while the user is at the main menu.
config.main_menu_music = "assets/bgm/Menu Theme.ogg"
#########################################
## Help.
## This lets you configure the help option on the Ren'Py menus.
## It may be:
## - A label in the script, in which case that label is called to
## show help to the user.
## - A file name relative to the base directory, which is opened in a
## web browser.
## - None, to disable help.
config.help = "README.html"
#########################################
## Transitions.
## Used when entering the game menu from the game.
config.enter_transition = None
## Used when exiting the game menu to the game.
config.exit_transition = None
## Used between screens of the game menu.
config.intra_transition = None
## Used when entering the game menu from the main menu.
config.main_game_transition = None
## Used when returning to the main menu from the game.
config.game_main_transition = None
## Used when entering the main menu from the splashscreen.
config.end_splash_transition = None
## Used when entering the main menu after the game has ended.
config.end_game_transition = None
## Used when a game is loaded.
config.after_load_transition = "Fade"
## Used when the window is shown.
config.window_show_transition = None
## Used when the window is hidden.
config.window_hide_transition = None
#########################################
## This is the name of the directory where the game's data is
## stored. (It needs to be set early, before any other init code
## is run, so the persisten information can be found by the init code.)
python early:
config.save_directory = "renpy test"
init -1 python hide:
#########################################
## Default values of Preferences.
## Note: These options are only evaluated the first time a
## game is run. To have them run a second time, delete
## game/saves/persistent
## Should we start in fullscreen mode?
config.default_fullscreen = False
## The default text speed in characters per second. 0 is infinite.
config.default_text_cps = 100
#########################################
## More customizations can go here.
## Styles
## Transparent Background
def custom_quit():
Quit()()
config.quit_action = custom_quit
init python:
style.transp = Style(style.default)
style.transp.background = "assets/ui/bg_transparent.png"
style.tdim = Style(style.default)
style.tdim.background = "assets/ui/bg_dimtransparent.png"
config.window_icon = "assets/ui/logo.png"
config.windows_icon = "assets/ui/logowin.png"
## This section contains information about how to build your project into
## distribution files.
init python:
## The name that's used for directories and archive files. For example, if
## this is 'mygame-1.0', the windows distribution will be in the
## directory 'mygame-1.0-win', in the 'mygame-1.0-win.zip' file.
build.directory_name = "mvp test"
## The name that's uses for executables - the program that users will run
## to start the game. For example, if this is 'mygame', then on Windows,
## users can click 'mygame.exe' to start the game.
build.executable_name = "mvp test"
## If True, Ren'Py will include update information into packages. This
## allows the updater to run.
build.include_update = False
## File patterns:
##
## The following functions take file patterns. File patterns are case-
## insensitive, and matched against the path relative to the base
## directory, with and without a leading /. If multiple patterns match,
## the first is used.
##
##
## In a pattern:
##
## /
## Is the directory separator.
## *
## Matches all characters, except the directory separator.
## **
## Matches all characters, including the directory separator.
##
## For example:
##
## *.txt
## Matches txt files in the base directory.
## game/**.ogg
## Matches ogg files in the game directory or any of its subdirectories.
## **.psd
## Matches psd files anywhere in the project.
## Classify files as None to exclude them from the built distributions.
build.classify('**~', None)
build.classify('**.bak', None)
build.classify('**/.**', None)
build.classify('**/#**', None)
build.classify('**/thumbs.db', None)
## To archive files, classify them as 'archive'.
# build.classify('game/**.png', 'archive')
# build.classify('game/**.jpg', 'archive')
## Files matching documentation patterns are duplicated in a mac app
## build, so they appear in both the app and the zip file.
build.documentation('*.html')
build.documentation('*.txt')
# Declare two archives.
build.archive("scripts", "all")
build.archive("assets", "all")
# Put script files into the scripts archive.
build.classify("game/**.rpy", "scripts")
build.classify("game/**.rpyc", "scripts")
# Put images into the images archive.
build.classify("game/**.jpg", "assets")
build.classify("game/**.png", "assets")
build.classify("game/**.ogg", "assets")
build.classify("game/**.ttf", "assets")