Dialogue-based launcher.

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Alex
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Re: Dialogue-based launcher.

#46 Post by Alex » Fri Apr 13, 2012 3:36 pm

Any chances that this label-search-thingy would realize not in launcher but in editor itself? :oops:

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Re: Dialogue-based launcher.

#47 Post by PyTom » Fri Apr 13, 2012 3:41 pm

I want to put it in the launcher, because there are multiple editors people use.
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Samu-kun
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Re: Dialogue-based launcher.

#48 Post by Samu-kun » Fri Apr 13, 2012 4:35 pm

I'm not sure how wise it'd be to have a "go to label" function.

Well, I'm not particularly against it, but I'm thinking labels are just used to point to where choices are supposed to jump to. They don't really serve as "book marks" of important places. For example, I have some labels containing 400 words, and other labels containing 20 000 words, just because that's how the decision points ended up being placed. I'm not sure what having a "jump to label" would help, since it'd just be placed based on decision points.

99% of the time, I'd just want to go to the very end of the script, where I left off writing.

What would be amazing though, would be if Eileen could walk you through some of the more complicated aspect of renpy as you're coding. Imagine if Eileen could talk you through how to put functional buttons on the message box as you're coding. But I figure something like that would be too complicated. >_>;

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Re: Dialogue-based launcher.

#49 Post by SundownKid » Sat Apr 14, 2012 12:06 am

I think it would be at least somewhat useful. After all, labels are not necessary for decision choices unless they lead to completely different story branches - in which case they are likely to be rather long.

A button or image map generator built into the launcher would be interesting. It would take away some of the grunt work.

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Re: Dialogue-based launcher.

#50 Post by Samu-kun » Sat Apr 14, 2012 12:29 am

I second built in button and image map generators.

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