New theme.
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- PyTom
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New theme.
Okay, so the roundrect theme is already getting a bit long in the tooth, with several games having used it. I'd like Ren'Py to have a new default theme. And I think this time I'll open the floor to others to design it.
A theme consists of looks for the following:
- The in-game window.
- The main and game menu windows.
- Labels
- Buttons (5 states: idle, hover, selected-idle, selected-hover, disabled)
- Sliders (2 states: idle, hover)
If people want to come up with basic ideas for a look, I can code it. (Or you can code it too, and I can just add it into Ren'Py.)
A theme consists of looks for the following:
- The in-game window.
- The main and game menu windows.
- Labels
- Buttons (5 states: idle, hover, selected-idle, selected-hover, disabled)
- Sliders (2 states: idle, hover)
If people want to come up with basic ideas for a look, I can code it. (Or you can code it too, and I can just add it into Ren'Py.)
- PyTom
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Well, we don't have a particularly good square theme right now. So that would be nice. Also, some alternate colorations of the various themes could be useful. And I'd like games to look a little more distinct from each other, so I'll probably have Ren'Py pick a theme at random each time a new game is created.
I'd also like game-makers to have more options to pick from, even if noone ever does.
I might also separate out the game/main menu themes from the theme used by the in-game window.
Frankly, I'm sick of looking at the current theme (with its C=64 color scheme), and would like a change.
I'd also like game-makers to have more options to pick from, even if noone ever does.
I might also separate out the game/main menu themes from the theme used by the in-game window.
Frankly, I'm sick of looking at the current theme (with its C=64 color scheme), and would like a change.
- mugenjohncel
- Hentai Poofter
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One thing about different schemes is that it's easily customizable for beginners (even I was able to recolor the buttons in The Question and it made a big difference IMO). An advanced tutorial for O3-style fancy things is undoubtedly interesting, but that is relatively advanced stuff, even if done step-by-step, you need to understand the processes to be able to make derivatives that don't look like O3 with slightly repositioned buttons.
So I see a new theme more like something for the beginner, and to prevent games from looking samey. Of course advanced tutorials and "making of" for difficult topics can be useful as well.
My suggestion for a new theme is a bitmap-button-based one. I think Blade has this and it's extremely flexible. You can easily create your own buttons (have set sizes of the bitmaps for each resolution) and give your game a unique style. In conjunction with a custom textbox and sliders in same theme, this is a cheap way of making it very disticntive. Plus, you can use a lot of fancy fonts and text effects, since it's a bitmap.
So that's my suggestion. It may not be a "theme" in that sense, but it would be a very nice feature.
So I see a new theme more like something for the beginner, and to prevent games from looking samey. Of course advanced tutorials and "making of" for difficult topics can be useful as well.
My suggestion for a new theme is a bitmap-button-based one. I think Blade has this and it's extremely flexible. You can easily create your own buttons (have set sizes of the bitmaps for each resolution) and give your game a unique style. In conjunction with a custom textbox and sliders in same theme, this is a cheap way of making it very disticntive. Plus, you can use a lot of fancy fonts and text effects, since it's a bitmap.
So that's my suggestion. It may not be a "theme" in that sense, but it would be a very nice feature.
I second the bitmap-based idea also.
In the meantime when I'm about to release a game, I would make a mockup menu in Flash, show it to PyTom to see if such a thing can be done in Ren'Py.
Of course that would mean that the customization will be specific to the game, but the lessons learned can be ported to future features (i.e. such as O3's subtitle text effect).
In the meantime when I'm about to release a game, I would make a mockup menu in Flash, show it to PyTom to see if such a thing can be done in Ren'Py.
Of course that would mean that the customization will be specific to the game, but the lessons learned can be ported to future features (i.e. such as O3's subtitle text effect).
- mugenjohncel
- Hentai Poofter
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Here's a (very) basic theme idea I've been kicking around for a few days, not sure if it's a good blend between "generic enough for people to use for any game" and "stylin' enough to knock the socks off visitors", but I like it.
Oh, and it'd probably be better in darker colors, but I was halfway through my tinkering when I realized this and had already merged a few layers. Just imagine it's in sexah blacks and blues or something.
Oh, and it'd probably be better in darker colors, but I was halfway through my tinkering when I realized this and had already merged a few layers. Just imagine it's in sexah blacks and blues or something.
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- bars_theme.zip
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My 2007 NaNo entry: Eidolon
(The actual file.)
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- Jan07 color schemes 2.zip
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My 2007 NaNo entry: Eidolon
- PyTom
- Ren'Py Creator
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I like the bars theme... with the exception of the actual bars, for volumes and the like. They look too much like buttons to me. I can probably turn this into something that can be recolored, like RoundRect.
EDIT: Or maybe not... I need to give some thought to how those backgrounds will work. We can't have buttons overlap.
EDIT: Or maybe not... I need to give some thought to how those backgrounds will work. We can't have buttons overlap.
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