I had a go at this, though the code's quite messy and confusing so I just took a stab at what you intended, starting from the start label.
I'm assuming you're basically choosing to either speak to Lauren or Jess, then end the game.
Code: Select all
label start: # missing colon
scene evening
"I decided to take a look around town one night to find some girls"
l "Hello, I'm Lauren!"
show lauren at left
j "Hello, I'm Jess!"
show Jess at right
"They both approach me, both looking elegant."
"Who should I speak to first?"
menu: # extra indent here for everything below
"Jess":
call jesstalk # if you call instead of jump, the game will return here after the label block finishes
"Lauren":
call laurentalk
return
label laurentalk: # colon
hide jess
"Ben" "How are you, Lauren?"
"Lauren" "I'm great, thank you Ben!"
"Ben" "That's fantastic Lauren!"
"I decided that I was going to take Lauren home for the night"
"We went to the local cinema and saw the latest horror movie and had a great time together!"
"After spending time with Lauren, I decided to kiss her"
return #use return at the end of the label to end the label block
label jesstalk:
hide lauren
"Ben" "How are you, Jess?"
"Jess" "I'm great thanks, Ben!"
"Ben" "Great to hear that, Jess!"
"I decided to take Jess home for the night. We went to the local restaurent and had the nicest meal ever!"
return #use return at the end of the label to end the label block
Please bear in mind most programming languages are very sensitive to syntax - if your code doesn't have the exactly formatting expected, by simply missing a character or symbol or indenting your code incorrectly, it won't work - so when referring to the Ren'py documentation, please take note of every character in the examples as well as the indentation. Each indentation needs to be four spaces - I'd advise you to use the built in editor Atom instead of notepad as it can deal with the indentation for you.
The most common mistake you've made are:
- missing colons on label blocks
- adding colons where you don't need them (like after jump statements)
- incorrect indentation
- not breaking down the label blocks
- not defining labels you want to jump to: i.e. choice_done doesn't exist as a label
Speaking of choices, there are two ways of doing the above - assuming my interpretation of what you're trying to do is correct.
I used label blocks above since you seem to be trying to use it but misunderstood how they work. Instead of using jump, I used call, which basically means once the label block I called has finished running, it returns the game to wherever you were in the code (in this case the start label block).
An alternative would be:
Code: Select all
label start:
"introduction"
menu:
"Jess":
"Entire conversation with Jess here"
"Lauren":
"Entire conversation with Lauren here"
"Continue the game"
return
This version doesn't use any additional labels, and it may make more sense in this case assuming you won't be redoing Jess / Lauren's conversation again anywhere else in the game. In the first version with the label blocks, you can call the alternative character's label block at a later stage (like the next day), so you should choose whichever method makes more sense. You may also want to
look into variables as well so that the game remembers who you spoke to first.
Hope this is helpful!