![]() ![]() Sorry if this isn’t detailed enough or confusing! I actually have a headcold and may not make that much sense however, if you have any errors or further questions please ask! I’m here to make tutorials and to troubleshoot. This can also be used if you have to name the character a certain thing to proceed or get a secret. Generally, it is possible to put more than a name in, too! I tested this very quickly, though beware of possible errors, but it gives you a general idea. Just pasting it where you want it to go, and then you can have people call them by the name. To work with it is pretty much straightforward with that code. Hi! It’s been kinda inactive but It’s still around, and while renpy hasn’t been my main focus lately in my projects, (just been doing other things), I certainly can give helping you a try with this! I guess first off, what have you tried and recieved an error with? The cookbook wiki gives you this. I hope this was clearer than my last post, and that it works this time! kermit.txt kermitsrenpytutorials renpy renpy tutorial variables flags tutorial misc tutorials You may someday fiddle with the codes I’m giving and find an easier way. I’m still learning Ren’Py, so if there’s errors, let me know! I’ll do better in the future. I haven’t looked 100% into functioning and convenience in the game, but this is one way to at least set it up. Now, I can’t promise there won’t be bugs with all this, I’d like to say that now. The player can now type in their own personalized pronouns. Now, in our case, we want not a player name, but to let the player input their own pronouns.Įct. Now, as long as we’re on the subject of pronouns, what about the player choosing their own entirely? It’s exactly how you let the player choose a name. Is he/she/they/etc, %(pronoun2)s is him/her/them/ect., and %(pronoun3)s is his/her/their/etc. Truthfuly, you can assign them anyway you like in whatever order, but that’s just the formula I go with. Which, in-game looks like this:Īfter the player has chosen their pronouns, using %(pronoun#)s, with # being the number corresponding to any of the 3 pronoun variables you defined, you can put their chosen pronouns wherever you want. It’s a four choice menu for choosing whether you want masculine pronouns, feminine, neither, ect. Now, when it comes time to choose your pronouns in the game…Your code might look something like this. In other cases, this is a true/false situation (literally switching the variable on and off, ‘true or false’,) but we’re not using true/false here. If we were t put them before, it would likely reset the pronouns chosen in your player’s save every time they open the game.Īlso, when making the variables to begin with,you need to give them a default - eg, we automatically make new players they/them until further notice. Keep in mind, in this case we need to put them AFTER Label start - This is important. When making variables you have to define them either after label start, or before. First off, I did miss a step in that post. It explains a bit about what we’re working with.Īlso! This was requested by and Not a bother at all! The last post wasn’t really a full tutorial, so I’ll make one now, though I’ll still use some images from that original post. You’ll probably want to convert your images in bulk and in that case a batch converter like XnConvert (freeware) is invaluable.Let’s start from the beginning, and allow me to link you to this page: Variables/Flags. The popular open-source application GIMP has supported WebP since its 2.10 release. Google offers a command line application called cwebp and a Photoshop plugin. ![]() To create WebP versions of your existing images you have a couple of options. WebP, developed by Google, offers the same advantages as PNG (mainly alpha-transparency), but due to its compression the resulting file-sizes are much smaller. However, there’s a better image format that’s supported by Ren’Py and it offers superior compression. ![]() ![]() Compression and finding the right balance between quality and size are key in this case.Ĭonverting the lossless images to lossy JPEGs is a good start and will shave off quite a few megabytes, but it will only work on images that don’t require transparency. Yes, your artwork deserves to be seen, but those pretty pictures don’t need to take up over 4MB per image. DAZ3D for example, outputs uncompressed PNG images by default which are lossless, which is nice, but also take up a lot of disk space. Lots of developers throw the images they just rendered in DAZ3D into their game directory without considering whether that’s the best cause of action. WebP savings compared to the original PNG ![]()
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