![]() The DMR Demo beta has been going very smoothly and is wrapping up in the next few hours. Return # example use in script scene bg town # /end # END COPY # pause after showing the window renpy. show_screen( "say_star") # show star qmenu simmultaneously # /end renpy. _window = True # Argent Games if not renpy. # copied _window_show code from source # if store. """show adv window""" # pause before we show the window renpy. Hide_adv_qmenu() # if the player opened the menu, hide it # /end # END COPY # pause after we hide the window renpy. Hide_adv_qmenu() # if the player opened the menu, hide it # /end renpy. # copied _window_hide code from source # if not store. Return show_default_transition = Dissolve(. the trans argument is for if we want to use some special transition outside of the default one. We also always want some sort of short pause before and after we show/hide the window, so they’ve been added to the function. The Ren’Py Python version of window hide/show is a _window_hide() and _window_show() function, and we copied it over from source below. To automatically show/hide the navigation elements with the dialogue boxes, we made a wrapper for the default window hide/show and added a few extra features. This can lead to errors with missing or multiple navigation elements. For DMR, we have the navigation elements in a separate screen for various design reasons, so we have to manually show/hide them alongside the dialogue box. Making a one-liner window hide/show function for working with multiple screens Window hiding and showingįor previous games, our quick menu/navigation was in the same screen as the dialogue box (for both ADV and NVL modes), so using the default Ren’Py window hide and window show worked well. One Bite Fills the Stomach of a Grown Woman.Ren'Py: Customizing window hide and show for qmenus on a separate Games The Power of the Goddess and Technology On My Side.I never did chat about IseKai’s amusingly named steam achievements! As tempting as it is to share them all out of context, I thought it’d be fun to pull a few from what a random number generator selects, and share them for your viewing pleasure.Ĭan you guess what unlocks with each of these titles? I’ll give you brownie points if you somehow guess at least 8 out of 16 correctly. So, while Kai is not romanceable, he still plays a critical narrative role! Thus, his name remains in the game’s title. Which resulted in unique paths and developments in the story we didn’t anticipate, but made the plot more compelling. Thus, we extracted elements and important reveals from Kai's route, and reworked the information elsewhere into the overall story. The story changed to tell the strong narratives of both Ise and Ceres, which surpassed Kai’s weaker “romantic” tale. ![]() Neither are romantic and so, it was omitted. We loathe the former, and the latter doesn’t send the right message. And against including the path the protagonist would have to follow to “become” someone Kai loves. ![]() We decided against writing a route about waiting and pining after a love interest who does as he pleases regardless of the protagonist's feeling. The route always reached an unsatisfying conclusion. No matter how we worked on Kai’s route, that truth remained. Seina, even with the player’s guidance, wouldn’t be able to get there. There’s a certain type of main character the protagonist must be in order for Kai to acknowledge her. Why? Well, there was a complete draft for Kai’s route, but as he was fleshed out the more unrealistic his romance with protagonist became. We really appreciate the interest in Kai! He isn't however romanceable. ![]()
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