
Befriend the Mekakushi Dan in our friendsim visual novel: Tomodachi Dan!
Befriend the Kagerou Project cast in our fanmade visual novel, Tomodachi Dan! Chapter 0: Ayano is now out and playable for FREE: https://daniople.itch.io/tomodachi-dan

Befriend the Kagerou Project cast in our fanmade visual novel, Tomodachi Dan! Chapter 0: Ayano is now out and playable for FREE: https://daniople.itch.io/tomodachi-dan
Our final meme zine is at hand... are you ready to bear witness to our last hurrah? (I worked really hard on this cover okay guys 😭)
based on the original comic: https://www.tumblr.com/milletude/818048162619129856/coming-out-to-nii-san?source=share
the final deadline for submissions have been extended for one more week! get your memes in for the final kagepro meme zine :]
SUBMISSION FORM: https://forms.gle/3D2zWB6r2LVNPyBw7
hooray, another tomodachi dan devlog! we’re on track to show off ayano’s route on 8/15, so keep your eyes peeled for the reveal :)
you can find the devlog here: https://daniople.itch.io/tomodachi-dan/devlog/1578190/-july-2026-devlog
Hello! I'm not sure if this is possible, but would it be possible to change the viewport size of certain game menus (specifically Help and History) without messing with the others? Here is what my code currently looks like for both:
## History screen ##############################################################
##
## This is a screen that displays the dialogue history to the player. While
## there isn't anything special about this screen, it does have to access the
## dialogue history stored in _history_list.
##
## https://www.renpy.org/doc/html/history.html
screen history():
tag menu
## Avoid predicting this screen, as it can be very large.
predict False
use game_menu(_("History"), scroll=("vpgrid" if gui.history_height else "viewport"), yinitial=1.0, spacing=gui.history_spacing):
style_prefix "history"
for h in _history_list:
window:
## This lays things out properly if history_height is None.
has fixed:
yfit True
if h.who:
label h.who:
style "history_name"
substitute False
## Take the color of the who text from the Character, if
## set.
if "color" in h.who_args:
text_color h.who_args["color"]
$ what = renpy.filter_text_tags(h.what, allow=gui.history_allow_tags)
text what:
substitute False
if not _history_list:
label _("The dialogue history is empty.")
## This determines what tags are allowed to be displayed on the history screen.
define gui.history_allow_tags = { "alt", "noalt", "rt", "rb", "art" }
style history_window is empty
style history_name is gui_label
style history_name_text is gui_label_text
style history_text is gui_text
style history_label is gui_label
style history_label_text is gui_label_text
style history_window:
xfill True
ysize gui.history_height
style history_name:
xpos gui.history_name_xpos
xanchor gui.history_name_xalign
ypos gui.history_name_ypos
xsize gui.history_name_width
style history_name_text:
min_width gui.history_name_width
textalign gui.history_name_xalign
style history_text:
xpos gui.history_text_xpos
ypos gui.history_text_ypos
xanchor gui.history_text_xalign
xsize gui.history_text_width
min_width gui.history_text_width
textalign gui.history_text_xalign
layout ("subtitle" if gui.history_text_xalign else "tex")
style history_label:
xfill True
style history_label_text:
xalign 0.5
## Help screen #################################################################
##
## A screen that gives information about key and mouse bindings. It uses other
## screens (keyboard_help, mouse_help, and gamepad_help) to display the actual
## help.
screen help():
tag menu
default device = "keyboard"
use game_menu(_("Controls"), scroll="viewport"):
style_prefix "help"
vbox:
spacing 23
hbox:
textbutton _("Keyboard") action SetScreenVariable("device", "keyboard")
textbutton _("Mouse") action SetScreenVariable("device", "mouse")
if GamepadExists():
textbutton _("Gamepad") action SetScreenVariable("device", "gamepad")
if device == "keyboard":
use keyboard_help
elif device == "mouse":
use mouse_help
elif device == "gamepad":
use gamepad_help
## a bunch of controls and stuff
style help_button is gui_button
style help_button_text is gui_button_text
style help_label is gui_label
style help_label_text is gui_label_text
style help_text is gui_text
style help_button:
properties gui.button_properties("help_button")
xmargin 12
style help_button_text:
properties gui.text_properties("help_button")
style help_label:
xsize 375
right_padding 30
style help_label_text:
size gui.text_size
xalign 1.0
textalign 1.0
Hello! I've been trying to figure out how to left align my game menu buttons while keeping my main menu buttons centered. Whenever I edit the alignment in the code below however, it changes the alignment for both menu's buttons:
style navigation_button_text:
properties gui.text_properties("navigation_button")
xalign 0.5 #for center alignment
I've tried to use if main_menu: but that doesnt work in this instance... If anyone knows how to separate the alignment of these menu buttons I would be grateful.
Hello! I'm creating a content warning page for my visual novel. There are different routes that the player can take, all of which contain their own respective warnings. To avoid spoiling the player, I've been trying to make a toggle that expands/reveals a list of warnings for each route... but I haven't really figure out how to do this.
Here is the code in screens.rpy that includes the text that i would like toggled.
screen tw(): ## content warning page
tag menu
## This use statement includes the game_menu screen inside this one. The
## vbox child is then included inside the viewport inside the game_menu
## screen.
use game_menu(_("Content Warnings"), scroll="viewport"):
style_prefix "tw"
vbox:
## gui.tw is usually set in options.rpy.
if gui.tw:
text "[gui.tw!t]\n"
text _("> Ayano Route")
text _(" - list1\n - list 2\n - list 3\n - list 4")