

Regular novelist trying my hand at VN's 2/20-character sprites.
It's my first time painting. I feel a bit embarrassed.


It's my first time painting. I feel a bit embarrassed.
hi everyone!
im lowkey a begginer nd kinda suck at scripting but making a game has always been a dream of mine so im free balling it alone. all the scripting, art, dialouge and even music in this game will be made by me and i want to see on what feedback ill get on the visuals while its in early early development
its going to be a psychological horror btw
I'm trying to color the character's name " Ralp " to be red. I rip the code directly from the tutorial, so I don't sure what I do wrong. I already save, restart the game when trying it. any help?
the story is a case unvolving murder and cults, the redhaired guy is the main character!!
id love some advice, especially when it comes to rendering and colors
gotta admit im struggling with fingers and clothing creases
if framed GUIs have 0 fans im dead
I'm worried about whether people will like this style, so I'm interested in your opinion!
I want to make the game consisting of three parts both by the plot and by the gameplay. I'm going to use a persistent variable to go from one part to another, it's already in use for main menu's background and for the label to start when the game is starting, but I'm afraid that save system might break if some player go from 3 to 1, for example. Is there a way to make certain save slots uninteractable (when you at 2, you can't go to 3 without progress or 1 without reset) or make three save lists to switch between them safely (each new part starting with forced save at the end of previous one)? Or maybe I heavily overthinking it and there's another option that isn't that critical to whole system?
Edit: Also I would appreciate any advice about autoupdate buttons on the main menu, because background do change while in game, but buttons require to reload T-T
hi ren'py community! my name is asia, and i am very new to this subreddit and gamedev in general. i am working on a visual novel on ren'py right now and i need advice for how my plot will advance. here's what i did so far:
the story revolves around an old man whose death is close, and meets his younger self in an abstract, immaterial space. he goes on a journey from where he's first anxious; so paranoid about his fate that he starts overthinking about all the ways his life could end, which puts him through psychological torment; to finally a point where he accepts death with open arms. he gets to progressively know more and more about his younger self through contacts they make in his realm from time to time, and ends up reconciling with it.
please let me know how you find it and any type of help is welcome!
Still have a lot to work on, backgrounds and even more characters sprites wise too 😭 but I was wondering if the characters or style would be interesting enough to pull people in? (Don’t mind the text box I haven’t finish the custom one yet 😔)
Hey guys,
I'm currently making my first VN completely solo in Ren'Py, and I intend to finish it that way. However, I've also started writing the script for a second VN, and I've become much more invested in it than I expected.
During my holidays I went through a pretty intense writing burst and produced 50k+ words in a very short time. I was completely in the zone: sometimes crying because I was so immersed in the characters, other times laughing by myself at their interactions. A lot of their dynamics are inspired by real friendships and experiences, which probably helps.
The problem is that I don't think I can realistically make this one alone.
I can draw and already have visual concepts for the characters, but I don't have the versatility or time to produce sprites, poses, CGs, backgrounds, etc. at the level and consistency I'd want. The whole project has an anime aesthetic, and while I know roughly what I want visually, I'm absolutely open to an artist suggesting something better.
Right now there are six main characters, several important secondary characters, and already quite a few locations (home, city streets, karaoke, izakaya, trains, Miyajima, ryokan, shrines, onsen, day/night scenes, etc.).
I'm also finishing my PhD soon, so my available time is going to become much more limited.
So I'd mainly like advice on two things:
Should I finish most of the script first, make a vertical slice with placeholders, or commission the main character designs early and build from there?
I'm not asking anyone to work for free, but paying for the entire audiovisual side upfront could get very expensive. Is revenue share, upfront payment + revenue share, or some other hybrid arrangement realistic?
I'd be handling the story, writing, programming, direction and implementation, while mainly needing help with art and eventually other audiovisual work.
Would having a strong vertical slice, a mostly finished script, character concept sketches, and eventually my first VN released make this kind of collaboration more realistic?
For anyone who has gone from solo VN development to working with artists or a small team: when did you make that transition, and how did you structure payment/revenue share?
Hey guyyyys! It's me again with a new question!
My dating sim is coming along really well and I commissioned a fantastic artist to redo my UI! While I've been plugging away and having SOME success changing up the Save/Load Screen, I hit a wall when it came to the Preferences Screen (I renamed it to Settings). I can't completely figure out how to rearrange this around to where it looks like the second image (which is what it's supposed to look like). When I try moving the Display section to the right, the text starts cutting off from view. Does anyone have an idea of how this can be done? Here's the current code in screens.rpy. Once I get the UI completely in game, I'd love to showoff the progress I've made. :)
screen preferences():
tag menu
add "gui/settings_menu.png"
use game_menu(_("Settings"), scroll="viewport"):
vbox:
hbox:
box_wrap True
if renpy.variant("pc") or renpy.variant("web"):
vbox:
style_prefix "radio"
label _("Display")
textbutton _("Window") action Preference("display", "window")
textbutton _("Fullscreen") action Preference("display", "fullscreen")
vbox:
style_prefix "radio"
label _("Rollback Side")
textbutton _("Disable") action Preference("rollback side", "disable")
textbutton _("Left") action Preference("rollback side", "left")
textbutton _("Right") action Preference("rollback side", "right")
vbox:
style_prefix "check"
label _("Skip")
textbutton _("Unseen Text") action Preference("skip", "toggle")
textbutton _("After Choices") action Preference("after choices", "toggle")
textbutton _("Transitions") action InvertSelected(Preference("transitions", "toggle"))
## Additional vboxes of type "radio_pref" or "check_pref" can be
## added here, to add additional creator-defined preferences.
null height (4 * gui.pref_spacing)
hbox:
style_prefix "slider"
box_wrap True
spacing 15
vbox:
label _("Text Speed")
bar value Preference("text speed") xsize 600
label _("Auto-Forward Time")
bar value Preference("auto-forward time") xsize 600
vbox:
if config.has_music:
label _("Music Volume")
hbox:
bar value Preference("music volume") xsize 600
if config.has_sound:
label _("Sound Volume")
hbox:
bar value Preference("sound volume") xsize 600
if config.sample_sound:
textbutton _("Test") action Play("sound", config.sample_sound)
if config.has_voice:
label _("Voice Volume")
hbox:
bar value Preference("voice volume") xsize 600
if config.sample_voice:
textbutton _("Test") action Play("voice", config.sample_voice)
I drew 20+ expressions for each!!! The Girl is Zeva and the boy is Caleb btw :>
This is a demo that I've been working on, and it is free for anyone to try out. You can download it from here: https://eben365.itch.io/inbetween . It's available for Windows and Linux.
Hi! For some context, I am very much disabled. Physically and also potentially mentally to an extent. I have brain fog and get lost in/overwhelmed by dense visual information incredibly easily, occasionally to the point of migraines. I am developing a game that may end up being quite large in terms of code, so I'm asking if there's any tools/plugins/etc etc for Ren'Py that can help section off the code into more manageable visual "chunks" so I can program easier without potentially harming myself in the process. Thank you!
Hello! I’ve been working on a game heavily relying on an inventory system for the past year or 2, and just when I thought I finally had everything in order, there’s one more glitch plaguing it.
This glitch involves a flag called the AltArrow. Essentially, the AltArrow determines the behaviour of the inventory system’s cancel button. If you cancel with AltArrow off, the game just returns to where you were. If you cancel with AltArrow on, the game sends you to what I call The TimeRoom, where a bunch of flags determine where you should jump to next based on what other flags or variables are active. It's a situational flag, but it works for what I need it for.
screen hud():
modal False
imagebutton auto "bg_hud_thoughtinventory_%s.png":
focus_mask True
hovered SetVariable("screen_tooltip", "Thought_Inventory")
unhovered SetVariable("screen_tooltip", "")
action Show("thought_inventory"), Hide("hud"), SetVariable("quick_menu", False)
screen thought_inventory():
default hovered_thought = None
add "bg_thoughtinventory":
align (0.5, 1.0)
modal True
frame:
#(This is just some debug stuff I have in here just in case)
vbox:
xalign 0.895 yalign 0.20
xysize 0.06,0.05
if AltArrow == True:
text "AltArrow is On"
else:
text "AltArrow Is Off"
vbox:
xalign 0.895 yalign 0.40
xysize 0.06,0.05
if player.is_alone:
text "You're Alone"
else:
text "Someone's Here"
align (0.2, 0.6)
xysize (800,700)
viewport:
scrollbars "vertical"
mousewheel True
draggable True
side_yfill True
vbox:
for thought in thought_inventory.thoughts:
button:
text "[thought.name]\n" style "button_text"
if player.is_alone:
action Function(player.show_thought, thought) pos 0.1, 0.5
hovered SetScreenVariable("hovered_thought", thought)
else:
action SetVariable("quick_menu", True), Function(player.show_thought, thought) pos 0.1, 0.5
hovered SetScreenVariable("hovered_thought", thought)
if hovered_thought:
frame:
align (0.845, 0.944)
xysize (550, 535)
text "{size=*0.80}[hovered_thought.description]{/size}"
add hovered_thought.icon pos -0.0054, -0.5927
imagebutton auto "thoughtinventoryscreen_return_%s.png":
focus_mask True
hovered SetVariable("screen_tooltip", "Return")
unhovered SetVariable("screen_tooltip", "")
#THIS IS WHERE THE PROBLEM ACTUALLY STARTS.
if AltArrow == True:
action SetVariable("quick_menu", True), Hide("thought_inventory"), Jump("TimeRoom"), Show("hud"), Return()
else:
action SetVariable("quick_menu", True), Hide("thought_inventory"), Show("hud")
Everything works out, except when you pass this point in the script:
label Mary_TalkSession1:
$ AltArrow = True
$ Session_Active = True
show screen UnfinishedBar
show screen hud
show screen calender
show mary neutral
$ player.add_person(m_obj)
if mm <= -30:
show mary sad
menu:
"{i}{color=#2731c2}Ask Her A Question{/color}{/i}":
jump Mary_AskSession1
"{i}{color=#2731c2}Bring Up A Thought{/color}{/i}":
$ quick_menu = False
hide screen hud
call screen thought_inventory
"{i}{color=#2731c2}Think For A Bit{/color}{/i}":
jump Your_AskSession1
"{i}{color=#2731c2}End Session{/color}{/i}":
jump Mary_AreYouSure1
label Mary_AreYouSure1:
n "{i}{color=#9c2cdd}(...I think I have nothing left to ask.){/color}{/i}"
Qm "You sure?"
menu:
"Yeah.":
jump Concluding_Session1
"On second thought...":
jump NotDoneSession1
label NotDoneSession1:
n "On second thought, there is something I should ask."
jump Mary_TalkSession1
This is the set-up for the conversation menu, where you can control what you bring up with characters.
When the game passes this point, the HUD changes. Whenever you click the hud button, AltArrow is switched on automatically no matter what, and you can’t exit the menu without transporting to the timeroom, which softlocks the game.
There is no part of any screen code which controls when AltArrow is switched on and off. It only detects when AltArrow is flicked on by the script itself.
And everything works perfectly before that point. AltArrow is getting shut off and staying off no matter how many times I open the inventory. Hell, if I put a shortcut that skips this section entirely, the code still works!
For clarification, I did once try to have AltArrow’s flag be triggered by the menu buttons, but that code is long gone. I don't even remember the details. I’ve recomplied since then, and even if it was still somehow being read, I can’t figure out why it would only activate after that point. I have tried putting hashtags in front of each line at the beginning, and the glitch still stays.
I have absolutely no idea what’s going on. I’m hoping somebody else might. I don't know if it will help, but here's some additional relevant inventory code if you need that context.
init python:
class Thought_Inventory():
def __init__(self, thoughts=None):
self.thoughts = thoughts if thoughts else []
self.no_of_thoughts = len(self.thoughts)
def add_thought(self, thought):
if thought not in self.thoughts:
self.thoughts.append(thought)
self.no_of_thoughts += 1
def remove_thought(self, thought):
if thought in self.thoughts:
self.thoughts.remove(thought)
self.no_of_thoughts -= 1
class Thought():
def __init__(self, name, description, icon):
self.name = name
self.description = description
self.icon = icon
def __str__(self):
return self.name
def __eq__(self, other):
if isinstance(other, Thought):
return self.name == other.name
else:
return False
init python:
class Actor:
def __init__(self, name, character, thoughts=[]):
self.name = name
self.character = character
self.thoughts = thoughts
def __str__(self):
return self.name
def react_on_thought(self, thought_name):
for thought in self.thoughts:
if thought[0] == thought_name:
return [self.character, thought[1]]
class Player():
def __init__(self, name):
self.name = name
self.is_with_list = []
def __str__(self):
return self.name
u/property
def is_alone(self):
return not self.is_with_list
def add_person(self, person):
if person not in self.is_with_list:
self.is_with_list.append(person)
def remove_person(self, person):
if person in self.is_with_list:
self.is_with_list.remove(person)
def show_thought(self, thought_name, label=False):
reactions = []
for char in self.is_with_list:
character_reaction = char.react_on_thought(thought_name)
if character_reaction:
if renpy.has_label(character_reaction[1]):
renpy.call(character_reaction[1])
else:
reactions.append(character_reaction)
if reactions:
renpy.show_screen("reaction_screen", reactions)
Hello, I do watching and learning about stuff like picking chose, changed scenes, and the chose matter stuff. But I’m having a very difficult time how to apply it to my specific storyline I’m going with my game, where when you chose the characters at some point, it’ll lock the story to go on that route and resort in that ending with the characters.
I’m a beginner, and I’m making this game as a side hobby, and probably won’t making any other game after this. I hope you understand why I’m not going all detail to learning everything possible and giving it a fully attention and time since game developer is not my first passion, just something I wanna try on and share it with friends, I’m just learning only what I’ll use in my game.
Anyway, advice with details and example code is highly appreciated. Thank you so much. If anyone having a link to somewhere like video tutorial that’s doing a tutorial of how to do this specific storyline is also appreciated.
I'm in extremely early development of a game and i don't have any money to spend on it. I know how to code and i am currently writing all the script for it. My only problems are the art. I'm bad at drawing and I can't make music. I'm mostly making the game for my own enjoyment and to be able to enjoy my oc's visually. I have attempted to draw them but im not good. I really like the anime art style and im horrible for anatomy. I really need some help on what to do for it. I'm too nervous to commision people because i think i wont like it or it won't be right. i really don't know what to do😭
I have a character sprite that I want to show variants for, but they won't show up.
The sprite bases in question and their variants (The character's casual wear vs the pajamas)
The code I use to display the layered image. I define the variant name \"pj\" in the bottom line.
This is the result it gives, just \"unknown attributes\" error message.
I'm not sure what's going wrong here. Any assistance appreciated.
Update: