define l = Character("Lucy", color="#ffcccc") = letter color
--------------------------------------
label start:
scene bg cave
show lucy happy
l "Now that the lights are on, we don't have to worry about Grues anymore."
show lucy mad at right
l "But what's the deal with me being in a cave? Eileen gets to be out in the
sun, and I'm stuck here!"
show logo base at rightish behind eileen
hide logo base
show eileen happy:
xalign 0.75
yalign 1.0
transform slightleft:
xalign 0.25
yalign 1.0
= show image, specify its place, and hide it, transform is for saving the setting
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scene bg whitehouse
with Dissolve(.5)
pause .5
scene bg washington
show eileen happy
with Dissolve(.5)
define slowdissolve = Dissolve(1.0)
= transitions, define is for saving the setting
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play music "sunflower-slow-drag.ogg" fadeout 1
queue music "sunflower-slow-drag.ogg"
stop music fadeout 1
play sound "tower_clock.ogg"
= playing music and sounds
--------------------------------------------------------------------------------
menu:
"Yes, I do.":
jump choice1_yes
"No, I don't.":
jump choice1_no
label choice1_yes:
$ menu_flag = True
e "While creating a multi-path visual novel can be a bit more work, it can
yield a unique experience."
jump choice1_done
label choice1_no:
$ menu_flag = False
e "Games without menus are called kinetic novels, and there are dozens of
them available to play."
jump choice1_done
label choice1_done:
# ... the game continues here.
if menu_flag:
e "For example, I remember that you plan to use menus in your game."
else:
e "For example, I remember that you're planning to make a kinetic novel,
without menus."
menu:
e "Finally, this shows how you can show dialogue and menus at the same time.
Understand?"
"Yes.":
e "Great."
"No.":
e "If you look at the example, before the first choice, there's an indented
say statement."
= choices, can use if statement so the game remembers a choice
-----------------------------------------------------------------------------------
----------------------
python:
name = renpy.input("What's your name?")
name = name.strip() or "Guy Shy"
e "To interpolate a variable, write it in square brackets. Isn't that right,
[name]?"
define g = Character("[name]")
$ answer = 42
$ flag = True
e "Variable interpolation also works with other variables. Here, the answer is
[answer] and the flag is [flag]."
= for player input
-----------------------------------------------------------------------------------
--------------------------
e "For example, we might want to have text that is {b}bold{/b}, {i}italic{/i},
{s}struckthrough{/s}, or {u}underlined{/u}."
e "The color text tag changes the {color=#0080c0}color{/color} of the text."
e "The p tag breaks a paragraph,{p}and waits for the player to click."
e "If it is given a number as an argument,{p=1.5}it waits that many seconds."
e "The w tag also waits for a click,{w} except it doesn't break lines,{w=.5}
the way p does."
eslow "The nw tag causes Ren'Py to continue past slow text,{nw}"
with flashbulb
extend " to the next statement."
define e_shout = Character("Eileen", who_color="#c8ffc8", what_size=34)
define e_whisper = Character("Eileen", who_color="#c8ffc8", what_size=18)
define narrator = Character(what_italic=True)
image logo rotated = Transform("logo base", rotate=45)
define flashbulb = Fade(0.2, 0.0, 0.8, color='#fff')
with flashbulb
show bg whitehouse
with fade
play audio "punch.opus"
with vpunch
play audio "punch.opus"
with hpunch
= change text style, shout and whisper, define narrator, rotate image, define
flashbulb, shake screen horizontally
with hpunch and vertically with vpunch