Demo Script Example
Return to the tutorial.
init:
$ config.screen_width = 800
$ config.screen_height = 600
$ config.window_title = "The Ren'Py Demo Game"
image bg carillon = "carillon.jpg"
image bg whitehouse = "whitehouse.jpg"
image bg washington = "washington.jpg"
image bg onememorial = "1memorial.jpg"
image black = Solid((0, 0, 0, 255))
image eileen happy = "9a_happy.png"
image eileen vhappy = "9a_vhappy.png"
image eileen concerned = "9a_concerned.png"
$ e = Character('Eileen', color=(200, 255, 200, 255))
label start:
$ save_name = "Introduction"
$ date = False
$ renpy.clear_game_runtime()
$ renpy.music_start('sun-flower-slow-drag.mid')
scene bg washington with fade
show eileen vhappy with dissolve
$ version = renpy.version()
"Girl" "Hi, and welcome to the %(version)s demo program."
show eileen happy
"Girl" "My name is Eileen, and while I plan to one day star in a
real game, for now I'm here to tell you about Ren'Py."
e "Ren'Py is a language and engine for writing and playing visual
novel games."
e "Our goal is to allow people to be able to write the script for
a game, and with very little effort, turn that script into
a working game."
e "I can tell you about the features of Ren'Py games, or how to write
your own game. What do you want to know about?"
$ seen_set = [ ]
label choices:
$ save_name = "Question Menu"
menu:
set seen_set
"What are some user-visible features of Ren'Py games?":
call features from _call_features_1
jump choices
"How do I write my own games with it?":
call writing from _call_writing_1
jump choices
"Can you demonstrate more features to me?":
call demonstrate from _call_demonstrate_1
jump choices
"Where can I find out more?" if seen_set:
call find_out_more from _call_find_out_more_1
jump choices
"Why are we in Washington, DC?":
call washington from _call_washington_1
jump choices
"I think I've heard enough." if seen_set:
jump ending
label writing:
$ save_name = "Writing Games"
e "If you want to write a game, we recommend that you read the
Ren'Py reference, which you can get from our web page,
http://www.bishoujo.us/renpy/."
e "But here, we'll go over some of the basics of writing Ren'Py
scripts. It might make sense if you open the source for this
game."
e "The source for this game can be found in the file
game/script.rpy."
e "The goal of Ren'Py is to make writing the game similar to
typing up the script on the computer."
e "For example, a line of dialogue is expressed by putting the
character's name next to the dialogue string."
"I somehow remember that strings by themselves are displayed as
thoughts or narration."
e "The menu statement makes it easy to create menus."
e "A number of statements let you control what is shown on the
screen."
scene bg whitehouse with fade
e "The scene statement clears the scene list, which is the list of
things that are shown on the screen."
show eileen happy with dissolve
e "The show statement shows another image on the screen."
show eileen happy at left with move
e "Images can take at clauses that specify where on the screen
they are shown."
show eileen vhappy at left
e "Showing a new image with the same first part of the name
replaces the image in the scene list."
hide eileen with dissolve
e "Finally, the hide statement hides an image, which is useful
when a character leaves the scene."
show eileen happy with dissolve
e "Don't worry, I'm not going anywhere."
e "The with statement is used to cause transitions to
happen. Transitions like fade..."
with None
with fade
e "... or dissolve ..."
with None
scene bg washington
show eileen happy
with dissolve
e "... are easily invoked."
e "We now provide a series of user-interface functions, that allow
the programmer to create fairly complex interfaces."
e "Ren'Py also includes a number of control statements, and even
lets you include python code."
e "Rather than go into this here, you can read all about it in the
reference."
e "You can see a number of features in action by asking me to
demonstrate them at the next menu."
e "If you want to make changes, you can edit the script for this
game by editing game/script.rpy"
e "When you've made a change, just re-run the game to see your
change in action."
e "Would you like to know about something else?"
return
label features:
$ save_name = "Features"
e "Ren'Py provides a number of gameplay features, giving the user
a good experience while freeing up the game author to write his
game."
e "What are some of these features? Well, first of all, we take
care of displaying the screen, as well as dialogue and menus."
e "You can navigate through the game using the keyboard or the
mouse. If you've gotten this far, you've probably figured that
out already."
e "Right-clicking or pressing escape will bring you to the game
menu."
e "The game menu lets you save or load the game. Ren'Py doesn't
limit the number of save slots available. You can create as
many slots as you can stand."
e "A preferences screen on the game menu lets you change the
fullscreen mode, control skipping, text speed, and
transitions, and turn sound and music on and off."
e "The game menu also lets you restart or quit the game. But you
wouldn't want to do that, would you?"
e "Finally, the game menu lets you set up the game
preferences. These preferences are saved between games."
show eileen vhappy
e "The next feature is really neat."
show eileen happy
menu rollback_menu:
"Would you like to hear about rollback?"
"Yes.":
pass
"No.":
jump after_rollback
e "Rollback is a feature that only Ren'Py has. It lets you go back
in time in a game."
e "For example, you can go back to a menu and save or make a
different choice."
e "You can access it by pressing page up or scrolling up on your
mouse wheel."
e "Why don't you try it by going back to the last menu and
choosing 'No.' instead of 'Yes.'"
e "Press page up or scroll up the mouse wheel."
show eileen concerned
e "Well, are you going to try it?"
e "Your loss."
e "Moving on."
label after_rollback:
show eileen happy
e "Ren'Py gives you a few ways of skipping dialogue. Pressing
control quickly skips dialogue you've seen at least once."
e "Pressing Tab toggles the skipping of dialogue you've seen at
least once."
e "Pressing page down or scrolling the mouse wheel down will let
you skip dialogue you've seen this session. This is useful
after a rollback."
e "If you want to try these, you might want to rollback a bit
first, so you can skip over something you've seen already."
e "Finally, Ren'Py has predictive image loading, so you rarely
have to wait for a new image to load."
e "Remember, all these features are built into the engine or
standard library. So every game written with Ren'Py has them."
e "Is there anything else you'd like to know about?"
return
label find_out_more:
$ save_name = "Find Out More"
e "There are a few places you can go to find out more about
Ren'Py."
e "The Ren'Py homepage, http://www.bishoujo.us/renpy/, is probably
the best place to start."
e "There, you can download new versions of Ren'Py, and read the
tutorial online."
e "If you have questions, the best place to ask them is the Ren'Py
forum of the Lemmasoft forums."
e "Just go to http://lemmasoft.renai.us/forums/, and click on
Ren'Py."
e "We thank Blue Lemma for hosting our forum."
e "Finally, feel free to email or IM us if you need help. You can
get the addresses to use from http://www.bishoujo.us/renpy/."
e "We really want people to make their own games with Ren'Py, and
if there's anything we can do to help, just tell us."
e "Is there anything I can help you with now?"
return
label washington:
$ save_name = "Washington, DC"
e "We're in Washington, DC because over Summer 2004 American
Bishoujo's home base was just outside of DC."
scene bg whitehouse
show eileen happy at left
with fade
e "Even though we've moved back to New York, we took a bunch of
pictures, and decided to use them."
show eileen concerned at left
e "It was easier than drawing new pictures for this demo."
show eileen happy at left
e "Do you have a favorite landmark in or around DC?"
menu:
"The White House.":
e "I was supposed to go on a tour of the West Wing, once."
show eileen concerned
e "They wouldn't let us in."
e "The secret service guy who was supposed to show us
around was out of town that day."
e "Too bad."
"The National Mall.":
e "It's always fun to go down to the national mall."
e "You can visit the monuments, or see one of the
museums."
e "I guess you could run out of things to do after a while
but I didn't over the course of a summer."
"The Netherlands Carillon.":
jump netherlands
jump post_netherlands
label netherlands:
show eileen vhappy at left
e "You've been to the Netherlands Carillon?"
scene bg carillon
show eileen vhappy at left
with dissolve
e "It may not be much to look at but the sound of the bells is
really neat."
e "I love going there. Saturdays during the summer, they have
these recitals in the park where a guy comes and plays the
bells live."
e "You can climb to the top and talk to him, if you're not afraid
of heights."
e "Once, I saw a little girl there, maybe three or four years old.
The guy played the bumblebee song for here, and he even let her play the last
note. It was so cute!"
e "I haven't been there for so long."
menu:
"Would you like to go there sometime?":
e "You mean, together?"
e "Sure, why not. How does next Saturday sound?"
e "It's a date."
$ date = True
"That sounds nice.":
show eileen happy at left
e "Well, it is."
label post_netherlands:
scene bg washington
show eileen happy
with fade
e "Anyway, is there anything else you want to know about Ren'Py?"
return
label ending:
$ save_name = "Ending"
e "Well, that's okay."
e "I hope you'll consider using Ren'Py for your next game
project."
show eileen vhappy
e "Thanks for viewing this demo!"
if date:
e "And I'll see you on Saturday."
scene black with dissolve
"Ren'Py and the Ren'Py demo were written by PyTom."
'The background music is "Sun Flower Slow Drag" by S. Joplin
(1868-1917). Thanks to the Mutopia project for making it
available.'
'The author would like to thank everyone who makes original
English-language bishoujo games, and the people on the Lemmasoft forums
who encouraged him.'
"We can't wait to see what you do with this. Good luck!"
$ minutes, seconds = divmod(int(renpy.get_game_runtime()), 60)
"It took you %(minutes)d minutes and %(seconds)d seconds to
finish this demo."
$ renpy.full_restart()
label speedtest:
with None
scene bg whitehouse
show eileen happy
with dissolve
e "Okay, I'm going to run the speedtest on your system."
e "I'll only be testing the performance of the dissolve
transition. It taxes your system the most, as it needs to
redraw the entire screen each frame."
$ frames = config.frames
with None
scene bg washington
show eileen happy
with Dissolve(5.0)
$ frames = config.frames - frames
$ fps = frames / 5.0
e "Well, your system displayed %(frames)d frames in five
seconds. That's %(fps).1f fps."
e "Remember, this is the worst-case speed, as usually we can just
draw the parts of the screen that have changed."
e "Thanks for viewing the secret speed test."
return
init:
python:
config.keymap['speedtest'] = [ 'S' ]
config.underlay.append(renpy.Keymap(speedtest=renpy.curried_call_in_new_context('speedtest')))
init:
python:
def day_planner():
periods = [ 'Morning', 'Afternoon', 'Evening' ]
choices = [ 'Study', 'Exercise',
'Eat', 'Drink', 'Be Merry' ]
plan = { 'Morning' : 'Eat',
'Afternoon' : 'Drink',
'Evening' : 'Be Merry' }
day = 'March 25th'
stats = [
('Strength', 100, 10),
('Intelligence', 100, 25),
('Moxie', 100, 100),
('Chutzpah', 100, 75),
]
editing = None
def button(text, selected, returns, **properties):
style = 'button'
style_text = 'button_text'
if selected:
style='selected_button'
style_text='selected_button_text'
ui.button(clicked=ui.returns(returns),
style=style, **properties)
ui.text(text, style=style_text)
while True:
ui.window(xpos=0,
ypos=0,
xanchor='left',
yanchor='top',
xfill=True,
yminimum=200,
)
ui.vbox()
ui.text('Statistics')
ui.null(height=20)
for name, range, value in stats:
ui.hbox()
ui.text(name, minwidth=150)
ui.bar(600, 22, range, value, ypos=0.5, yanchor='center')
ui.close()
ui.close()
ui.window(xpos=0,
ypos=200,
xanchor='left',
yanchor='top',
xfill=False,
xminimum=300
)
ui.vbox(xpos=0.5, xanchor='center')
ui.text(day, xpos=0.5, xanchor='center', textalign=0.5)
ui.null(height=20)
for i in periods:
face = i + ": " + plan[i]
button(face, editing == i, ("edit", i))
ui.null(height=20)
ui.textbutton("Continue", clicked=ui.returns(("done", True)))
ui.null(height=20)
ui.close()
if editing:
ui.window(xpos=300,
ypos=200,
xanchor='left',
yanchor='top',
xfill=False,
xminimum=500
)
ui.vbox()
ui.text("What will you do in the %s?" % editing.lower())
ui.null(height=20)
for i in choices:
button(i, plan[editing] == i, ("set", i),
xpos=0, xanchor='left')
ui.close()
ui.window()
ui.vbox()
ui.text("To get to the next screen, click the 'Continue' button.")
ui.close()
type, value = ui.interact()
if type == "done":
break
if type == "edit":
editing = value
if type == "set":
plan[editing] = value
editing = None
return plan
init:
image movie = Movie()
python:
povname = ""
pov = DynamicCharacter("povname", color=(255, 0, 0, 255))
$ ectc = Character('Eileen', color=(200, 255, 200, 255),
ctc = anim.Blink("arrow.png"))
$ ectcf = Character('Eileen', color=(200, 255, 200, 255),
ctc = anim.Blink("arrow.png", xpos=760, ypos=560),
ctc_position="fixed")
image eileen animated = Animation(
"9a_vhappy.png", 1.0,
"9a_happy.png", 1.0)
image smanim = anim.SMAnimation(
"r",
anim.State("r", Solid((255, 0, 0, 255))),
anim.State("g", Solid((0, 255, 0, 255))),
anim.State("b", Solid((0, 0, 255, 255))),
anim.Edge("r", .5, "g", dissolve),
anim.Edge("r", .5, "b", dissolve),
anim.Edge("g", .5, "r", dissolve),
anim.Edge("g", .5, "b", dissolve),
anim.Edge("b", .5, "r", dissolve),
anim.Edge("b", .5, "g", dissolve),
)
image cyan base = Image("cyan.png")
image cyan crop = im.Crop("cyan.png", 100, 0, 100, 200)
image cyan composite = im.Composite((200, 300),
(0, 0), "cyan.png",
(0, 50), "cyan.png",
(0, 100), "cyan.png")
image cyan green = im.Map("cyan.png", bmap=im.ramp(0, 0))
image cyan alpha = im.Alpha("cyan.png", 0.5)
image eileen alpha = im.Alpha("9a_happy.png", 0.5)
$ cyanpos = Position(xpos=700, xanchor='right', ypos=100, yanchor='top')
init:
$ slowcirciris = ImageDissolve("circiris.png", 5.0, 8)
$ circirisout = ImageDissolve("circiris.png", 1.0, 8)
$ circirisin = ImageDissolve("circiris.png", 1.0, 8, reverse=True)
$ demotrans = ImageDissolve("demotrans.png", 3.0, 128)
image circiris = "circiris.png"
label demonstrate:
scene bg washington
show eileen happy
e "I can give you a demonstration of some of the features in
Ren'Py, but you'll have to tell me what it is you'd like to
have demonstrated."
menu demo_menu:
"Simple transitions, updated in 4.8.5":
e "Okay, I can tell you about simple transitions. We call
them simple because they aren't that flexible."
e "But don't let that get you down, since they're the
transitions you'll probably use the most."
with None
scene bg whitehouse
show eileen happy
with dissolve
e "The dissolve transition is probably the most useful,
blending one scene into another."
with None
with fade
e "The fade transition fades to black, and then fades back
in to the new scene."
e "If you're going to stay at a black screen, you'll
probably want to use dissolve rather than fade."
with None
scene bg washington
show eileen happy
with pixellate
e "The pixellate transition pixellates out the old scene,
switches to the new scene, and then unpixellates that."
e "It's probably not appropriate for most games, but we
think it's kind of neat."
e "Finally, we can point out that motions can be used as
transitions."
"..."
"......"
$ renpy.play('punch.wav')
with vpunch
e "Hey! Pay attention."
e "I was about to demonstrate vpunch... well, I guess I just
did."
$ renpy.play('punch.wav')
with hpunch
e "We can also shake the screen horizontally, with hpunch."
"ImageDissolve transitions, added in 4.8.7.":
e "ImageDissolve allows us to have dissolve transitions that are
controlled by images."
e "This lets us specify very complex transitions, fairly
simply."
e "Let's try some, and then I'll show how they work."
e "There are two ImageDissolve transitions present by
default in the standard library."
scene black with blinds
scene bg washington
show eileen happy
with blinds
e "The blinds transition opens and closes what looks like
vertical blinds."
scene black with squares
scene bg washington
show eileen happy
with squares
e "The squares transition uses these squares to show
things."
e "I'm not sure why anyone would want to use it, but it
was used in some translated games, so we added it."
e "There are also a few transitions that aren't in the
standard library."
e "These ones require images the size of the screen, and
so we couldn't include them as the size of the screen
can change from game to game."
e "You can find them defined in the source of the demo
script."
scene black with circirisin
e "We can hide things with a circirisin..."
with None
scene bg washington
show eileen happy
with circirisout
e "... and show them again with a circirisout."
e "It's even possible to have weird custom transitions."
scene circiris with demotrans
e "What we're showing here is the picture that's used in
the circiris transitions."
e "If you take a look, the center of it is white, while
the edges are darker."
e "When we use an ImageDissolve, the white will dissolve
in first, followed by progressively darker colors."
e "Let's try it."
with None
scene bg washington
show eileen happy
with slowcirciris
e "It's also possible to reverse the transition, so that
the black pixels are dissolved in first."
"CropMove transitions, added in 4.5.":
e "The CropMove transition class lets us provide a wide
range of transition effects."
hide eileen with dissolve
e "I'll stand offscreen, so you can see some of its modes. I'll read
out the mode name after each transition."
scene bg whitehouse with wiperight
e "We first have wiperight..."
scene bg washington with wipeleft
e "...followed by wipeleft... "
scene bg whitehouse with wipeup
e "...wipeup..."
scene bg washington with wipedown
e "...and wipedown."
e "Next, the slides."
scene bg whitehouse with slideright
e "Slideright..."
scene bg washington with slideleft
e "...slideleft..."
scene bg whitehouse with slideup
e "...slideup..."
scene bg washington with slidedown
e "and slidedown."
e "While the slide transitions slide in the new scene, the
slideaways slide out the old scene."
scene bg whitehouse with slideawayright
e "Slideawayright..."
scene bg washington with slideawayleft
e "...slideawayleft..."
scene bg whitehouse with slideawayup
e "...slideawayup..."
scene bg washington with slideawaydown
e "and slideawaydown."
e "We also have a couple of transitions that use a
rectangular iris."
scene bg whitehouse with irisout
e "There's irisout..."
with None
scene bg washington
show eileen happy
with irisin
e "... and irisin."
e "It's enough to make you feel a bit dizzy."
"Positions and movement, updated in 4.8.":
e "I'm not stuck standing in the middle of the screen,
even though I like being the center of attention."
e "Positions, given with an at clause, specify where I'm
standing."
e "The move transition moves around images that have
changed position."
e "For example..."
show eileen happy at offscreenleft with move
e "I can move over to the offscreenleft position, just off
the left side of the screen."
show eileen happy at left with move
e "The left position has my left side border the left
margin of the screen."
show eileen happy at center with move
e "I can also move to the center..."
show eileen happy at right with move
e "... the right ..."
show eileen happy at offscreenright with move
e "... or even to offscreenright, off the right-hand side
of the screen."
show eileen happy at right with move
e "We don't limit you to these five positions either. You
can always create your own Position objects."
hide eileen happy
show eileen happy at Move((1.0, 1.0, 'right', 'bottom'),
(0.0, 1.0, 'left', 'bottom'),
4.0, repeat=True, bounce=True)
e "It's also possible to have a movement happen while
showing dialogue on the screen, using the Move function."
e "Move can repeat a movement, and even have it bounce
back and forth, like I'm doing now."
scene bg onememorial at Pan((0, 800), (0, 0), 10.0) with dissolve
e "Finally, we can pan around an image larger than the
screen, using the Pan function in an at
clause."
e "That's what we're doing now, panning up a picture of
the memorial to the Big Red One."
with None
scene bg washington
show eileen happy
with dissolve
"Animation, updated in 4.8.5":
e "Ren'Py supports a number of ways of creating
animations."
e "These animations let you vary images, independent of
the user's clicks."
show eileen animated
e "For example, I'm switching my expression back and
forth, once a second."
e "Even though you clicked, I'm still doing it."
e "This is an example of the Animation function at work."
show eileen happy
e "The Animation function is limited to simple lists of
images, with fixed delays between them."
e "The sequence can repeat, or can stop after one
go-through."
e "If you want more control, you can use the
anim.SMAnimation function."
e "It can randomly change images, and even apply
transitions to changes."
with None
scene smanim
show eileen happy
with dissolve
e "Here, we randomly dissolve the background between red,
green, and blue images."
e "Psychadelic."
with None
scene bg washington
show eileen happy
with dissolve
e "It's probably best if we stop here, before somebody's
brain explodes."
"Text tags, updated in 5.1.2.":
e "Text tags let us control the appearance of text that is
shown to the user."
e "Text tags can make text {b}bold{/b}, {i}italic{/i}, or
{u}underlined{/u}."
e "They can make the font size {size=+12}bigger{/size} or
{size=-8}smaller{/size}."
e "They let you include {image=slider_idle.png} images
inside text."
e "They can even change the
{color=#f00}color{/color}
{color=#ff0}of{/color}
{color=#0f0}the{/color}
{color=#0ff}text{/color}."
e "There are also bold, italic, and underline style properties, which can
be styled onto any text."
e "If you find yourself using text tags on every line, you
should probably look at style properties instead."
e "Used with care, text tags can enhance {b}your{/b} game."
e "{u}Used{/u} with {i}abandon,{/i} they {b}can{/b} make {b}your{/b}
game {color=#333}hard{/color} {color=#888}to{/color} {color=#ccc}read{/color}."
e "With great power comes great responsibility, after all."
e "And we want to give you all the power you need."
"Music, sound and movies, updated in 4.5.":
e "Ren'Py supports a number of multimedia functions."
e "You're probably hearing music playing in the
background."
$ renpy.music_stop(fadeout=0.5)
e "We can stop it..."
$ renpy.music_start('sun-flower-slow-drag.mid')
e "... and start it playing again."
$ renpy.play("18005551212.wav")
e "We can also play up to eight channels of sound effects
on top of the music."
e "We ship, in the extras/ directory, code to support
characters having voice."
e "Finally, we support playing mpeg movies."
if renpy.exists('Eisenhow1952.mpg'):
e "Since you downloaded the Eisenhower commercial, I can show
it to you as a cutscene."
e "You can click to continue if it gets on your nerves too
much."
$ renpy.movie_cutscene('Eisenhow1952.mpg', 63.0)
hide eileen
show movie at Position(xpos=420, ypos=25, xanchor='left', yanchor='top')
show eileen happy
$ renpy.movie_start_displayable('Eisenhow1952.mpg', (352, 240))
e "Ren'Py can even overlay rendered images on top of a movie,
although that's more taxing for your CPU."
e "It's like I'm some sort of newscaster or something."
$ renpy.movie_stop()
hide movie
else:
e "You haven't downloaded the Eisenhower commercial, so we
can't demonstrate it."
e "That's it for multimedia."
"Image Operations, added in 4.8.5":
e "Image operations allow one to manipulate images as they
are loaded in."
e "These are efficent, as they are only evaluated when an
image is first loaded."
e "This way, there's no extra work that needs to be done
when each frame is drawn to the screen."
show eileen happy at left with move
show cyan base at cyanpos with dissolve
e "Let me show you a test image, a simple cyan circle."
e "We'll be applying some image operations to it, to see
how they can be used."
show cyan crop at cyanpos with dissolve
e "The im.Crop operation can take the image, and chop it
up into a smaller image."
show cyan composite at cyanpos with dissolve
e "The im.Composite operation lets us take multiple images,
and draw them into a single image."
e "While you can do this by showing multiple images, this
is more efficent, if more complex."
show cyan green at cyanpos with dissolve
e "The im.Map operation lets us mess with the red, green,
blue, and alpha channels of an image."
e "In this case, we removed all the blue from the image,
leaving only the green component of cyan."
show cyan alpha at cyanpos with dissolve
e "The im.Alpha operation can adjust the alpha channel on
an image, making things partially transparent."
show eileen alpha at left with dissolve
e "It's useful if a character just happens to be ghost."
with None
hide cyan
show eileen happy at left
with dissolve
e "But that's not the case with me."
show eileen happy with move
"User interaction.":
e "Ren'Py gives a number of ways of interacting with the
user."
e "You've already seen say statements and menus."
e "We can also prompt the user to enter some text."
$ povname = renpy.input("What is your name?")
pov "My name is %(povname)s."
e "Imagemaps let the user click on an image to make a
choice."
$ result = renpy.imagemap("ground.png", "selected.png", [
(100, 100, 300, 400, "eileen"),
(500, 100, 700, 400, "lucy")
])
if result == "eileen":
show eileen vhappy
e "You picked me!"
elif result == "lucy":
show eileen concerned
e "It looks like you picked Lucy."
if date:
e "You can forget about Saturday."
$ date = False
show eileen happy
e "While these constructs are probably enough for most
visual novels, dating simulations may be more
complicated."
e "The ui functions allow you to create quite complicated
interfaces."
e "For example, try the following scheduling and stats screen,
which could be used by a stat-based dating simulation."
$ day_planner()
e "The ui functions can be used to rewrite many parts of
the interface."
e "Hopefully, this gives you enough power to write any
visual novel you want."
"Potpourri, added in 5.1.2.":
e "Welcome to the potpourri section of the demo."
e "Here, we demonstrate features that don't fit in any of
the other sections, but don't warrant their own
section."
ectc "Here, we demonstrate a click to continue
indicator. In this example, it's nestled in with the
text."
ectc "This also demonstrates the use of the anim.Blink
function."
ectcf "A click to continue image can also be placed at a
fixed location on the screen."
e "That's it for now."
" "
"That's enough for me.":
return
e "Is there anything else you want demonstrated?"
jump demo_menu
#
init:
$ style.mm_root_window.background = Image("mainmenu.jpg")
$ style.gm_root_window.background = Image("gamemenu.jpg")
$ style.window.background = Frame("frame.png", 25, 25)
$ style.bar.left_gutter = 10
$ style.bar.right_gutter = 12
$ style.bar.left_bar = Frame("slider_full.png", 10, 0)
$ style.bar.right_bar = Frame("slider_empty.png", 12, 0)
$ style.bar.thumb = Image("slider_idle.png")
$ style.bar.hover_thumb = Image("slider_hover.png")
$ style.bar.thumb_shadow = Image("slider_shadow.png")
$ style.bar.thumb_offset = -10
$ style.window.xmargin = 0
$ style.window.ymargin = 0
$ style.window.xpadding = 20
$ style.window.top_padding = 5
$ style.window.bottom_padding = 15
$ style.button.activate_sound = 'click.wav'
$ style.imagemap.activate_sound = 'click.wav'
$ library.enter_sound = 'click.wav'
$ library.exit_sound = 'click.wav'
$ library.sample_sound = "18005551212.wav"
$ library.enter_transition = pixellate
$ library.exit_transition = pixellate
#
#
Return to the tutorial.