A visual novel made for the Ludum Dare 38 72-hour game development jam. https://gelatolabs.xyz/sdbwvn/

options.rpy 6.8KB

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  1. ## This file contains options that can be changed to customize your game.
  2. ##
  3. ## Lines beginning with two '#' marks are comments, and you shouldn't uncomment
  4. ## them. Lines beginning with a single '#' mark are commented-out code, and you
  5. ## may want to uncomment them when appropriate.
  6. ## Basics ######################################################################
  7. ## A human-readable name of the game. This is used to set the default window
  8. ## title, and shows up in the interface and error reports.
  9. ##
  10. ## The _() surrounding the string marks it as eligible for translation.
  11. define config.name = _("Sleep Deprivation and Bad Writing: The Visual Novel")
  12. ## Determines if the title given above is shown on the main menu screen. Set
  13. ## this to False to hide the title.
  14. define gui.show_name = True
  15. ## The version of the game.
  16. define config.version = "1.0"
  17. ## Text that is placed on the game's about screen. To insert a blank line
  18. ## between paragraphs, write \n\n.
  19. define gui.about = _("Gelato Labs\n\nPlease see the COPYING file included with the distribution for license information.")
  20. ## A short name for the game used for executables and directories in the built
  21. ## distribution. This must be ASCII-only, and must not contain spaces, colons,
  22. ## or semicolons.
  23. define build.name = "sdbwvn"
  24. ## Sounds and music ############################################################
  25. ## These three variables control which mixers are shown to the player by
  26. ## default. Setting one of these to False will hide the appropriate mixer.
  27. define config.has_sound = True
  28. define config.has_music = True
  29. define config.has_voice = False
  30. ## To allow the user to play a test sound on the sound or voice channel,
  31. ## uncomment a line below and use it to set a sample sound to play.
  32. # define config.sample_sound = "sample-sound.ogg"
  33. # define config.sample_voice = "sample-voice.ogg"
  34. ## Uncomment the following line to set an audio file that will be played while
  35. ## the player is at the main menu. This file will continue playing into the
  36. ## game, until it is stopped or another file is played.
  37. # define config.main_menu_music = "main-menu-theme.ogg"
  38. ## Transitions #################################################################
  39. ##
  40. ## These variables set transitions that are used when certain events occur.
  41. ## Each variable should be set to a transition, or None to indicate that no
  42. ## transition should be used.
  43. ## Entering or exiting the game menu.
  44. define config.enter_transition = dissolve
  45. define config.exit_transition = dissolve
  46. ## A transition that is used after a game has been loaded.
  47. define config.after_load_transition = None
  48. ## Used when entering the main menu after the game has ended.
  49. define config.end_game_transition = None
  50. ## A variable to set the transition used when the game starts does not exist.
  51. ## Instead, use a with statement after showing the initial scene.
  52. ## Window management ###########################################################
  53. ##
  54. ## This controls when the dialogue window is displayed. If "show", it is always
  55. ## displayed. If "hide", it is only displayed when dialogue is present. If
  56. ## "auto", the window is hidden before scene statements and shown again once
  57. ## dialogue is displayed.
  58. ##
  59. ## After the game has started, this can be changed with the "window show",
  60. ## "window hide", and "window auto" statements.
  61. define config.window = "auto"
  62. ## Transitions used to show and hide the dialogue window
  63. define config.window_show_transition = Dissolve(.2)
  64. define config.window_hide_transition = Dissolve(.2)
  65. ## Preference defaults #########################################################
  66. ## Controls the default text speed. The default, 0, is infinite, while any other
  67. ## number is the number of characters per second to type out.
  68. default preferences.text_cps = 0
  69. ## The default auto-forward delay. Larger numbers lead to longer waits, with 0
  70. ## to 30 being the valid range.
  71. default preferences.afm_time = 15
  72. ## Save directory ##############################################################
  73. ##
  74. ## Controls the platform-specific place Ren'Py will place the save files for
  75. ## this game. The save files will be placed in:
  76. ##
  77. ## Windows: %APPDATA\RenPy\<config.save_directory>
  78. ##
  79. ## Macintosh: $HOME/Library/RenPy/<config.save_directory>
  80. ##
  81. ## Linux: $HOME/.renpy/<config.save_directory>
  82. ##
  83. ## This generally should not be changed, and if it is, should always be a
  84. ## literal string, not an expression.
  85. define config.save_directory = "ld38-1492839445"
  86. ## Icon ########################################################################
  87. ##
  88. ## The icon displayed on the taskbar or dock.
  89. define config.window_icon = "gui/window_icon.png"
  90. ## Build configuration #########################################################
  91. ##
  92. ## This section controls how Ren'Py turns your project into distribution files.
  93. init python:
  94. ## The following functions take file patterns. File patterns are case-
  95. ## insensitive, and matched against the path relative to the base directory,
  96. ## with and without a leading /. If multiple patterns match, the first is
  97. ## used.
  98. ##
  99. ## In a pattern:
  100. ##
  101. ## / is the directory separator.
  102. ##
  103. ## * matches all characters, except the directory separator.
  104. ##
  105. ## ** matches all characters, including the directory separator.
  106. ##
  107. ## For example, "*.txt" matches txt files in the base directory, "game/
  108. ## **.ogg" matches ogg files in the game directory or any of its
  109. ## subdirectories, and "**.psd" matches psd files anywhere in the project.
  110. ## Classify files as None to exclude them from the built distributions.
  111. build.classify('**~', None)
  112. build.classify('**.bak', None)
  113. build.classify('**/.**', None)
  114. build.classify('**/#**', None)
  115. build.classify('**/thumbs.db', None)
  116. ## To archive files, classify them as 'archive'.
  117. # build.classify('game/**.png', 'archive')
  118. # build.classify('game/**.jpg', 'archive')
  119. ## Files matching documentation patterns are duplicated in a mac app build,
  120. ## so they appear in both the app and the zip file.
  121. build.documentation('*.html')
  122. build.documentation('*.txt')
  123. ## A Google Play license key is required to download expansion files and perform
  124. ## This file contains options that can be changed to customize your game.
  125. ##
  126. ## Lines beginning with two '#' marks are comments, and you shouldn't uncomment
  127. ## them. Lines beginning with a single '#' mark are commented-out code, and you
  128. ## may want to uncomment them when appropriate.
  129. ## Basics ######################################################################
  130. ## A human-readable name of the game. This is used to set the default window