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Welcome to the Ren'Py quickstart manual.
The purpose of this manual is to demonstrate how you can make a Ren'Py game from scratch in a few easy steps. We'll do this by showing how to make a simple game, The Question. Before you begin making a game, you should first take some time to learn how the Ren'Py launcher works. The launcher lets you create, manage, edit, and run Ren'Py projects.
Getting Started. To get started you'll want to download Ren'Py. The Ren'Py launcher has been translated to multiple languages. To change the language, choose "preferences" at the bottom right, and then select the language. Choosing and Launching a Project. You should first see what the completed The Question game looks like. To do this, start the Ren'Py launcher, and choose "The Question" from the first screen. Choose "Launch Project" to start The Question. You can get back to the Ren'Py demo by doing the same thing, but choosing "Tutorial" instead of "The Question".
Selecting the accent and background colors for the default theme.
Creating a new Project. Create a new project by choosing "Create New Project" from the launcher. If this is your first time creating a project, Ren'Py may ask you to select the projects directory. This is a directory also called a folder where new projects are created, and is scanned for existing projects. The directory chooser might pop up below Ren'Py, so be sure to look for it there. The launcher will then ask you for a project name. Since "The Question" is already taken, you should enter something different, like "My Question", and type enter.
After that, the launcher will ask you to select the project resolution.
The default of x is a good compromise between game size and image quality. For the purpose of this tutorial, we will select x to match "The Question" game art, then click "Continue".
The launcher will then ask you to choose a color scheme — an accent and background color for the new GUI. It doesn't matter what you pick at this point, so just pick something you find appealing, and then click "Continue". At this point, Ren'Py will process for a bit, and spit out a simple game template. The template used placeholder art and text, but is runnable, and supports expected features like rollback, loading, and saving. Choose "Launch Project" to run it. This is a very simple Ren'Py game. It doesn't include any pictures or music, but it does show a conversation between two characters, and a line of narration.
To try this out, from the top screen of the launcher select "My Question" project, and then choose "script. If this is your first time, Ren'Py will ask you to select an editor we recommend Editra for first time creatorsand will download the editor you choose. Then it will open the script file in the editor. Once the editor opens, erase everything in script. We're starting from scratch, so you don't need what's there.
Copy the example above into script. You're now ready to run this example. Go back to the launcher, and choose "Launch Project". Ren'Py will start up. Notice how, without any extra work, Ren'Py has given you menus that let you load and save the game, and change various preferences. When ready, click "Launch Project", and play through this example game. The first line is a label statement. The label statement is used to give a name to a place in the program. In this case, we create a label named start. The start label is special, as it's where Ren'Py scripts begin running when the user clicks "Start Game" on the main menu.
The other lines are say statements. There are two forms of the say statement. The first is a string beginning with a double-quote, containing characters, and ending with a double-quote on a line by itself, which is used for narration, and the thoughts of the main character.
The second form consists of two strings. It's used for dialogue, with the first string being a character name and the second being what that character is saying. Note that all the say statements are indented by four spaces. This is because they are a block underneath the label statement. In Ren'Py, blocks must be indented relative to the prior statement, and all of the statements in a block must be indented by the same amount.
When strings contain double-quote characters, those characters need to be preceded by a backslash. For example. While this simple game isn't much to look at, it's an example of how easy it is to get something working in Ren'Py. We'll add the pictures in a little bit, but first, let's see how to define characters. One problem with the first example is that it requires you to repeatedly type the name of a character each time they speak. In a dialogue-heavy game, this might be a lot of typing. Also, both character names are displayed in the same way, in the accent color selected when starting the game.
To fix this, Ren'Py lets you define characters in advance. This lets you associate a short name with a character, and to change the color of the character's name. The first and and second lines define characters. The first line defines a character with the short name of "s", the long name "Sylvie", with a name that is shown in a greenish color. The colors are red-green-blue hex triples, as used in web s.
The second line creates a character with a short name "m", a long name "Me", with the name shown in a reddish color. Other characters can be defined by copying one how to play renpy games the character lines, and changing the short name, long name, and color. We've also changed the say statements to use character objects instead of a character name string. This tells Ren'Py to use the characters we defined. A visual novel isn't much of a visual novel without pictures.
Here's another scene from "The Question". This also includes statements that show images to the player. This can fully replace the section of script, if you want to try it out. This segment of script introduces two new statements. The scene statement on line 6 how to play renpy games all images and displays a background image.
The show statements on lines 16 and 26 display a sprite on top of the background, and change the displaying sprite, respectively.
In Ren'Py, each image has a name. The name consists of a tag, and optionally one or more attributes. Both the tag and attributes should begin with a letter, and contain letters, s, and underscores. For example:. Only one image with a given tag can be shown at the same time.
When a second image with the same tag is show, it replaces the first image, as happens on line Ren'Py searches for image files in the images directory, which can be found by selecting "images" in the "Open Directory" section of the launcher. The name of a file is very important — the extension is removed, the file name is forced to lowercase, and that's used as the image name. Images can be placed in subdirectories subfolders under the images directory.
The directory name is ignored and only the filename is used to define the image name. Hide Statement. Ren'Py also supports a hide statement, which hides the given image. It's actually pretty rare that you'll need to use hide. Show can be used when a character is changing emotions, while scene is used when everyone leaves. You only need to use hide when a character leaves and the scene stays the same.
Image Statement. Sometimes, a creator might not want to let Ren'Py define images automatically. This is what the image statement is for. It should be at the top level of the file unindented, and before label startand can be used to map an image name to an image file. The image statement is run at init time, before label start and the rest how to play renpy games the game script that interacts with the player.
The image statement can also be used for more complex tasks, but that's discussed elsewhere. In the script above, pictures pop in and out instantaneously. Since changing location or having a character enter or leave a scene is important, Ren'Py supports transitions that allow effects to be applied when what is being shown changes.
Transitions change what is displayed from what it was at the end of the last interaction dialogue, menu, or transition — among other statements to what it looks like after scene, show, and hide statements have run. The with statement takes the name of a transition to use. The most common one is dissolve which dissolves from one screen to the next.
Another useful transition is fade which fades the screen to black, and then fades in the new screen.How to play renpy games
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