hex
New Member
Incorrigible Elly Whiteknight
Posts: 41
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Post by hex on Feb 13, 2012 4:21:53 GMT -5
Choices {Choice 1} {Choice 2} {Choice 3}
Inner monologue (displayedcursive in-game) <Thoughts here>
Meta comments, meta scene descriptions etc(everything that doesn't directly get worked into the game as text, but is relevant nonetheless for the people working with the text)
///Descriptions, comments. insults etc here
Graphics and music [filename]Text blablabla[/filename]
So for example
Suggestions, criticism or simply "Why is hex such an aspie?" are all welcome.
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Post by ashido on Feb 13, 2012 4:34:02 GMT -5
That should actually make the coding a bit smoother in terms of transition from script to code since Ren'Py
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Post by onestep on Feb 13, 2012 6:11:03 GMT -5
I'm fine with this as a whole.
I don't think that noting a difference between inner thoughts and in-game description's is necessary though. While they ARE different, for the purpose of reading and coding they're functionally more or less identical as they're all internalised by Grey. Similiar to how Katawa Shoujo did it. The split is more Dialogue/Everything else.
On the other hand, I completely agree with [ ] for Graphics and Music, { } for choices, / / for Meta comments and possibly adding " " for dialogue as well. That should make it easier for the coders and artists.
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mugen
New Member
elly's writer
Posts: 17
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Post by mugen on Feb 13, 2012 7:21:47 GMT -5
Yeah, I don't think his thoughts need to be italicized. Grey is more or less a biased, first-person narrator, so you don't really need to mark a difference between his thoughts and descriptions.
The other stuff is good.
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Post by guykun on Feb 13, 2012 9:01:30 GMT -5
Why specify a second format when a ren'py format already exists? You'll be find/replace-ing 24/7 with no extra benefit.
Just tell the writers to use the ren'py syntax...
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Post by wootnik on Feb 13, 2012 9:10:39 GMT -5
Whatever's easiest for you to work with. Changing it for renpy doesn't bother me.
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Post by awayawyle on Feb 13, 2012 12:21:10 GMT -5
Guykun's right. If the writers want to use another format in their work before converting it to the script that's fine, but mandating that the script be written in another format that we'll need to convert from is dumb. Here's what Ren'Py uses - Script: ##Comment. Anything after these symbols is ignored by python until the end of the line or until they appear again. eg - ##Nested Comment## Name "Dialog" ##Creates the text box for Name, which can be customized by character (font, color, the box itself, etc) extend "Dialog" ##Continues the dialog in the same text box. ##This is used when you want a character to pause until the player clicks again "First person" ##Creates an unlabeled text box Including multiple lines / text box is fine. Ren'Py will divide the script into different text boxes wherever you tell it to. Images: scene name of background image ##shows the specified image as the background. ##Note that 'name of background image' can be multiple words. ##Certain words are off limits, like 'at' 'with' etc show character emotion ##Shows image. This is usually a character portrait. ##These will be things like 'Bro grinning' 'Naomi mad' etc ##Again, multiple words are okay, but some words are not show image name at position ##position can be left, right, center, etc. ##'left' 'right' and 'center' are predefined, but we can, of course, set our our own. hide name ##Python will recognize partial names for some of the commands ##For instance, if 'Bro grinning' is on the screen, the 'hide Bro' command will remove his picture with None ##No transition is used for the last images with fade ## Entire screen fades to black, then fades in with the new images with dissolve ## Last images dissolve in or out Sounds: play music "nameofmusicfile.ogg" ##stops playing last music instantly, begins playing nameofmusicfile. It will loop play music "nameofmusicfile.ogg" fadeout 0.5 ##fades out last music over 0.5 seconds, begins playing new music play sound "nameofsound.ogg"##Plays a sound file stop music ##Does what it says on the tin. Can also take a fadeout trigger. Choices: Python uses things called 'labels' to allow explicit jumps in the code. These will not change the scene, music, or even the textbox unless you tell them to. label labelName: ##This is placed at the start of each segment following a choice. ##Everything following the label must be indented. menu: "choice one" effect ##Note the indentation. 'effect' can be used to set flags or whatever jump labelName "choice two" jump labelName Example of all this: label BadTimeToFlirt: scene hiding concrete wall show Naomi tense at left show Bro tense at right play music "tenseMoment.ogg" "It was only then that I realized that Naomi's coat was missing a button." MC "What happened to your -" show Naomi tense talking at left show Bro yelling at right Naomi "Did I not just tell you that we needed to be quiet?" Bro "Yeah man, did you want to bring all the zombies down on our heads?" menu: "Yell 'No' loudly" jump ohGodSeriously "Shake my head" jump thisReallyIsDifficult
label ohGodSeriously: MC "No" "I yell as loudly as I can" ...
label thisReallyIsDifficult "I shake my head quietly." play music "SteamyMoment.ogg" hide Bro hide Naomi scene Horrible Sex "Naomi and Bro instantly start making out, leaving me to wonder I'm such a coward." ...
Edit: Apparently the forum hates spaces.
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