commit c8a3a8386a4539c9a10f62e82b77337c318be686 Author: Map Date: Thu Aug 4 19:28:52 2022 -0500 push the damn thing diff --git a/.vscode/settings.json b/.vscode/settings.json new file mode 100644 index 0000000..46ebd25 --- /dev/null +++ b/.vscode/settings.json @@ -0,0 +1,8 @@ +{ + "files.exclude": { + "**/*.rpyc": true, + "**/*.rpa": true, + "**/*.rpymc": true, + "**/cache/": true + } +} \ No newline at end of file diff --git a/README.md b/README.md new file mode 100644 index 0000000..082b49c --- /dev/null +++ b/README.md @@ -0,0 +1,3 @@ +# Space-Lady-Game + +awooga sexo a star in my ass \ No newline at end of file diff --git a/errors.txt b/errors.txt new file mode 100644 index 0000000..d15061b --- /dev/null +++ b/errors.txt @@ -0,0 +1,46 @@ +I'm sorry, but errors were detected in your script. Please correct the +errors listed below, and try again. + + +File "game/script.rpy", line 27: expected '=' not found. + define L&C = Character('Lyra/Clodius', base, color="#ffffff", who_outlines=[(gui.name_text_thickness, "#860a0a")], **kwargs) + ^ + +File "game/script.rpy", line 36: expected statement. + Language(None) + ^ + +File "game/script.rpy", line 39: expected statement. + Language("spanish") + ^ + +File "game/script.rpy", line 60: end of line expected. + L "{i}If you tell anyone this stuff they'd sic a spook squad on your ass so fast and turn your ass into gravel and foundation."{/i} + ^ + +File "game/script.rpy", line 741: expected statement. + L&C "Lyra I-/Clodius I-" + ^ + +File "game/script.rpy", line 874: expected statement. + >> + ^ + +File "game/script.rpy", line 1168: end of line expected. + L "{i}I-it's okay, Clodius…"{/i} + ^ + +File "game/script.rpy", line 1170: end of line expected. + L "{i}I said yes earlier, didn't I?"{/i} + ^ + +File "game/script.rpy", line 1172: end of line expected. + L "{i}I like you, too."{/i} + ^ + +File "game/script.rpy", line 1303: end of line expected. + {i}L "It looks like I'm in witness protection whenever I'm on a date with you!"{/i} + ^ + +Ren'Py Version: Ren'Py 8.0.1.22070801 +Thu Aug 4 18:44:15 2022 diff --git a/game/atl_text_tag.rpy b/game/atl_text_tag.rpy new file mode 100644 index 0000000..1879693 --- /dev/null +++ b/game/atl_text_tag.rpy @@ -0,0 +1,353 @@ +""" + ATL Text Tags Ren'Py Module + 2021 Daniel Westfall + + http://twitter.com/sodara9 + I'd appreciate being given credit if you do end up using it! :D Would really + make my day to know I helped some people out! + Really hope this can help the community create some really neat ways to spice + up their dialogue! + http://opensource.org/licenses/mit-license.php + Forum Post: https://lemmasoft.renai.us/forums/viewtopic.php?f=51&t=60527&sid=75b4eb1aa5212a33cbfe9b0354e5376b + Github: https://github.com/SoDaRa/Kinetic-Text-Tags + itch.io: https://wattson.itch.io/kinetic-text-tags +""" +# Permission is hereby granted, free of charge, to any person +# obtaining a copy of this software and associated documentation files +# (the "Software"), to deal in the Software without restriction, +# including without limitation the rights to use, copy, modify, merge, +# publish, distribute, sublicense, and/or sell copies of the Software, +# and to permit persons to whom the Software is furnished to do so, +# subject to the following conditions: +# +# The above copyright notice and this permission notice shall be +# included in all copies or substantial portions of the Software. +# +# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND +# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE +# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION +# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + +# General Notes: + # I have not tested every transform property and such some may not work as indended + # Most common ones work fine such as pos and offset. + # I can't imagine this being an issue for most of them. However I imagine that + # anchor, xanchor, yanchor, fit and events may not have the indended effect. + + # Tranforms used for ATLText must take up time if they repeat + # The following will cause an error: + # transform random_pos(range): + # xpos (random.random() * range) + # ypos (random.random() * range) + # # If there were a pause 0.01 here, it'd be fine. w/o it, renpy flags this as an infinite loop. + # repeat + + # Sadly, repeating a section a limited number of times does not work. + # As an example: + # transform text_rotate_3d(time=1.5): + # matrixanchor (0.5,0.5) + # matrixtransform RotateMatrix(0,0,0) * OffsetMatrix(0,0,100) + # linear time matrixtransform RotateMatrix(180,0,180) * OffsetMatrix(0,0,100) + # linear time matrixtransform RotateMatrix(360,0,360) * OffsetMatrix(0,0,100) + # matrixtransform RotateMatrix(0,0,0) * OffsetMatrix(0,0,100) + # repeat 3 + # matrixtransform RotateMatrix(0,0,0) * OffsetMatrix(0,0,100) + # linear time matrixtransform RotateMatrix(180,0,180) * OffsetMatrix(0,0,50) + # linear time matrixtransform RotateMatrix(360,0,360) * OffsetMatrix(0,0,0) + # The 'repeat 3' will be skipped and instead just fall through into the next section. + # Thus, repeated sections must be included manually. Which sucks but idk a way + # around it right now. + # Thankfully, infinite repeats work without issue. + + # Using matrixtransform and zpos is possible. However, standard text is applied on + # the screens layer. Using: + # camera screens: + # perspective True + # Will enable that layer to use the 3D stage. + # HOWEVER!!! + # Doing so will prevent the user from being able to interact with any buttons + # on that layer. Therefore, it is advised that if you want to use the 3D stage + # for text transforms, you have it be handled on a layer. + # Below is an example of how to implement this. + +# While making this I frequently had the source code up for things + # Relevant bits to look over were: + # defaultstore.rpy for how At() works + # display/motion.py for how various kinda of movement are handled + # display/transform.py for the TransformState, Tranform and ATLTransform classes + # atl.py for ATLTransformBase class, which handles a lot of functions for ATLTransform + # display/accelerator.pyx for how Tranform handles rendering. +transform bounce: + ease 0.5 yoffset 10 matrixcolor TintMatrix("#f00") + ease 0.5 yoffset -10 matrixcolor TintMatrix("#00f") + repeat +transform bounce_text(yoff): + ease 0.5 ypos yoff + ease 0.5 ypos -yoff + repeat +transform rotate_text(speed): + linear speed rotate 180 + linear speed rotate 360 + rotate 0 + repeat +transform drop_text(letter, time): + contains: + letter + contains: + letter + yoffset 0 alpha 1 + easeout_circ time yoffset 50 alpha 0 + letter + repeat +transform fade_in_text(time=0.5, distance=20): + alpha 0 xoffset distance + ease time alpha 1 xoffset 0 + +# Doing the following will help with using 3D stage transforms on say screen text + # Defining the new layer below the screens layer to allow it to go behind anything on the screens layer +# define config.layers = [ 'master', 'transient', 'threeD_text', 'screens', 'overlay' ] + # Tell the character to use our new layer to display the screen. +# define e_3d = Character("Eileen3D", show_layer="threeD_text") + # And before using the character, be sure to do: + # camera threeD_text: + # perspective True + # And the 3D stage things should work. + # You can also make this layer the default for showing the say screen by doing. + # define config.say_layer = "threeD_text" + # Also remember you can override elements of a character for a line, such as with: + # "Here's a narration line with an override to {atl=-0.1, text_rotate_3d}allow for 3D Text.{/atl}" (show_layer="threeD_text") +transform text_rotate_3d(time=1.5): + matrixanchor (0.5,0.5) + matrixtransform RotateMatrix(0,0,0) * OffsetMatrix(0,0,100) + linear time matrixtransform RotateMatrix(180,0,0) * OffsetMatrix(0,0,100) + linear time matrixtransform RotateMatrix(360,0,0) * OffsetMatrix(0,0,100) + matrixtransform RotateMatrix(0,0,0) * OffsetMatrix(0,0,100) + repeat + +init python: + class ATLText(renpy.Displayable): + def __init__(self, child, transforms, offset=0, hold=False,**kwargs): + super(ATLText, self).__init__(**kwargs) + self.child = At(child, *transforms) + self.offset = offset + self.hold = hold + # If your ATL uses 2+ contains for a character to be used twice, then + # a fixed is made to contain them. During rendering, this can lead + # to a render that is far larger than the actual character's render. + # To combat this, I'm having it check the original Text's render size + # so we can use that instead. This shouldn't have many consequences, + # but if you observe something weird, maybe try removing the below and + # using the child render's size in the render function + child_render = renpy.render(child, 0, 0, 0, 0) + self.width, self.height = child_render.get_size() + # Because of how renpy handles transforms on screens in 7.4.7, we + # have to update the internals of the transform to get the appropriate + # time on it. Otherwise our offset won't have the correct effect. + # If you're using Renpy 7.4.6 or below and this causes issues, you + # can remove this bit. + if config.atl_start_on_show: + renpy.render(self.child, 0, 0, 0, 0) + + def render(self, width, height, st, at): + # Apply the time offset. + st = st + self.offset + at = at + self.offset + if self.hold: + st = max(st, 0) + at = max(at, 0) + + # Get child render and our output render + child_render = renpy.render(self.child, width, height, st, at) + # self.width, self.height = child_render.get_size() + render = renpy.Render(self.width, self.height) + + # Next section is to figure out the offset applied to the blit + # Get_Placement returns a tuple containing: + # xpos, ypos, xanchor, yanchor, xoffset, yoffset, subpixel + child_pos = self.child.state.get_placement() + # Sometimes the output of get_placement has some None values in there. + # So use this to get safe output. + def none_to_float(param): + if param is None: + return 0.0 + return param + child_xpos = none_to_float(child_pos[0]) + none_to_float(child_pos[4]) + child_ypos = none_to_float(child_pos[1]) + none_to_float(child_pos[5]) + + render.blit(child_render, (child_xpos,child_ypos)) + renpy.redraw(self, 0) + return render + + def visit(self): + return [ self.child ] + + # Allows one to use one or more ATL transforms to define a movement for text. + # Arguments are separated by ',' and transform parameters are separated by '~' + # The offset and hold arguments are optional. + # Arguments: + # offset: (float/'#'/'-#') The time offset between two characters (in seconds). + # If #, then it use's the user's cps setting as the offset + # If -#, does the above but treats it as negative. + # See Notes for details on negative offsets + # hold: ('#') Tells the displayable to hold the value at 0 if time is negative. + # Is ignored if offset is positive. + # See Notes on negative offsets for more details. + # transform_name: (string) The name of a defined transform. + # Will throw an error if doesn't exist + # param: (float/string/'#') A parameter for the transform. Must be ordered by position. + # All numbers will be interpreted as floats. Strings should evaluate to a displayable, a global variable OR + # optionally, can be left as '#' in order to use the current character as a displayable parameter. + # (No current support for keyword args) + # Notes: + # - Transforms are applied using an At() displayable and are added in the same order. + # + # - If a negative offset is supplied, we have to be careful of what time + # we supply to the ATL's render function. If we give it a negtive number, it + # will treat that value as it's new 0 seconds. So if we feed it -2 seconds + # to start, then when it reaches -1.8 seconds, it'll treat that as 0.2 seconds. + # This has the effect of syncronizing every letter, which isn't what we want. + # + # - To combat this, if a negative offset is given I instead push the first + # letter forward in time. That way each subsequent character can approach + # zero with the negative offset. + # So, for example, if we have 6 characters and the offset is to be -0.2 seconds, + # then the 1st character will start at 1.0 seconds, 2nd will start at 0.8, + # and so on until the 6th character starts at 0 seconds. + # + # - However, this may not always be the ideal setup for all transforms, + # such as fades. An alternative is then to hold the time at 0 until it becomes + # positive. Which is what the 'hold' argument applies. + # Re-using the example from before, every character starts at 0 seconds, + # The 1st character will start to move immediately, but the 2nd character + # will wait 0.2 seconds before starting. The 3rd waits 0.4, 4th waits 0.6, + # until the 6th character waits 1.0 seconds before starting. + # + # Examples: + # {atl=[offset],[hold],[transform_name]~[param]~...),...}Text{/atl} + # {atl=0.1, rotate_text~0.5, bounce_text~10}Text{/atl} + # {atl=drop_text~#~0.5}Text{/atl} + # {atl=-#,#,fade_in_text~1.0~-100}Text{/atl} + def atl_tag(tag, argument, contents): + new_list = [] + # Split the argument into a list of transforms and their parameters + arg_list = argument.split(',') + atl_list = [] + time_offset = 0 + hold = False + # Check for an offset + # See if we want to use the current cps settings + if arg_list[0] == "#" or arg_list[0] == "-#": + if preferences.text_cps is not 0: + time_offset = (1.0 / preferences.text_cps) + if arg_list[0] == "-#": + time_offset = time_offset * -1.0 + arg_list.pop(0) + # Attempt checking if the first parameter is a float. + else: + try: + time_offset = float(arg_list[0]) + arg_list.pop(0) + except: + time_offset = 0 + if arg_list[0] == "#": + hold = True + arg_list.pop(0) + # Go through the arguments for transforms. + # Returns False if it finds a "#" in the params without text set + # Otherwise returns a list of transforms + def arg_handler(arg_list, text=None): + return_list = [] + for arg in arg_list: + if '~' in arg: + txt_param_list = arg.split('~') + arg = txt_param_list[0].strip() + # Remove the name of the transform from the parameters list + txt_param_list.pop(0) + param_list = [] + for i in range(len(txt_param_list)): + param = None + txt_param_list[i] = txt_param_list[i].strip() + # If a #, then we'll have to do some special stuff later + if txt_param_list[i] == "#": + if text == None: # If we weren't supplied a way to handle this, return + return False + param_list.append(text) + continue + # Attempt a float + try: + param = float(txt_param_list[i]) + except ValueError: + param = None + # Attempt a global variable + if param == None and txt_param_list[i] in globals(): + param = globals()[txt_param_list[i]] + # Attempt a displayable + elif param == None: + param = renpy.displayable(txt_param_list[i]) + param_list.append(param) + return_list.append(globals()[arg](*param_list)) + else: + arg = arg.strip() + return_list.append(globals()[arg]) + return return_list + + # Setup char_index + char_index = 0 + count_back = False # Used to know if we count forwards or backwards + # If offset is negative and we aren't holding time at zero, count + # the number of characters so char_index can count down to 0. + if time_offset < 0 and not hold: + for kind,text in contents: + if kind == renpy.TEXT_TEXT: + char_index += len(text) + # Handles adding images into text. Remove if you don't want this behavior + elif kind == renpy.TEXT_TAG: + if text.find("image") != -1: + char_index += 1 + time_offset = time_offset * -1.0 + count_back = True + atl_list = arg_handler(arg_list) # Attempt to get a list of atl functions + # Usual kinetic-text-tag text handling + my_style = DispTextStyle() + for kind,text in contents: + if kind == renpy.TEXT_TEXT: + for char in text: + char_text = Text(my_style.apply_style(char)) + if atl_list == False: + # If we got a false earlier, then we know we want to call + # one of the transforms with the text character as a parameter + # so we generate the atl_list necessary for each character. + new_atl_list = arg_handler(arg_list, char_text) + char_disp = ATLText(char_text, new_atl_list, char_index * time_offset, hold) + else: + char_disp = ATLText(char_text, atl_list, char_index * time_offset, hold) + new_list.append((renpy.TEXT_DISPLAYABLE, char_disp)) + if count_back: + char_index -= 1 + else: + char_index += 1 + elif kind == renpy.TEXT_TAG: + # Handles adding images into text. Remove if you don't want this behavior + if text.find("image") != -1: + tag, _, value = text.partition("=") + my_img = renpy.displayable(value) + if atl_list == False: + new_atl_list = arg_handler(arg_list, my_img) + img_disp = ATLText(my_img, new_atl_list, char_index * time_offset, hold) + else: + img_disp = ATLText(my_img, atl_list, char_index * time_offset, hold) + new_list.append((renpy.TEXT_DISPLAYABLE, img_disp)) + if count_back: + char_index -= 1 + else: + char_index += 1 + elif not my_style.add_tags(text): + new_list.append((kind, text)) + else: + new_list.append((kind,text)) + return new_list + + config.custom_text_tags["atl"] = atl_tag diff --git a/game/audio/Starry_groove.ogg b/game/audio/Starry_groove.ogg new file mode 100644 index 0000000..ddc94be Binary files /dev/null and b/game/audio/Starry_groove.ogg differ diff --git a/game/audio/literally_the_vaporwave_guy.ogg b/game/audio/literally_the_vaporwave_guy.ogg new file mode 100644 index 0000000..0602162 Binary files /dev/null and b/game/audio/literally_the_vaporwave_guy.ogg differ diff --git a/game/cache/bytecode.rpyb b/game/cache/bytecode.rpyb new file mode 100644 index 0000000..378ec20 Binary files /dev/null and b/game/cache/bytecode.rpyb differ diff --git a/game/cache/py3analysis.rpyb b/game/cache/py3analysis.rpyb new file mode 100644 index 0000000..6ecc9c0 Binary files /dev/null and b/game/cache/py3analysis.rpyb differ diff --git a/game/cache/screens.rpyb b/game/cache/screens.rpyb new file mode 100644 index 0000000..bd4cab1 Binary files /dev/null and b/game/cache/screens.rpyb differ diff --git a/game/cache/shaders.txt b/game/cache/shaders.txt new file mode 100644 index 0000000..784d595 --- /dev/null +++ b/game/cache/shaders.txt @@ -0,0 +1,7 @@ +renpy.ftl +renpy.solid +renpy.alpha renpy.texture +renpy.geometry renpy.solid +renpy.texture +renpy.geometry renpy.texture +renpy.alpha renpy.geometry renpy.texture diff --git a/game/gui.rpy b/game/gui.rpy new file mode 100644 index 0000000..bea4642 --- /dev/null +++ b/game/gui.rpy @@ -0,0 +1,474 @@ +################################################################################ +## Initialization +################################################################################ + +## The init offset statement causes the initialization statements in this file +## to run before init statements in any other file. +init offset = -2 + +## Calling gui.init resets the styles to sensible default values, and sets the +## width and height of the game. +init python: + gui.init(1920, 1080) + + + +################################################################################ +## GUI Configuration Variables +################################################################################ + + +## Colors ###################################################################### +## +## The colors of text in the interface. + +## An accent color used throughout the interface to label and highlight text. +define gui.accent_color = '#9933ff' + +## The color used for a text button when it is neither selected nor hovered. +define gui.idle_color = '#888888' + +## The small color is used for small text, which needs to be brighter/darker to +## achieve the same effect. +define gui.idle_small_color = '#aaaaaa' + +## The color that is used for buttons and bars that are hovered. +define gui.hover_color = '#c184ff' + +## The color used for a text button when it is selected but not focused. A +## button is selected if it is the current screen or preference value. +define gui.selected_color = '#ffffff' + +## The color used for a text button when it cannot be selected. +define gui.insensitive_color = '#8888887f' + +## Colors used for the portions of bars that are not filled in. These are not +## used directly, but are used when re-generating bar image files. +define gui.muted_color = '#3d1466' +define gui.hover_muted_color = '#5b1e99' + +## The colors used for dialogue and menu choice text. +define gui.text_color = '#ffffff' +define gui.interface_text_color = '#ffffff' + + +## Fonts and Font Sizes ######################################################## + +## The font used for in-game text. +define gui.text_font = "DejaVuSans.ttf" + +## The font used for character names. +define gui.name_text_font = "DejaVuSans.ttf" + +## The font used for out-of-game text. +define gui.interface_text_font = "DejaVuSans.ttf" + +## The size of normal dialogue text. +define gui.text_size = 33 + +## The size of character names. +define gui.name_text_size = 45 + +## The size of text in the game's user interface. +define gui.interface_text_size = 33 + +## The size of labels in the game's user interface. +define gui.label_text_size = 36 + +## The size of text on the notify screen. +define gui.notify_text_size = 24 + +## The size of the game's title. +define gui.title_text_size = 75 + + +## Main and Game Menus ######################################################### + +## The images used for the main and game menus. +define gui.main_menu_background = "gui/main_menu.png" +define gui.game_menu_background = "gui/game_menu.png" + + +## Dialogue #################################################################### +## +## These variables control how dialogue is displayed on the screen one line at a +## time. + +## The height of the textbox containing dialogue. +define gui.textbox_height = 278 + +## The placement of the textbox vertically on the screen. 0.0 is the top, 0.5 is +## center, and 1.0 is the bottom. +define gui.textbox_yalign = 1.0 + + +## The placement of the speaking character's name, relative to the textbox. +## These can be a whole number of pixels from the left or top, or 0.5 to center. +define gui.name_xpos = 360 +define gui.name_ypos = 0 + +## The horizontal alignment of the character's name. This can be 0.0 for left- +## aligned, 0.5 for centered, and 1.0 for right-aligned. +define gui.name_xalign = 0.0 + +## The width, height, and borders of the box containing the character's name, or +## None to automatically size it. +define gui.namebox_width = None +define gui.namebox_height = None + +## The borders of the box containing the character's name, in left, top, right, +## bottom order. +define gui.namebox_borders = Borders(5, 5, 5, 5) + +## If True, the background of the namebox will be tiled, if False, the +## background of the namebox will be scaled. +define gui.namebox_tile = False + + +## The placement of dialogue relative to the textbox. These can be a whole +## number of pixels relative to the left or top side of the textbox, or 0.5 to +## center. +define gui.dialogue_xpos = 402 +define gui.dialogue_ypos = 75 + +## The maximum width of dialogue text, in pixels. +define gui.dialogue_width = 1116 + +## The horizontal alignment of the dialogue text. This can be 0.0 for left- +## aligned, 0.5 for centered, and 1.0 for right-aligned. +define gui.dialogue_text_xalign = 0.0 + + +## Buttons ##################################################################### +## +## These variables, along with the image files in gui/button, control aspects of +## how buttons are displayed. + +## The width and height of a button, in pixels. If None, Ren'Py computes a size. +define gui.button_width = None +define gui.button_height = None + +## The borders on each side of the button, in left, top, right, bottom order. +define gui.button_borders = Borders(6, 6, 6, 6) + +## If True, the background image will be tiled. If False, the background image +## will be linearly scaled. +define gui.button_tile = False + +## The font used by the button. +define gui.button_text_font = gui.interface_text_font + +## The size of the text used by the button. +define gui.button_text_size = gui.interface_text_size + +## The color of button text in various states. +define gui.button_text_idle_color = gui.idle_color +define gui.button_text_hover_color = gui.hover_color +define gui.button_text_selected_color = gui.selected_color +define gui.button_text_insensitive_color = gui.insensitive_color + +## The horizontal alignment of the button text. (0.0 is left, 0.5 is center, 1.0 +## is right). +define gui.button_text_xalign = 0.0 + + +## These variables override settings for different kinds of buttons. Please see +## the gui documentation for the kinds of buttons available, and what each is +## used for. +## +## These customizations are used by the default interface: + +define gui.radio_button_borders = Borders(27, 6, 6, 6) + +define gui.check_button_borders = Borders(27, 6, 6, 6) + +define gui.confirm_button_text_xalign = 0.5 + +define gui.page_button_borders = Borders(15, 6, 15, 6) + +define gui.quick_button_borders = Borders(15, 6, 15, 0) +define gui.quick_button_text_size = 21 +define gui.quick_button_text_idle_color = gui.idle_small_color +define gui.quick_button_text_selected_color = gui.accent_color + +## You can also add your own customizations, by adding properly-named variables. +## For example, you can uncomment the following line to set the width of a +## navigation button. + +# define gui.navigation_button_width = 250 + + +## Choice Buttons ############################################################## +## +## Choice buttons are used in the in-game menus. + +define gui.choice_button_width = 1185 +define gui.choice_button_height = None +define gui.choice_button_tile = False +define gui.choice_button_borders = Borders(150, 8, 150, 8) +define gui.choice_button_text_font = gui.text_font +define gui.choice_button_text_size = gui.text_size +define gui.choice_button_text_xalign = 0.5 +define gui.choice_button_text_idle_color = "#cccccc" +define gui.choice_button_text_hover_color = "#ffffff" +define gui.choice_button_text_insensitive_color = "#444444" + + +## File Slot Buttons ########################################################### +## +## A file slot button is a special kind of button. It contains a thumbnail +## image, and text describing the contents of the save slot. A save slot uses +## image files in gui/button, like the other kinds of buttons. + +## The save slot button. +define gui.slot_button_width = 414 +define gui.slot_button_height = 309 +define gui.slot_button_borders = Borders(15, 15, 15, 15) +define gui.slot_button_text_size = 21 +define gui.slot_button_text_xalign = 0.5 +define gui.slot_button_text_idle_color = gui.idle_small_color +define gui.slot_button_text_selected_idle_color = gui.selected_color +define gui.slot_button_text_selected_hover_color = gui.hover_color + +## The width and height of thumbnails used by the save slots. +define config.thumbnail_width = 384 +define config.thumbnail_height = 216 + +## The number of columns and rows in the grid of save slots. +define gui.file_slot_cols = 3 +define gui.file_slot_rows = 2 + + +## Positioning and Spacing ##################################################### +## +## These variables control the positioning and spacing of various user interface +## elements. + +## The position of the left side of the navigation buttons, relative to the left +## side of the screen. +define gui.navigation_xpos = 60 + +## The vertical position of the skip indicator. +define gui.skip_ypos = 15 + +## The vertical position of the notify screen. +define gui.notify_ypos = 68 + +## The spacing between menu choices. +define gui.choice_spacing = 33 + +## Buttons in the navigation section of the main and game menus. +define gui.navigation_spacing = 6 + +## Controls the amount of spacing between preferences. +define gui.pref_spacing = 15 + +## Controls the amount of spacing between preference buttons. +define gui.pref_button_spacing = 0 + +## The spacing between file page buttons. +define gui.page_spacing = 0 + +## The spacing between file slots. +define gui.slot_spacing = 15 + +## The position of the main menu text. +define gui.main_menu_text_xalign = 1.0 + + +## Frames ###################################################################### +## +## These variables control the look of frames that can contain user interface +## components when an overlay or window is not present. + +## Generic frames. +define gui.frame_borders = Borders(6, 6, 6, 6) + +## The frame that is used as part of the confirm screen. +define gui.confirm_frame_borders = Borders(60, 60, 60, 60) + +## The frame that is used as part of the skip screen. +define gui.skip_frame_borders = Borders(24, 8, 75, 8) + +## The frame that is used as part of the notify screen. +define gui.notify_frame_borders = Borders(24, 8, 60, 8) + +## Should frame backgrounds be tiled? +define gui.frame_tile = False + + +## Bars, Scrollbars, and Sliders ############################################### +## +## These control the look and size of bars, scrollbars, and sliders. +## +## The default GUI only uses sliders and vertical scrollbars. All of the other +## bars are only used in creator-written screens. + +## The height of horizontal bars, scrollbars, and sliders. The width of vertical +## bars, scrollbars, and sliders. +define gui.bar_size = 38 +define gui.scrollbar_size = 18 +define gui.slider_size = 38 + +## True if bar images should be tiled. False if they should be linearly scaled. +define gui.bar_tile = False +define gui.scrollbar_tile = False +define gui.slider_tile = False + +## Horizontal borders. +define gui.bar_borders = Borders(6, 6, 6, 6) +define gui.scrollbar_borders = Borders(6, 6, 6, 6) +define gui.slider_borders = Borders(6, 6, 6, 6) + +## Vertical borders. +define gui.vbar_borders = Borders(6, 6, 6, 6) +define gui.vscrollbar_borders = Borders(6, 6, 6, 6) +define gui.vslider_borders = Borders(6, 6, 6, 6) + +## What to do with unscrollable scrollbars in the gui. "hide" hides them, while +## None shows them. +define gui.unscrollable = "hide" + + +## History ##################################################################### +## +## The history screen displays dialogue that the player has already dismissed. + +## The number of blocks of dialogue history Ren'Py will keep. +define config.history_length = 250 + +## The height of a history screen entry, or None to make the height variable at +## the cost of performance. +define gui.history_height = 210 + +## The position, width, and alignment of the label giving the name of the +## speaking character. +define gui.history_name_xpos = 233 +define gui.history_name_ypos = 0 +define gui.history_name_width = 233 +define gui.history_name_xalign = 1.0 + +## The position, width, and alignment of the dialogue text. +define gui.history_text_xpos = 255 +define gui.history_text_ypos = 3 +define gui.history_text_width = 1110 +define gui.history_text_xalign = 0.0 + + +## NVL-Mode #################################################################### +## +## The NVL-mode screen displays the dialogue spoken by NVL-mode characters. + +## The borders of the background of the NVL-mode background window. +define gui.nvl_borders = Borders(0, 15, 0, 30) + +## The maximum number of NVL-mode entries Ren'Py will display. When more entries +## than this are to be show, the oldest entry will be removed. +define gui.nvl_list_length = 6 + +## The height of an NVL-mode entry. Set this to None to have the entries +## dynamically adjust height. +define gui.nvl_height = 173 + +## The spacing between NVL-mode entries when gui.nvl_height is None, and between +## NVL-mode entries and an NVL-mode menu. +define gui.nvl_spacing = 15 + +## The position, width, and alignment of the label giving the name of the +## speaking character. +define gui.nvl_name_xpos = 645 +define gui.nvl_name_ypos = 0 +define gui.nvl_name_width = 225 +define gui.nvl_name_xalign = 1.0 + +## The position, width, and alignment of the dialogue text. +define gui.nvl_text_xpos = 675 +define gui.nvl_text_ypos = 12 +define gui.nvl_text_width = 885 +define gui.nvl_text_xalign = 0.0 + +## The position, width, and alignment of nvl_thought text (the text said by the +## nvl_narrator character.) +define gui.nvl_thought_xpos = 360 +define gui.nvl_thought_ypos = 0 +define gui.nvl_thought_width = 1170 +define gui.nvl_thought_xalign = 0.0 + +## The position of nvl menu_buttons. +define gui.nvl_button_xpos = 675 +define gui.nvl_button_xalign = 0.0 + +## Localization ################################################################ + +## This controls where a line break is permitted. The default is suitable +## for most languages. A list of available values can be found at https:// +## www.renpy.org/doc/html/style_properties.html#style-property-language + +define gui.language = "unicode" + + +################################################################################ +## Mobile devices +################################################################################ + +init python: + + ## This increases the size of the quick buttons to make them easier to touch + ## on tablets and phones. + @gui.variant + def touch(): + + gui.quick_button_borders = Borders(60, 21, 60, 0) + + ## This changes the size and spacing of various GUI elements to ensure they + ## are easily visible on phones. + @gui.variant + def small(): + + ## Font sizes. + gui.text_size = 45 + gui.name_text_size = 54 + gui.notify_text_size = 38 + gui.interface_text_size = 45 + gui.button_text_size = 45 + gui.label_text_size = 51 + + ## Adjust the location of the textbox. + gui.textbox_height = 360 + gui.name_xpos = 120 + gui.dialogue_xpos = 135 + gui.dialogue_width = 1650 + + ## Change the size and spacing of various things. + gui.slider_size = 54 + + gui.choice_button_width = 1860 + gui.choice_button_text_size = 45 + + gui.navigation_spacing = 30 + gui.pref_button_spacing = 15 + + gui.history_height = 285 + gui.history_text_width = 1035 + + gui.quick_button_text_size = 30 + + ## File button layout. + gui.file_slot_cols = 2 + gui.file_slot_rows = 2 + + ## NVL-mode. + gui.nvl_height = 255 + + gui.nvl_name_width = 458 + gui.nvl_name_xpos = 488 + + gui.nvl_text_width = 1373 + gui.nvl_text_xpos = 518 + gui.nvl_text_ypos = 8 + + gui.nvl_thought_width = 1860 + gui.nvl_thought_xpos = 30 + + gui.nvl_button_width = 1860 + gui.nvl_button_xpos = 30 diff --git a/game/gui.rpyc b/game/gui.rpyc new file mode 100644 index 0000000..3606c2a Binary files /dev/null and b/game/gui.rpyc differ diff --git a/game/gui/FallingSky.otf b/game/gui/FallingSky.otf new file mode 100644 index 0000000..621052f Binary files /dev/null and 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http://opensource.org/licenses/mit-license.php + Github: https://github.com/SoDaRa/Kinetic-Text-Tags + itch.io: https://wattson.itch.io/kinetic-text-tags + Forum Post: https://lemmasoft.renai.us/forums/viewtopic.php?f=51&t=60527&sid=75b4eb1aa5212a33cbfe9b0354e5376b +""" +# Permission is hereby granted, free of charge, to any person +# obtaining a copy of this software and associated documentation files +# (the "Software"), to deal in the Software without restriction, +# including without limitation the rights to use, copy, modify, merge, +# publish, distribute, sublicense, and/or sell copies of the Software, +# and to permit persons to whom the Software is furnished to do so, +# subject to the following conditions: +# +# The above copyright notice and this permission notice shall be +# included in all copies or substantial portions of the Software. +# +# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND +# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE +# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION +# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + +### UPDATE ### +# With the new ATL text tag, a handful of effects I've made have become redundant. +# Namely the bounce (bt), fadein (fi) and rotation (rotat) effects. +# However, I'll leave them in here for posterity and in case someone would like +# to reuse some of the code for whatever purpose. +# Plus the bounce and fadein may be faster to type for some. And I'd probably +# break some code if I did. Though feel free to remove them if you find them +# to be clutter. + +##### Our preference to disable the chaos text ##### +default preferences.chaos_on = False # You can change this to be gui.chaos_text or persistent.chaos_text if you'd prefer. + +init python: + import random + import math + + # This will maintain what styles we want to apply and help us apply them + class DispTextStyle(): + # Notes: + # - "" denotes a style tag. Since it's usually {=user_style} and we partition + # it over the '=', it ends up being an empty string + # - If you want to add your own tags to the list, I recommend adding them + # before the "" + # - Self-closing tags should not be added here and should be handled + # in the text tag function. + custom_tags = ["omega", "bt", "fi", "sc", "rotat", "chaos", "move"] + accepted_tags = ["", "b", "s", "u", "i", "color", "alpha", "font", "size", "outlinecolor", "plain", 'cps'] + custom_cancel_tags = ["/" + tag for tag in custom_tags] + cancel_tags = ["/" + tag for tag in accepted_tags] + def __init__(self): + self.tags = {} + + # For setting style properties. Returns false if it accepted none of the tags + def add_tags(self, char): + tag, _, value = char.partition("=") # Separate the tag and its info + # Add tag to dictionary if we accept it + if tag in self.accepted_tags or tag in self.custom_tags: + if value == "": + self.tags[tag] = True + else: + self.tags[tag] = value + return True + # Remove mark tag as cleared if should no longer apply it + if tag in self.cancel_tags or tag in self.custom_cancel_tags: + tag = tag.replace("/", "") + self.tags.pop(tag) + return True + return False # If we got any other tag, tell the function to let it pass + + # Applies all style properties to the string + def apply_style(self, char): + new_string = "" + # Go through and apply all the tags + new_string += self.start_tags() + # Add the character in the middle + new_string += char + # Now close all the tags we opened + new_string += self.end_tags() + return new_string + + # Spits out start tags. Primarily used for SwapText + def start_tags(self): + new_string = "" + # Go through the custom tags + for tag in self.custom_tags: + if tag in self.tags: + if self.tags[tag] == True: + new_string += "{" + tag + "}" + else: + new_string += "{" + tag + "=" +self.tags[tag] + "}" + # Go through the standard tags + for tag in self.accepted_tags: + if tag in self.tags: + if self.tags[tag] == True: + new_string += "{" + tag + "}" + else: + new_string += "{" + tag + "=" +self.tags[tag] + "}" + return new_string + + # Spits out ending tags. Primarily used for SwapText + def end_tags(self): + new_string = "" + # The only tags we are required to end are any custom text tags. + # And should also end them in the reverse order they were applied. + reversed_cancels = [tag for tag in self.custom_cancel_tags] + reversed_cancels.reverse() + for tag in reversed_cancels: + temp = tag.replace("/", "") + if temp in self.tags: + new_string += "{" + tag + "}" + return new_string + + + ### TEXT WRAPPER CLASSES ### + # Basic text displacement demonstration + class BounceText(renpy.Displayable): + def __init__(self, child, char_offset, amp=20, period=4.0, speed = 1.0, **kwargs): + + # Pass additional properties on to the renpy.Displayable + # constructor. + super(BounceText, self).__init__(**kwargs) # REMEMBER TO RENAME HERE TO YOUR CLASS + + # For all of my classes, I assume I am being passed a displayable + # of class Text. If you might not, I recommend going with the default of + # self.child = renpy.displayable(child) + self.child = child + self.amp = amp # The amplitude of the sine wave + self.char_offset = char_offset # The offset into the sine wave + self.period = period # Affects the distance between peaks in the wave. + self.speed = speed # Affects how fast our wave moves as a function of time. + + def render(self, width, height, st, at): + # Where the current offset is calculated + # (self.char_offset * -.1) makes it look like the left side is leading + # We use st to allow this to change over time + curr_height = math.sin(self.period*((st * self.speed)+(float(self.char_offset) * -.1))) * float(self.amp) + + #### A Transform can be used for several effects #### + # t = Transform(child=self.child, alpha = curr_height) + + # Create a render from the child. + # Replace self.child with t to include an alpha or zoom transform + child_render = renpy.render(self.child, width, height, st, at) + + self.width, self.height = child_render.get_size() + render = renpy.Render(self.width, self.height) + + # This will position our child's render. Replacing our need for an offset Transform + render.subpixel_blit(child_render, (0, curr_height)) + + renpy.redraw(self, 0) # This lets it know to redraw this indefinitely + return render + + def event(self, ev, x, y, st): + return self.child.event(ev, x, y, st) + + def visit(self): + return [ self.child ] + + # Simple fade in. Helps show some ideas for timing + # May want to modify to allow it to skip to the end if the user clicks. + # Otherwise plays for the full time given. + class FadeInText(renpy.Displayable): + def __init__(self, child, char_num, fade_time, slide_distance=100, **kwargs): + super(FadeInText, self).__init__(**kwargs) + + # The child. + self.child = child + self.fade_time = fade_time + self.display_time = .01 + self.slide_distance = slide_distance + # This is to get seconds per character on screen for later + # Allowing this effect to scale with the player's desired text speed + cps = 0.0 + if preferences.text_cps is not 0: # Avoid division by 0.0 + cps = (1.0 / preferences.text_cps) + self.time_offset = char_num * cps # How long to wait before doing things + + def render(self, width, height, st, at): + curr_alpha = 0.0 + xoff = 5.0 + if st > self.time_offset: + adjust_st = st - self.time_offset # Adjust for time delay + curr_alpha = adjust_st/self.fade_time + xoff = max(self.slide_distance - ((adjust_st/self.fade_time) * self.slide_distance), 0) + # Example of using transform to adjust alpha + t = Transform(child=self.child, alpha = curr_alpha) + child_render = renpy.render(t, width, height, st, at) + + self.width, self.height = child_render.get_size() + render = renpy.Render(self.width, self.height) + render.subpixel_blit(child_render, (xoff, 0)) + # Stop redrawing when the animation is finished. + if st <= self.fade_time + self.time_offset: + renpy.redraw(self, 0) + return render + + def visit(self): + return [ self.child ] + + # Simple random motion effect + class ScareText(renpy.Displayable): + def __init__(self, child, square=2, **kwargs): + super(ScareText, self).__init__(**kwargs) + + self.child = child + + self.square = square # The size of the square it will wobble within. + # Include more variables if you'd like to have more control over the positioning. + + def render(self, width, height, st, at): + # Randomly move the offset of the text's render. + xoff = (random.random()-.5) * float(self.square) + yoff = (random.random()-.5) * float(self.square) + + child_render = renpy.render(self.child, width, height, st, at) + self.width, self.height = child_render.get_size() + render = renpy.Render(self.width, self.height) + + render.subpixel_blit(child_render, (xoff, yoff)) + renpy.redraw(self, 0) + return render + + def visit(self): + return [ self.child ] + + # Demonstration of changing text styles on the fly + # Could also predefine some styles and swap between those as well! + # Also for this effect in particular, I ---HIGHLY--- advise building in some way to disable it + # as it can be pretty harsh on the eyes. + # An example of how you can make this a preference option is included below. + class ChaosText(renpy.Displayable): + # Some may want to have this list be more of a global variable than baked into the class. + font_list = ["FOT-PopJoyStd-B.otf", "GrenzeGotisch-VariableFont_wght.ttf", "Pacifico-Regular.ttf", "RobotoSlab-ExtraBold.ttf",\ + "RobotoSlab-Medium.ttf", "SyneTactile-Regular.ttf", "TurretRoad-Bold.ttf", "TurretRoad-ExtraBold.ttf", "TurretRoad-ExtraLight.ttf", \ + "TurretRoad-Light.ttf", "TurretRoad-Medium.ttf", "TurretRoad-Regular.ttf"] + #Just a list so we can pull any hex value randomly + color_choice = ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F"] + def __init__(self, orig_text, **kwargs): + + super(ChaosText, self).__init__(**kwargs) #REMEMBER TO RENAME HERE TO YOUR CLASS + + # Create our child + self.child = renpy.text.text.Text(orig_text) + self.orig_text = orig_text + self.last_style = None # This will be used for renders if the user wants to stop chaos text + + def render(self, width, height, st, at): + if not preferences.chaos_on: # This preference is defined near the top of this file. And can be set in the preferences screen (see line 783-787 in screens.rpy) + if self.last_style is not None: # If this is our first render, then should do that first + # Rest of this is just a repeat of what's below. + self.child.set_text(self.last_style.apply_style(self.orig_text)) + child_render = renpy.render(self.child, width, height, st, at) + self.width, self.height = child_render.get_size() + render = renpy.Render(self.width, self.height) + render.subpixel_blit(child_render, (0, 0)) + return render + + # We'll create a new text style for this render + new_style = DispTextStyle() + new_color = "" + # Create a random color using hex values + for i in range(0,6): + new_color += renpy.random.choice(self.color_choice) + new_color = "#" + new_color + new_style.add_tags("color=" + str(new_color)) + # Random size + rand_size = renpy.random.randint(0,50) + new_style.add_tags("size="+str(rand_size)) + # Random font + rand_font = renpy.random.choice(self.font_list) + new_style.add_tags("font="+rand_font) + #Apply our style to our Text child + self.child.set_text(new_style.apply_style(self.orig_text)) + # Create a render from the child. + child_render = renpy.render(self.child, width, height, st, at) + self.width, self.height = child_render.get_size() + render = renpy.Render(self.width, self.height) + render.subpixel_blit(child_render, (0, 0)) + renpy.redraw(self,0) + + self.last_style = new_style # Save the current style for if the user wishes to turn off the Chaos tag + return render + + def visit(self): + return [ self.child ] + + # Demonstration of using a Transform on the text and applying rotation + class RotateText(renpy.Displayable): + def __init__(self, child, speed=300, **kwargs): + super(RotateText, self).__init__(**kwargs) + + self.child = child + + self.speed = speed # The speed of our rotation + + def render(self, width, height, st, at): + + theta = math.radians(st * float(self.speed)) + t = Transform(child=self.child, rotate=st*float(self.speed)) + child_render = renpy.render(t, width, height/2, st, at) + + self.width, self.height = child_render.get_size() + render = renpy.Render(self.width, self.height/2) + + # Problem with using a Transform though is that each character will be padded + # Because the rotation may make it wider or taller depending on the character and angle. + # How best to tackle this though may vary depending on how you'd like to implement it. + render.blit(child_render, (0,0)) + renpy.redraw(self, 0) + return render + + def visit(self): + return [ self.child ] + + # The following is an alternative version of rotate that allows for rotation in the x and y axis + # Functionally equivalent to using a Transform and flipping it using ATL xzoom and yzoom constrained between 0 and 1 + # Using a Transform might be better in some cases, but I'll leave this here for anyone who'd prefer to work with angles + # for this kind of effect. + # Other matrix functions of note include + # renpy.display.matrix.perspective(w,h,n,p,f) + # renpy.display.matrix.screen_projection(w,h) < Renpy space to OpenGL viewport + # renpy.display.matrix.texture_projection(w,h) < Renpy space to OpenGL render-to-texture + # You can look up more about them in the renpy\display\matrix_functions.pyx file + # Credit to the FancyText module creator yukinogatari for the idea. + # FancyText module can be found at https://lemmasoft.renai.us/forums/viewtopic.php?f=51&t=59587 + """ + class RotateText(renpy.Displayable): + def __init__(self, child, speed=100, **kwargs): + super(RotateText, self).__init__(**kwargs) + + self.child = child + self.speed = speed # The speed of our rotation + + def render(self, width, height, st, at): + angle = st * self.speed + # Which parameter you put the 'angle' into will affect which axis the render rotates on. + # Try moving it around and seeing what happens. + rotation_m = renpy.display.matrix.rotate(angle,0,0) + + child_render = renpy.render(self.child, width, height, st, at) + c_width, c_height = child_render.get_size() + # This applies the rotation to our child's render. + child_render.reverse = rotation_m + + self.width, self.height = child_render.get_size() + render = renpy.Render(self.width, self.height) + + # Math nerds might realize I'm not offsetting the transform. + # While renpy.display.matrix.offset(x,y,z) is a thing, it won't change much + # The real place to apply the offset is in your final blit. Which is what we'll calculate here + + # Rotations on x axis + theta2 = math.radians(st * float(self.speed) + 180) + c = math.cos(theta2) + 1.0 + xoff = 0 + yoff = c * self.height + if yoff > self.height: + yoff = self.height + + render.subpixel_blit(child_render, (xoff,yoff)) + renpy.redraw(self, 0) + return render + + def visit(self): + return [ self.child ] + """ + + # Simple text swap effect + # It can be prone to having letters out of place when part of a larger string + # I recommended you pass it the entire line to avoid this issue. + # Can also just define every line it'll need in advance and just tell it which + # ones to swap to to be extra sneaky. Then the text won't be in your script at all! + class SwapText(renpy.Displayable): + def __init__(self, start_tags, text1, text2, end_tags, swap_time, **kwargs): + super(SwapText, self).__init__(**kwargs) + #Style tags we'll need as well as the text + self.start_tags = start_tags + self.text1 = text1 + self.text2 = text2 + self.end_tags = end_tags + # How long between swapping text + self.s_time = swap_time + # An internal timer to keep track of when to swap + self.timer = 0.0 + # Determines if we swap to text1 or text2 next + self.swap_to_1 = False + self.child = Text(start_tags + text1 + end_tags) + self.st = 0.0 + + + def render(self, width, height, st, at): + delta = st - self.st # How long since last update + self.timer += delta + if self.timer > self.s_time: + # If time to swap, determine which one to swap to. + if self.swap_to_1: + self.child.set_text(self.start_tags + self.text1 + self.end_tags) + self.swap_to_1 = False + self.timer = 0.0 + else: + self.child.set_text(self.start_tags + self.text2 + self.end_tags) + self.swap_to_1 = True + self.timer = 0.0 + + child_render = renpy.render(self.child, width, height, st, at) + self.width, self.height = child_render.get_size() + render = renpy.Render(self.width, self.height) + render.subpixel_blit(child_render, (0,0)) + renpy.redraw(self, 0) + + self.st = st # So we can check how long since last update + return render + + def visit(self): + return [ self.child ] + + # An example of text that moves and reacts to the mouse. + # Sidenote: The position the mouse is distorted if the screen is resized. + # I did try to find a way to counteract this, but didn't have much luck. + # Seems to only happen on the x component though. No clue why. + # If anyone can pinpoint the issue, please let me know and I'll be happy to fix it. + class MoveText(renpy.Displayable): + def __init__(self, child, **kwargs): + super(MoveText, self).__init__(**kwargs) + self.affect_distance = 150 + self.child = child + self.mouse_pos = (1000,1000) + self.pos = (0,0) + + def render(self, width, height, st, at): + child_render = renpy.render(self.child, width, height, st, at) + self.width, self.height = child_render.get_size() + render = renpy.Render(self.width, self.height) + # x and y we get in the event function are relative to the top left corner of the displayable initially. + # So we'll want to update it to reflect the actual position of our text + trans_x = self.mouse_pos[0] - self.pos[0] - (self.width / 2) + trans_y = self.mouse_pos[1] - self.pos[1] - (self.height / 2) + + vl = math.hypot(trans_x,trans_y) + xpos, ypos = self.pos + # Can skip calculation if vector length is further than our specified effect distance + if vl < self.affect_distance: + distance = 3.0 * (self.affect_distance-vl) / self.affect_distance + xpos -= distance * trans_x / vl + ypos -= distance * trans_y / vl + self.pos = (xpos, ypos) # Preserve the new pos + # Use our child's position as determined by the event function + render.subpixel_blit(child_render, (xpos, ypos)) + renpy.redraw(self, 0) + return render + + def event(self, ev, x, y, st): + self.mouse_pos = (x,y) + # Pass the event to our child. + return self.child.event(ev, x, y, st) + + def visit(self): + return [ self.child ] + + + ### CUSTOM TAG FUNCTIONS ### + # Letters move in a sine wave. + # Arguments are separated by dashes. + # Arguments: + # 'a': (int) The amplitude (height) of the text's sine wave motion. How high and low it'll go from it's default position in pixels. + # 'p': (float) The period of the wave. Distance between peaks in the wave. + # 's': (float) The speed of the wave. How fast it moves with time. + # Example: {bt=[height]}Text{/bt} + # Example: {bt=h5-p2.0-s0.5}Text{/bt} + # If a lone number is given, it is treated as the amplitude only to ensure backwards compatibility + # Example: {bt=10}Text{/bt} + def bounce_tag(tag, argument, contents): + new_list = [ ] # The list we will be appending our displayables into + amp, period, speed = 20, 4.0, 1.0 + if argument == "": # If the argument received is blank, insert a default value + amp = 20 + else: + argument = argument.split('-') + if len(argument) == 1 and argument[0][0].isdigit(): # Default behavior to ensure backward compatibility + amp = int(argument[0]) + else: + for arg in argument: + if arg[0] == 'a': + amp = int(arg[1:]) + elif arg[0] == 'p': + period = float(arg[1:]) + elif arg[0] == 's': + speed = float(arg[1:]) + + char_offset = 0 # Since we want our text to move in a wave, + # we want to let each character know where it is in the wave. + # So they move in harmony. Otherwise they rise and fall all together. + my_style = DispTextStyle() # This will keep track of what tags and styling to add to each letter + for kind,text in contents: + if kind == renpy.TEXT_TEXT: + for char in text: # Extract every character from the string + char_text = Text(my_style.apply_style(char)) # Create a Text displayable with our styles applied + char_disp = BounceText(char_text, char_offset, amp=amp, period=period, speed=speed) # Put the Text into the Wrapper + new_list.append((renpy.TEXT_DISPLAYABLE, char_disp)) # Add it back in as a displayable + char_offset += 1 + elif kind == renpy.TEXT_TAG: + if text.find("image") != -1: + tag, _, value = text.partition("=") + my_img = renpy.displayable(value) + img_disp = BounceText(my_img, char_offset, amp=amp, period=period, speed=speed) + new_list.append((renpy.TEXT_DISPLAYABLE, img_disp)) + char_offset += 1 + elif not my_style.add_tags(text): + new_list.append((kind, text)) + # I honestly never got around to testing this. Not often the text + # already has a displayable in it. Let me know if it breaks though. + elif kind == renpy.TEXT_DISPLAYABLE: + char_disp = BounceText(text, char_offset, amp=amp, period=period, speed=speed) + new_list.append((renpy.TEXT_DISPLAYABLE, char_disp)) + char_offset += 1 + else: # Don't touch any other type of content + new_list.append((kind,text)) + + return new_list + + # Letters will start off to the right & invisible. And will then move left while increasing their opacity. Good for meditation and calm text. + # offset: (int) Offset within the line. Needed to help time start of fade-in with other slow text characters. + # time: (float) How long in seconds the animation lasts. + # distance: (int) How many pixels the fade in occurs across + # Example: {fi=[offset]-[time]-[distance]}Text{/fi} + def fade_in_tag(tag, argument, contents): + new_list = [ ] + my_index, fade_time, slide_distance = 0, 5.0, 100 + if argument != "": + argument = argument.split('-') + if len(argument) > 0: + my_index = int(argument[0]) + if len(argument) > 1: + fade_time = float(argument[1]) + if len(argument) > 2: + slide_distance = int(argument[2]) + my_style = DispTextStyle() + for kind,text in contents: + if kind == renpy.TEXT_TEXT: + for char in text: + if char == ' ': + new_list.append((renpy.TEXT_TEXT, ' ')) # Skips blank space since looks weird counting it + continue + char_text = Text(my_style.apply_style(char)) + char_disp = FadeInText(char_text, my_index, fade_time, slide_distance) + new_list.append((renpy.TEXT_DISPLAYABLE, char_disp)) + my_index += 1 + elif kind == renpy.TEXT_TAG: + if text.find("image") != -1: + tag, _, value = text.partition("=") + my_img = renpy.displayable(value) + img_disp = FadeInText(my_img, my_index, fade_time, slide_distance) + new_list.append((renpy.TEXT_DISPLAYABLE, img_disp)) + my_index += 1 + elif not my_style.add_tags(text): + new_list.append((kind, text)) + else: + new_list.append((kind,text)) + return new_list + + # Letters change position every frame randomly. Good for very angry or quivering dialogue. + # range: (int) Letters are confined to a square around their default location. Range determines length of the sides of that square. + # Higher values will make it very chaotic while smaller values will make it quite minimal. + # Example: {sc=[range]}Text{/sc} + def scare_tag(tag, argument, contents): + new_list = [ ] + if argument == "": + argument = 5 + my_style = DispTextStyle() + for kind,text in contents: + if kind == renpy.TEXT_TEXT: + for char in text: + char_text = Text(my_style.apply_style(char)) + char_disp = ScareText(char_text, argument) + new_list.append((renpy.TEXT_DISPLAYABLE, char_disp)) + elif kind == renpy.TEXT_TAG: + if text.find("image") != -1: + tag, _, value = text.partition("=") + my_img = renpy.displayable(value) + img_disp = ScareText(my_img, argument) + new_list.append((renpy.TEXT_DISPLAYABLE, img_disp)) + elif not my_style.add_tags(text): + new_list.append((kind, text)) + else: + new_list.append((kind,text)) + + return new_list + + # Letters change their font, color and size every frame. + # Example: {chaos}Text{/chaos} + # Honestly more a demonstration of what can be done than useful in it's own right. + # If you create tags this chaotic, please include a way to turn it off for people with epilepsy. + def chaos_tag(tag, argument, contents): + new_list = [ ] + my_style = DispTextStyle() + for kind,text in contents: + if kind == renpy.TEXT_TEXT: + for char in text: + char_disp = ChaosText(my_style.apply_style(char)) + new_list.append((renpy.TEXT_DISPLAYABLE, char_disp)) + elif kind == renpy.TEXT_TAG: + if not my_style.add_tags(text): + new_list.append((kind, text)) + else: + new_list.append((kind,text)) + + return new_list + + # Letters rotate in place. Good for stylized intros or UI + # Speed: (int) How fast the rotation will be. + # Example: {rotat=[speed]}Text{/rotat} + def rotate_tag(tag, argument, contents): + new_list = [ ] + # Argument here will reprsent the desired speed of the rotation. + if argument == "": + argument = 400 + else: + argument = int(argument) + my_style = DispTextStyle() + for kind,text in contents: + if kind == renpy.TEXT_TEXT: + for char in text: + char_text = Text(my_style.apply_style(char)) + char_disp = RotateText(char_text, argument) + new_list.append((renpy.TEXT_DISPLAYABLE, char_disp)) + elif kind == renpy.TEXT_TAG: + if text.find("image") != -1: + tag, _, value = text.partition("=") + my_img = renpy.displayable(value) + img_disp = RotateText(my_img, argument) + new_list.append((renpy.TEXT_DISPLAYABLE, img_disp)) + elif not my_style.add_tags(text): + new_list.append((kind, text)) + else: + new_list.append((kind,text)) + + return new_list + + # Causes letters to change between two strings every couple of seconds. + # text1: (String) First set of characters to display. Should be equal to the length of the characters we're replacing + # text2: (String) Second set of characters to display. Should be equal to the length of text1 + # swap_time: (int) Length of time between character swap + # Arguments are separated by '@'. Length of strings should not exceed length of text they are replacing. + # Example: {swap=Text@Four@0.5}Text{} + # This is a pretty static way of doing it mostly made to demonstrate the concept. + # Included for others to build upon for their needs. + def swap_tag(tag, argument, contents): + new_list = [ ] + if argument == "": + return contents + text1, _, argument = argument.partition("@") + text2, _, argument = argument.partition("@") + if len(text1) != len(text2): + new_list.append((renpy.TEXT_TEXT, "ERROR!")) + swap_time = float(argument) + + my_style = DispTextStyle() + for kind,text in contents: + if kind == renpy.TEXT_TEXT: + # This one replaces the whole text rather than extracting over letters + # That way it can take up this whole block with its own Text displayable + char_disp = SwapText(my_style.start_tags(), text1, text2, my_style.end_tags(), swap_time) + new_list.append((renpy.TEXT_DISPLAYABLE, char_disp)) + elif kind == renpy.TEXT_TAG: + if not my_style.add_tags(text): + new_list.append((kind, text)) + else: + new_list.append((kind,text)) + return new_list + + # Makes it so the text within moves away from the mouse. More example of what can be done than useful + # Example: {move}Text{/move} + def move_tag(tag, argument, contents): + new_list = [ ] + my_style = DispTextStyle() + for kind,text in contents: + if kind == renpy.TEXT_TEXT: + for char in text: + char_text = Text(my_style.apply_style(char)) + char_disp = MoveText(char_text) + new_list.append((renpy.TEXT_DISPLAYABLE, char_disp)) + elif kind == renpy.TEXT_TAG: + if text.find("image") != -1: + tag, _, value = text.partition("=") + my_img = renpy.displayable(value) + img_disp = MoveText(my_img) + new_list.append((renpy.TEXT_DISPLAYABLE, img_disp)) + elif not my_style.add_tags(text): + new_list.append((kind, text)) + else: + new_list.append((kind,text)) + return new_list + + # Some text effects won't allow for a paragraph break if applied to a whole line + # Which can cause your text to just continue straight off the screen. + # To amend this, you can insert the {para} tag. + # This will let the Text displayable holding us know when to wrap. + # Can also use \n in most cases. But leaving this for people who may already be using it + # or for cases where \n doesn't work. + def paragraph_tag(tag, argument): + return [(renpy.TEXT_PARAGRAPH, "")] + + # This tag is made to automatically wrap several Classes inside one another + # This is to reduce strain on the render pipeline and memory from nested classes + # Notes: + # GradientText and GlitchText are omitted because they were made after the 1.0 release. + # SwapText and MoveText are omitted for possible issues. + # SwapText because is not included in this due to it replacing whole sections rather than + # individual letters. Would be better to embed an Omega inside a SwapText. + # MoveText because of potential issues of having things like BounceText affect + # affecting the position of the letter visually. + # Would be better to have an event call attached to one of those so it can account + # for the transformations of other tags + # Argument Notes (all tag args accept same arguments as original tag): + # BT: BounceText + # SC: ScareText + # FI: FadeInText + # ROT: RotateText + # CH: ChaosText + # All tag arguments are seperated by @. + # Example: {omega=BT=[bt_arg]@SC=[sc_arg]@FI=[fi_arg1]-[fi_arg2]@ROT=[rot_arg]@CH}Text{/omega} + def omega_tag(tag, argument, contents): + new_list = [ ] + if argument == "": # This tag must have arguments + return contents + # Variable for each of our tags. None if it takes one argument. + # Boolean if 0 or many arguments. + bt_tag = None + sc_tag = None + fi_tag = False + rot_tag = None + chao_tag = False + fi_arg_1 = None + fi_arg_2 = None + + args = [ ] + arg_count = argument.count('@') # Count how many partitions we will need to make + for x in range(arg_count): # Extract all the tags and arguments with them + new_arg, _, argument = argument.partition('@') + args.append(new_arg) + args.append(argument) + # Determine what tags we'll need to apply and the arguments associated with them + for arg in args: + tag, _, value = arg.partition('=') + if tag == "BT": + if value is not "": + bt_tag = value + else: + bt_tag = 10 + elif tag == "SC": + if value is not "": + bt_tag = value + else: + bt_tag = 5 + # Multiargument tag example. Be sure to use different partitions for these + elif tag == "FI": + fi_tag = True + str1, _, str2 = value.partition('-') + fi_arg_1 = int(str1) + fi_arg_2 = float(str2) + elif tag == "ROT": + rot_tag = value + elif tag == "CH": + chao_tag = True + + my_style = DispTextStyle() + my_index = 0 # Some Classes will need an index + for kind,text in contents: + if kind == renpy.TEXT_TEXT: + for char in text: + # Apply base Wrappers to letter + if chao_tag: + char_disp = ChaosText(my_style.apply_style(char)) + else: + char_disp = Text(my_style.apply_style(char)) + # Apply further Wraps + # Be sure to consider if the order will be important to you + if bt_tag is not None: + char_disp = BounceText(char_disp, my_index, bt_tag) + if sc_tag is not None: + char_disp = ScareText(char_disp, sc_tag) + if fi_tag: + char_disp = FadeInText(char_disp, my_index + fi_arg_1, fi_arg_2) + if rot_tag is not None: + char_disp = RotateText(char_disp, rot_tag) + new_list.append((renpy.TEXT_DISPLAYABLE, char_disp)) + elif kind == renpy.TEXT_TAG: + if not my_style.add_tags(text): + new_list.append((kind, text)) + else: + new_list.append((kind,text)) + + return new_list + + """ + # Template tag function to copy off of. + def TEMPLATE_tag(tag, argument, contents): + new_list = [ ] + if argument == "": + argument = 5 + my_style = DispTextStyle() + for kind,text in contents: + if kind == renpy.TEXT_TEXT: + for char in text: + char_text = Text(my_style.apply_style(char)) + char_disp = TEMPLATEText(char_text, argument) + new_list.append((renpy.TEXT_DISPLAYABLE, char_disp)) + elif kind == renpy.TEXT_TAG: + if not my_style.add_tags(text): + new_list.append((kind, text)) + else: + new_list.append((kind,text)) + return new_list + """ + + # Define our new text tags + config.custom_text_tags["bt"] = bounce_tag + config.custom_text_tags["fi"] = fade_in_tag + config.custom_text_tags["sc"] = scare_tag + config.custom_text_tags["rotat"] = rotate_tag + config.custom_text_tags["chaos"] = chaos_tag + config.custom_text_tags["swap"] = swap_tag + config.custom_text_tags["move"] = move_tag + config.custom_text_tags["omega"] = omega_tag + config.self_closing_custom_text_tags["para"] = paragraph_tag + # Template tag function + #config.custom_text_tags[""] = _tag diff --git a/game/options.rpy b/game/options.rpy new file mode 100644 index 0000000..24a2d6c --- /dev/null +++ b/game/options.rpy @@ -0,0 +1,209 @@ +## This file contains options that can be changed to customize your game. +## +## Lines beginning with two '#' marks are comments, and you shouldn't uncomment +## them. Lines beginning with a single '#' mark are commented-out code, and you +## may want to uncomment them when appropriate. + + +## Basics ###################################################################### + +## A human-readable name of the game. This is used to set the default window +## title, and shows up in the interface and error reports. +## +## The _() surrounding the string marks it as eligible for translation. + +define config.name = _("sexo_space_lady_game") + + +## Determines if the title given above is shown on the main menu screen. Set +## this to False to hide the title. + +define gui.show_name = True + + +## The version of the game. + +define config.version = "1.0" + + +## Text that is placed on the game's about screen. Place the text between the +## triple-quotes, and leave a blank line between paragraphs. + +define gui.about = _p(""" +""") + + +## A short name for the game used for executables and directories in the built +## distribution. This must be ASCII-only, and must not contain spaces, colons, +## or semicolons. + +define build.name = "sexo_space_lady_game" + + +## Sounds and music ############################################################ + +## These three variables control, among other things, which mixers are shown +## to the player by default. Setting one of these to False will hide the +## appropriate mixer. + +define config.has_sound = True +define config.has_music = True +define config.has_voice = True + + +## To allow the user to play a test sound on the sound or voice channel, +## uncomment a line below and use it to set a sample sound to play. + +# define config.sample_sound = "sample-sound.ogg" +# define config.sample_voice = "sample-voice.ogg" + + +## Uncomment the following line to set an audio file that will be played while +## the player is at the main menu. This file will continue playing into the +## game, until it is stopped or another file is played. + +# define config.main_menu_music = "main-menu-theme.ogg" + + +## Transitions ################################################################# +## +## These variables set transitions that are used when certain events occur. +## Each variable should be set to a transition, or None to indicate that no +## transition should be used. + +## Entering or exiting the game menu. + +define config.enter_transition = dissolve +define config.exit_transition = dissolve + + +## Between screens of the game menu. + +define config.intra_transition = dissolve + + +## A transition that is used after a game has been loaded. + +define config.after_load_transition = None + + +## Used when entering the main menu after the game has ended. + +define config.end_game_transition = None + + +## A variable to set the transition used when the game starts does not exist. +## Instead, use a with statement after showing the initial scene. + + +## Window management ########################################################### +## +## This controls when the dialogue window is displayed. If "show", it is always +## displayed. If "hide", it is only displayed when dialogue is present. If +## "auto", the window is hidden before scene statements and shown again once +## dialogue is displayed. +## +## After the game has started, this can be changed with the "window show", +## "window hide", and "window auto" statements. + +define config.window = "auto" + + +## Transitions used to show and hide the dialogue window + +define config.window_show_transition = Dissolve(.2) +define config.window_hide_transition = Dissolve(.2) + + +## Preference defaults ######################################################### + +## Controls the default text speed. The default, 0, is infinite, while any other +## number is the number of characters per second to type out. + +default preferences.text_cps = 0 + + +## The default auto-forward delay. Larger numbers lead to longer waits, with 0 +## to 30 being the valid range. + +default preferences.afm_time = 15 + + +## Save directory ############################################################## +## +## Controls the platform-specific place Ren'Py will place the save files for +## this game. The save files will be placed in: +## +## Windows: %APPDATA\RenPy\ +## +## Macintosh: $HOME/Library/RenPy/ +## +## Linux: $HOME/.renpy/ +## +## This generally should not be changed, and if it is, should always be a +## literal string, not an expression. + +define config.save_directory = "sexo_space_lady_game-1659651001" + + +## Icon ######################################################################## +## +## The icon displayed on the taskbar or dock. + +define config.window_icon = "gui/window_icon.png" + + +## Build configuration ######################################################### +## +## This section controls how Ren'Py turns your project into distribution files. + +init python: + + ## The following functions take file patterns. File patterns are case- + ## insensitive, and matched against the path relative to the base directory, + ## with and without a leading /. If multiple patterns match, the first is + ## used. + ## + ## In a pattern: + ## + ## / is the directory separator. + ## + ## * matches all characters, except the directory separator. + ## + ## ** matches all characters, including the directory separator. + ## + ## For example, "*.txt" matches txt files in the base directory, "game/ + ## **.ogg" matches ogg files in the game directory or any of its + ## subdirectories, and "**.psd" matches psd files anywhere in the project. + + ## Classify files as None to exclude them from the built distributions. + + build.classify('**~', None) + build.classify('**.bak', None) + build.classify('**/.**', None) + build.classify('**/#**', None) + build.classify('**/thumbs.db', None) + + ## To archive files, classify them as 'archive'. + + # build.classify('game/**.png', 'archive') + # build.classify('game/**.jpg', 'archive') + + ## Files matching documentation patterns are duplicated in a mac app build, + ## so they appear in both the app and the zip file. + + build.documentation('*.html') + build.documentation('*.txt') + + +## A Google Play license key is required to download expansion files and perform +## in-app purchases. It can be found on the "Services & APIs" page of the Google +## Play developer console. + +# define build.google_play_key = "..." + + +## The username and project name associated with an itch.io project, separated +## by a slash. + +# define build.itch_project = "renpytom/test-project" diff --git a/game/options.rpyc b/game/options.rpyc new file mode 100644 index 0000000..5a30953 Binary files /dev/null and b/game/options.rpyc differ diff --git a/game/saves/auto-1-LT1.save b/game/saves/auto-1-LT1.save new file mode 100644 index 0000000..23827b2 Binary files /dev/null and b/game/saves/auto-1-LT1.save differ diff --git a/game/saves/auto-2-LT1.save b/game/saves/auto-2-LT1.save new file mode 100644 index 0000000..90017c5 Binary files /dev/null and b/game/saves/auto-2-LT1.save differ diff --git a/game/saves/navigation.json b/game/saves/navigation.json new file mode 100644 index 0000000..906c8b8 --- /dev/null +++ b/game/saves/navigation.json @@ -0,0 +1 @@ +{"error": false, "size": [1920, 1080], "name": "sexo_space_lady_game", "version": "1.0", "location": {"label": {"splashscreen": ["game/script.rpy", 9], "start": ["game/script.rpy", 32], "replayStart": ["game/script.rpy", 41]}, "define": {"gui.accent_color": ["game/gui.rpy", 26], "gui.idle_color": ["game/gui.rpy", 29], "gui.idle_small_color": ["game/gui.rpy", 33], "gui.hover_color": ["game/gui.rpy", 36], "gui.selected_color": ["game/gui.rpy", 40], "gui.insensitive_color": ["game/gui.rpy", 43], "gui.muted_color": ["game/gui.rpy", 47], "gui.hover_muted_color": ["game/gui.rpy", 48], "gui.text_color": ["game/gui.rpy", 51], "gui.interface_text_color": ["game/gui.rpy", 52], "gui.text_font": ["game/gui.rpy", 58], "gui.name_text_font": ["game/gui.rpy", 61], "gui.interface_text_font": ["game/gui.rpy", 64], "gui.text_size": ["game/gui.rpy", 67], "gui.name_text_size": ["game/gui.rpy", 70], "gui.interface_text_size": ["game/gui.rpy", 73], "gui.label_text_size": ["game/gui.rpy", 76], "gui.notify_text_size": ["game/gui.rpy", 79], "gui.title_text_size": ["game/gui.rpy", 82], "gui.main_menu_background": ["game/gui.rpy", 88], "gui.game_menu_background": ["game/gui.rpy", 89], "gui.textbox_height": ["game/gui.rpy", 98], "gui.textbox_yalign": ["game/gui.rpy", 102], "gui.name_xpos": ["game/gui.rpy", 107], "gui.name_ypos": ["game/gui.rpy", 108], "gui.name_xalign": ["game/gui.rpy", 112], "gui.namebox_width": ["game/gui.rpy", 116], "gui.namebox_height": ["game/gui.rpy", 117], "gui.namebox_borders": ["game/gui.rpy", 121], "gui.namebox_tile": ["game/gui.rpy", 125], "gui.dialogue_xpos": ["game/gui.rpy", 131], "gui.dialogue_ypos": ["game/gui.rpy", 132], "gui.dialogue_width": ["game/gui.rpy", 135], "gui.dialogue_text_xalign": ["game/gui.rpy", 139], "gui.button_width": ["game/gui.rpy", 148], "gui.button_height": ["game/gui.rpy", 149], "gui.button_borders": ["game/gui.rpy", 152], "gui.button_tile": ["game/gui.rpy", 156], "gui.button_text_font": ["game/gui.rpy", 159], "gui.button_text_size": ["game/gui.rpy", 162], 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["game/gui.rpy", 210], "gui.choice_button_text_xalign": ["game/gui.rpy", 211], "gui.choice_button_text_idle_color": ["game/gui.rpy", 212], "gui.choice_button_text_hover_color": ["game/gui.rpy", 213], "gui.choice_button_text_insensitive_color": ["game/gui.rpy", 214], "gui.slot_button_width": ["game/gui.rpy", 224], "gui.slot_button_height": ["game/gui.rpy", 225], "gui.slot_button_borders": ["game/gui.rpy", 226], "gui.slot_button_text_size": ["game/gui.rpy", 227], "gui.slot_button_text_xalign": ["game/gui.rpy", 228], "gui.slot_button_text_idle_color": ["game/gui.rpy", 229], "gui.slot_button_text_selected_idle_color": ["game/gui.rpy", 230], "gui.slot_button_text_selected_hover_color": ["game/gui.rpy", 231], "config.thumbnail_width": ["game/gui.rpy", 234], "config.thumbnail_height": ["game/gui.rpy", 235], "gui.file_slot_cols": ["game/gui.rpy", 238], "gui.file_slot_rows": ["game/gui.rpy", 239], "gui.navigation_xpos": ["game/gui.rpy", 249], "gui.skip_ypos": ["game/gui.rpy", 252], 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+################################################################################ + +init offset = -1 + + +################################################################################ +## Styles +################################################################################ + +style default: + properties gui.text_properties() + language gui.language + +style input: + properties gui.text_properties("input", accent=True) + adjust_spacing False + +style hyperlink_text: + properties gui.text_properties("hyperlink", accent=True) + hover_underline True + +style gui_text: + properties gui.text_properties("interface") + + +style button: + properties gui.button_properties("button") + +style button_text is gui_text: + properties gui.text_properties("button") + yalign 0.5 + + +style label_text is gui_text: + properties gui.text_properties("label", accent=True) + +style prompt_text is gui_text: + properties gui.text_properties("prompt") + + +style bar: + ysize gui.bar_size + left_bar Frame("gui/bar/left.png", gui.bar_borders, tile=gui.bar_tile) + right_bar Frame("gui/bar/right.png", gui.bar_borders, tile=gui.bar_tile) + +style vbar: + xsize gui.bar_size + top_bar Frame("gui/bar/top.png", gui.vbar_borders, tile=gui.bar_tile) + bottom_bar Frame("gui/bar/bottom.png", gui.vbar_borders, tile=gui.bar_tile) + +style scrollbar: + ysize gui.scrollbar_size + base_bar Frame("gui/scrollbar/horizontal_[prefix_]bar.png", gui.scrollbar_borders, tile=gui.scrollbar_tile) + thumb Frame("gui/scrollbar/horizontal_[prefix_]thumb.png", gui.scrollbar_borders, tile=gui.scrollbar_tile) + +style vscrollbar: + xsize gui.scrollbar_size + base_bar Frame("gui/scrollbar/vertical_[prefix_]bar.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile) + thumb Frame("gui/scrollbar/vertical_[prefix_]thumb.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile) + +style slider: + ysize gui.slider_size + base_bar Frame("gui/slider/horizontal_[prefix_]bar.png", gui.slider_borders, tile=gui.slider_tile) + thumb "gui/slider/horizontal_[prefix_]thumb.png" + +style vslider: + xsize gui.slider_size + base_bar Frame("gui/slider/vertical_[prefix_]bar.png", gui.vslider_borders, tile=gui.slider_tile) + thumb "gui/slider/vertical_[prefix_]thumb.png" + + +style frame: + padding gui.frame_borders.padding + background Frame("gui/frame.png", gui.frame_borders, tile=gui.frame_tile) + + + +################################################################################ +## In-game screens +################################################################################ + + +## Say screen ################################################################## +## +## The say screen is used to display dialogue to the player. It takes two +## parameters, who and what, which are the name of the speaking character and +## the text to be displayed, respectively. (The who parameter can be None if no +## name is given.) +## +## This screen must create a text displayable with id "what", as Ren'Py uses +## this to manage text display. It can also create displayables with id "who" +## and id "window" to apply style properties. +## +## https://www.renpy.org/doc/html/screen_special.html#say + +screen say(who, what): + style_prefix "say" + + window: + id "window" + + if who is not None: + + window: + id "namebox" + style "namebox" + text who id "who" + + text what id "what" + + + ## If there's a side image, display it above the text. Do not display on the + ## phone variant - there's no room. + if not renpy.variant("small"): + add SideImage() xalign 0.0 yalign 1.0 + + +## Make the namebox available for styling through the Character object. +init python: + config.character_id_prefixes.append('namebox') + +style window is default +style say_label is default +style say_dialogue is default +style say_thought is say_dialogue + +style namebox is default +style namebox_label is say_label + + +style window: + xalign 0.5 + xfill True + yalign gui.textbox_yalign + ysize gui.textbox_height + + background Image("gui/textbox.png", xalign=0.5, yalign=1.0) + +style namebox: + xpos gui.name_xpos + xanchor gui.name_xalign + xsize gui.namebox_width + ypos gui.name_ypos + ysize gui.namebox_height + + background Frame("gui/namebox.png", gui.namebox_borders, tile=gui.namebox_tile, xalign=gui.name_xalign) + padding gui.namebox_borders.padding + +style say_label: + properties gui.text_properties("name", accent=True) + xalign gui.name_xalign + yalign 0.5 + +style say_dialogue: + properties gui.text_properties("dialogue") + + xpos gui.dialogue_xpos + xsize gui.dialogue_width + ypos gui.dialogue_ypos + + adjust_spacing False + +## Input screen ################################################################ +## +## This screen is used to display renpy.input. The prompt parameter is used to +## pass a text prompt in. +## +## This screen must create an input displayable with id "input" to accept the +## various input parameters. +## +## https://www.renpy.org/doc/html/screen_special.html#input + +screen input(prompt): + style_prefix "input" + + window: + + vbox: + xalign gui.dialogue_text_xalign + xpos gui.dialogue_xpos + xsize gui.dialogue_width + ypos gui.dialogue_ypos + + text prompt style "input_prompt" + input id "input" + +style input_prompt is default + +style input_prompt: + xalign gui.dialogue_text_xalign + properties gui.text_properties("input_prompt") + +style input: + xalign gui.dialogue_text_xalign + xmaximum gui.dialogue_width + + +## Choice screen ############################################################### +## +## This screen is used to display the in-game choices presented by the menu +## statement. The one parameter, items, is a list of objects, each with caption +## and action fields. +## +## https://www.renpy.org/doc/html/screen_special.html#choice + +screen choice(items): + style_prefix "choice" + + vbox: + for i in items: + textbutton i.caption action i.action + + +style choice_vbox is vbox +style choice_button is button +style choice_button_text is button_text + +style choice_vbox: + xalign 0.5 + ypos 405 + yanchor 0.5 + + spacing gui.choice_spacing + +style choice_button is default: + properties gui.button_properties("choice_button") + +style choice_button_text is default: + properties gui.button_text_properties("choice_button") + + +## Quick Menu screen ########################################################### +## +## The quick menu is displayed in-game to provide easy access to the out-of-game +## menus. + +screen quick_menu(): + + ## Ensure this appears on top of other screens. + zorder 100 + + if quick_menu: + + hbox: + style_prefix "quick" + + xalign 0.5 + yalign 1.0 + + textbutton _("Back") action Rollback() + textbutton _("History") action ShowMenu('history') + textbutton _("Skip") action Skip() alternate Skip(fast=True, confirm=True) + textbutton _("Auto") action Preference("auto-forward", "toggle") + textbutton _("Save") action ShowMenu('save') + textbutton _("Q.Save") action QuickSave() + textbutton _("Q.Load") action QuickLoad() + textbutton _("Prefs") action ShowMenu('preferences') + + +## This code ensures that the quick_menu screen is displayed in-game, whenever +## the player has not explicitly hidden the interface. +init python: + config.overlay_screens.append("quick_menu") + +default quick_menu = True + +style quick_button is default +style quick_button_text is button_text + +style quick_button: + properties gui.button_properties("quick_button") + +style quick_button_text: + properties gui.button_text_properties("quick_button") + + +################################################################################ +## Main and Game Menu Screens +################################################################################ + +## Navigation screen ########################################################### +## +## This screen is included in the main and game menus, and provides navigation +## to other menus, and to start the game. + +screen navigation(): + + vbox: + style_prefix "navigation" + + xpos gui.navigation_xpos + yalign 0.5 + + spacing gui.navigation_spacing + + if main_menu: + + textbutton _("Start") action Start() + + else: + + textbutton _("History") action ShowMenu("history") + + textbutton _("Save") action ShowMenu("save") + + textbutton _("Load") action ShowMenu("load") + + textbutton _("Preferences") action ShowMenu("preferences") + + if _in_replay: + + textbutton _("End Replay") action EndReplay(confirm=True) + + elif not main_menu: + + textbutton _("Main Menu") action MainMenu() + + textbutton _("About") action ShowMenu("about") + + if renpy.variant("pc") or (renpy.variant("web") and not renpy.variant("mobile")): + + ## Help isn't necessary or relevant to mobile devices. + textbutton _("Help") action ShowMenu("help") + + if renpy.variant("pc"): + + ## The quit button is banned on iOS and unnecessary on Android and + ## Web. + textbutton _("Quit") action Quit(confirm=not main_menu) + + +style navigation_button is gui_button +style navigation_button_text is gui_button_text + +style navigation_button: + size_group "navigation" + properties gui.button_properties("navigation_button") + +style navigation_button_text: + properties gui.button_text_properties("navigation_button") + + +## Main Menu screen ############################################################ +## +## Used to display the main menu when Ren'Py starts. +## +## https://www.renpy.org/doc/html/screen_special.html#main-menu + +screen main_menu(): + + ## This ensures that any other menu screen is replaced. + tag menu + + add gui.main_menu_background + + ## This empty frame darkens the main menu. + frame: + style "main_menu_frame" + + ## The use statement includes another screen inside this one. The actual + ## contents of the main menu are in the navigation screen. + use navigation + + if gui.show_name: + + vbox: + style "main_menu_vbox" + + text "[config.name!t]": + style "main_menu_title" + + text "[config.version]": + style "main_menu_version" + + +style main_menu_frame is empty +style main_menu_vbox is vbox +style main_menu_text is gui_text +style main_menu_title is main_menu_text +style main_menu_version is main_menu_text + +style main_menu_frame: + xsize 420 + yfill True + + background "gui/overlay/main_menu.png" + +style main_menu_vbox: + xalign 1.0 + xoffset -30 + xmaximum 1200 + yalign 1.0 + yoffset -30 + +style main_menu_text: + properties gui.text_properties("main_menu", accent=True) + +style main_menu_title: + properties gui.text_properties("title") + +style main_menu_version: + properties gui.text_properties("version") + + +## Game Menu screen ############################################################ +## +## This lays out the basic common structure of a game menu screen. It's called +## with the screen title, and displays the background, title, and navigation. +## +## The scroll parameter can be None, or one of "viewport" or "vpgrid". When +## this screen is intended to be used with one or more children, which are +## transcluded (placed) inside it. + +screen game_menu(title, scroll=None, yinitial=0.0): + + style_prefix "game_menu" + + if main_menu: + add gui.main_menu_background + else: + add gui.game_menu_background + + frame: + style "game_menu_outer_frame" + + hbox: + + ## Reserve space for the navigation section. + frame: + style "game_menu_navigation_frame" + + frame: + style "game_menu_content_frame" + + if scroll == "viewport": + + viewport: + yinitial yinitial + scrollbars "vertical" + mousewheel True + draggable True + pagekeys True + + side_yfill True + + vbox: + transclude + + elif scroll == "vpgrid": + + vpgrid: + cols 1 + yinitial yinitial + + scrollbars "vertical" + mousewheel True + draggable True + pagekeys True + + side_yfill True + + transclude + + else: + + transclude + + use navigation + + textbutton _("Return"): + style "return_button" + + action Return() + + label title + + if main_menu: + key "game_menu" action ShowMenu("main_menu") + + +style game_menu_outer_frame is empty +style game_menu_navigation_frame is empty +style game_menu_content_frame is empty +style game_menu_viewport is gui_viewport +style game_menu_side is gui_side +style game_menu_scrollbar is gui_vscrollbar + +style game_menu_label is gui_label +style game_menu_label_text is gui_label_text + +style return_button is navigation_button +style return_button_text is navigation_button_text + +style game_menu_outer_frame: + bottom_padding 45 + top_padding 180 + + background "gui/overlay/game_menu.png" + +style game_menu_navigation_frame: + xsize 420 + yfill True + +style game_menu_content_frame: + left_margin 60 + right_margin 30 + top_margin 15 + +style game_menu_viewport: + xsize 1380 + +style game_menu_vscrollbar: + unscrollable gui.unscrollable + +style game_menu_side: + spacing 15 + +style game_menu_label: + xpos 75 + ysize 180 + +style game_menu_label_text: + size gui.title_text_size + color gui.accent_color + yalign 0.5 + +style return_button: + xpos gui.navigation_xpos + yalign 1.0 + yoffset -45 + + +## About screen ################################################################ +## +## This screen gives credit and copyright information about the game and Ren'Py. +## +## There's nothing special about this screen, and hence it also serves as an +## example of how to make a custom screen. + +screen about(): + + tag menu + + ## This use statement includes the game_menu screen inside this one. The + ## vbox child is then included inside the viewport inside the game_menu + ## screen. + use game_menu(_("About"), scroll="viewport"): + + style_prefix "about" + + vbox: + + label "[config.name!t]" + text _("Version [config.version!t]\n") + + ## gui.about is usually set in options.rpy. + if gui.about: + text "[gui.about!t]\n" + + text _("Made with {a=https://www.renpy.org/}Ren'Py{/a} [renpy.version_only].\n\n[renpy.license!t]") + + +style about_label is gui_label +style about_label_text is gui_label_text +style about_text is gui_text + +style about_label_text: + size gui.label_text_size + + +## Load and Save screens ####################################################### +## +## These screens are responsible for letting the player save the game and load +## it again. Since they share nearly everything in common, both are implemented +## in terms of a third screen, file_slots. +## +## https://www.renpy.org/doc/html/screen_special.html#save https:// +## www.renpy.org/doc/html/screen_special.html#load + +screen save(): + + tag menu + + use file_slots(_("Save")) + + +screen load(): + + tag menu + + use file_slots(_("Load")) + + +screen file_slots(title): + + default page_name_value = FilePageNameInputValue(pattern=_("Page {}"), auto=_("Automatic saves"), quick=_("Quick saves")) + + use game_menu(title): + + fixed: + + ## This ensures the input will get the enter event before any of the + ## buttons do. + order_reverse True + + ## The page name, which can be edited by clicking on a button. + button: + style "page_label" + + key_events True + xalign 0.5 + action page_name_value.Toggle() + + input: + style "page_label_text" + value page_name_value + + ## The grid of file slots. + grid gui.file_slot_cols gui.file_slot_rows: + style_prefix "slot" + + xalign 0.5 + yalign 0.5 + + spacing gui.slot_spacing + + for i in range(gui.file_slot_cols * gui.file_slot_rows): + + $ slot = i + 1 + + button: + action FileAction(slot) + + has vbox + + add FileScreenshot(slot) xalign 0.5 + + text FileTime(slot, format=_("{#file_time}%A, %B %d %Y, %H:%M"), empty=_("empty slot")): + style "slot_time_text" + + text FileSaveName(slot): + style "slot_name_text" + + key "save_delete" action FileDelete(slot) + + ## Buttons to access other pages. + hbox: + style_prefix "page" + + xalign 0.5 + yalign 1.0 + + spacing gui.page_spacing + + textbutton _("<") action FilePagePrevious() + + if config.has_autosave: + textbutton _("{#auto_page}A") action FilePage("auto") + + if config.has_quicksave: + textbutton _("{#quick_page}Q") action FilePage("quick") + + ## range(1, 10) gives the numbers from 1 to 9. + for page in range(1, 10): + textbutton "[page]" action FilePage(page) + + textbutton _(">") action FilePageNext() + + +style page_label is gui_label +style page_label_text is gui_label_text +style page_button is gui_button +style page_button_text is gui_button_text + +style slot_button is gui_button +style slot_button_text is gui_button_text +style slot_time_text is slot_button_text +style slot_name_text is slot_button_text + +style page_label: + xpadding 75 + ypadding 5 + +style page_label_text: + text_align 0.5 + layout "subtitle" + hover_color gui.hover_color + +style page_button: + properties gui.button_properties("page_button") + +style page_button_text: + properties gui.button_text_properties("page_button") + +style slot_button: + properties gui.button_properties("slot_button") + +style slot_button_text: + properties gui.button_text_properties("slot_button") + + +## Preferences screen ########################################################## +## +## The preferences screen allows the player to configure the game to better suit +## themselves. +## +## https://www.renpy.org/doc/html/screen_special.html#preferences + +screen preferences(): + + tag menu + + use game_menu(_("Preferences"), scroll="viewport"): + + vbox: + + hbox: + box_wrap True + + if renpy.variant("pc") or renpy.variant("web"): + + vbox: + style_prefix "radio" + label _("Display") + textbutton _("Window") action Preference("display", "window") + textbutton _("Fullscreen") action Preference("display", "fullscreen") + + vbox: + style_prefix "check" + label _("Skip") + textbutton _("Unseen Text") action Preference("skip", "toggle") + textbutton _("After Choices") action Preference("after choices", "toggle") + textbutton _("Transitions") action InvertSelected(Preference("transitions", "toggle")) + + ## Additional vboxes of type "radio_pref" or "check_pref" can be + ## added here, to add additional creator-defined preferences. + + null height (4 * gui.pref_spacing) + + hbox: + style_prefix "slider" + box_wrap True + + vbox: + + label _("Text Speed") + + bar value Preference("text speed") + + label _("Auto-Forward Time") + + bar value Preference("auto-forward time") + + vbox: + + if config.has_music: + label _("Music Volume") + + hbox: + bar value Preference("music volume") + + if config.has_sound: + + label _("Sound Volume") + + hbox: + bar value Preference("sound volume") + + if config.sample_sound: + textbutton _("Test") action Play("sound", config.sample_sound) + + + if config.has_voice: + label _("Voice Volume") + + hbox: + bar value Preference("voice volume") + + if config.sample_voice: + textbutton _("Test") action Play("voice", config.sample_voice) + + if config.has_music or config.has_sound or config.has_voice: + null height gui.pref_spacing + + textbutton _("Mute All"): + action Preference("all mute", "toggle") + style "mute_all_button" + + +style pref_label is gui_label +style pref_label_text is gui_label_text +style pref_vbox is vbox + +style radio_label is pref_label +style radio_label_text is pref_label_text +style radio_button is gui_button +style radio_button_text is gui_button_text +style radio_vbox is pref_vbox + +style check_label is pref_label +style check_label_text is pref_label_text +style check_button is gui_button +style check_button_text is gui_button_text +style check_vbox is pref_vbox + +style slider_label is pref_label +style slider_label_text is pref_label_text +style slider_slider is gui_slider +style slider_button is gui_button +style slider_button_text is gui_button_text +style slider_pref_vbox is pref_vbox + +style mute_all_button is check_button +style mute_all_button_text is check_button_text + +style pref_label: + top_margin gui.pref_spacing + bottom_margin 3 + +style pref_label_text: + yalign 1.0 + +style pref_vbox: + xsize 338 + +style radio_vbox: + spacing gui.pref_button_spacing + +style radio_button: + properties gui.button_properties("radio_button") + foreground "gui/button/radio_[prefix_]foreground.png" + +style radio_button_text: + properties gui.button_text_properties("radio_button") + +style check_vbox: + spacing gui.pref_button_spacing + +style check_button: + properties gui.button_properties("check_button") + foreground "gui/button/check_[prefix_]foreground.png" + +style check_button_text: + properties gui.button_text_properties("check_button") + +style slider_slider: + xsize 525 + +style slider_button: + properties gui.button_properties("slider_button") + yalign 0.5 + left_margin 15 + +style slider_button_text: + properties gui.button_text_properties("slider_button") + +style slider_vbox: + xsize 675 + + +## History screen ############################################################## +## +## This is a screen that displays the dialogue history to the player. While +## there isn't anything special about this screen, it does have to access the +## dialogue history stored in _history_list. +## +## https://www.renpy.org/doc/html/history.html + +screen history(): + + tag menu + + ## Avoid predicting this screen, as it can be very large. + predict False + + use game_menu(_("History"), scroll=("vpgrid" if gui.history_height else "viewport"), yinitial=1.0): + + style_prefix "history" + + for h in _history_list: + + window: + + ## This lays things out properly if history_height is None. + has fixed: + yfit True + + if h.who: + + label h.who: + style "history_name" + substitute False + + ## Take the color of the who text from the Character, if + ## set. + if "color" in h.who_args: + text_color h.who_args["color"] + + $ what = renpy.filter_text_tags(h.what, allow=gui.history_allow_tags) + text what: + substitute False + + if not _history_list: + label _("The dialogue history is empty.") + + +## This determines what tags are allowed to be displayed on the history screen. + +define gui.history_allow_tags = { "alt", "noalt" } + + +style history_window is empty + +style history_name is gui_label +style history_name_text is gui_label_text +style history_text is gui_text + +style history_label is gui_label +style history_label_text is gui_label_text + +style history_window: + xfill True + ysize gui.history_height + +style history_name: + xpos gui.history_name_xpos + xanchor gui.history_name_xalign + ypos gui.history_name_ypos + xsize gui.history_name_width + +style history_name_text: + min_width gui.history_name_width + text_align gui.history_name_xalign + +style history_text: + xpos gui.history_text_xpos + ypos gui.history_text_ypos + xanchor gui.history_text_xalign + xsize gui.history_text_width + min_width gui.history_text_width + text_align gui.history_text_xalign + layout ("subtitle" if gui.history_text_xalign else "tex") + +style history_label: + xfill True + +style history_label_text: + xalign 0.5 + + +## Help screen ################################################################# +## +## A screen that gives information about key and mouse bindings. It uses other +## screens (keyboard_help, mouse_help, and gamepad_help) to display the actual +## help. + +screen help(): + + tag menu + + default device = "keyboard" + + use game_menu(_("Help"), scroll="viewport"): + + style_prefix "help" + + vbox: + spacing 23 + + hbox: + + textbutton _("Keyboard") action SetScreenVariable("device", "keyboard") + textbutton _("Mouse") action SetScreenVariable("device", "mouse") + + if GamepadExists(): + textbutton _("Gamepad") action SetScreenVariable("device", "gamepad") + + if device == "keyboard": + use keyboard_help + elif device == "mouse": + use mouse_help + elif device == "gamepad": + use gamepad_help + + +screen keyboard_help(): + + hbox: + label _("Enter") + text _("Advances dialogue and activates the interface.") + + hbox: + label _("Space") + text _("Advances dialogue without selecting choices.") + + hbox: + label _("Arrow Keys") + text _("Navigate the interface.") + + hbox: + label _("Escape") + text _("Accesses the game menu.") + + hbox: + label _("Ctrl") + text _("Skips dialogue while held down.") + + hbox: + label _("Tab") + text _("Toggles dialogue skipping.") + + hbox: + label _("Page Up") + text _("Rolls back to earlier dialogue.") + + hbox: + label _("Page Down") + text _("Rolls forward to later dialogue.") + + hbox: + label "H" + text _("Hides the user interface.") + + hbox: + label "S" + text _("Takes a screenshot.") + + hbox: + label "V" + text _("Toggles assistive {a=https://www.renpy.org/l/voicing}self-voicing{/a}.") + + hbox: + label "Shift+A" + text _("Opens the accessibility menu.") + + +screen mouse_help(): + + hbox: + label _("Left Click") + text _("Advances dialogue and activates the interface.") + + hbox: + label _("Middle Click") + text _("Hides the user interface.") + + hbox: + label _("Right Click") + text _("Accesses the game menu.") + + hbox: + label _("Mouse Wheel Up\nClick Rollback Side") + text _("Rolls back to earlier dialogue.") + + hbox: + label _("Mouse Wheel Down") + text _("Rolls forward to later dialogue.") + + +screen gamepad_help(): + + hbox: + label _("Right Trigger\nA/Bottom Button") + text _("Advances dialogue and activates the interface.") + + hbox: + label _("Left Trigger\nLeft Shoulder") + text _("Rolls back to earlier dialogue.") + + hbox: + label _("Right Shoulder") + text _("Rolls forward to later dialogue.") + + + hbox: + label _("D-Pad, Sticks") + text _("Navigate the interface.") + + hbox: + label _("Start, Guide") + text _("Accesses the game menu.") + + hbox: + label _("Y/Top Button") + text _("Hides the user interface.") + + textbutton _("Calibrate") action GamepadCalibrate() + + +style help_button is gui_button +style help_button_text is gui_button_text +style help_label is gui_label +style help_label_text is gui_label_text +style help_text is gui_text + +style help_button: + properties gui.button_properties("help_button") + xmargin 12 + +style help_button_text: + properties gui.button_text_properties("help_button") + +style help_label: + xsize 375 + right_padding 30 + +style help_label_text: + size gui.text_size + xalign 1.0 + text_align 1.0 + + + +################################################################################ +## Additional screens +################################################################################ + + +## Confirm screen ############################################################## +## +## The confirm screen is called when Ren'Py wants to ask the player a yes or no +## question. +## +## https://www.renpy.org/doc/html/screen_special.html#confirm + +screen confirm(message, yes_action, no_action): + + ## Ensure other screens do not get input while this screen is displayed. + modal True + + zorder 200 + + style_prefix "confirm" + + add "gui/overlay/confirm.png" + + frame: + + vbox: + xalign .5 + yalign .5 + spacing 45 + + label _(message): + style "confirm_prompt" + xalign 0.5 + + hbox: + xalign 0.5 + spacing 150 + + textbutton _("Yes") action yes_action + textbutton _("No") action no_action + + ## Right-click and escape answer "no". + key "game_menu" action no_action + + +style confirm_frame is gui_frame +style confirm_prompt is gui_prompt +style confirm_prompt_text is gui_prompt_text +style confirm_button is gui_medium_button +style confirm_button_text is gui_medium_button_text + +style confirm_frame: + background Frame([ "gui/confirm_frame.png", "gui/frame.png"], gui.confirm_frame_borders, tile=gui.frame_tile) + padding gui.confirm_frame_borders.padding + xalign .5 + yalign .5 + +style confirm_prompt_text: + text_align 0.5 + layout "subtitle" + +style confirm_button: + properties gui.button_properties("confirm_button") + +style confirm_button_text: + properties gui.button_text_properties("confirm_button") + + +## Skip indicator screen ####################################################### +## +## The skip_indicator screen is displayed to indicate that skipping is in +## progress. +## +## https://www.renpy.org/doc/html/screen_special.html#skip-indicator + +screen skip_indicator(): + + zorder 100 + style_prefix "skip" + + frame: + + hbox: + spacing 9 + + text _("Skipping") + + text "▸" at delayed_blink(0.0, 1.0) style "skip_triangle" + text "▸" at delayed_blink(0.2, 1.0) style "skip_triangle" + text "▸" at delayed_blink(0.4, 1.0) style "skip_triangle" + + +## This transform is used to blink the arrows one after another. +transform delayed_blink(delay, cycle): + alpha .5 + + pause delay + + block: + linear .2 alpha 1.0 + pause .2 + linear .2 alpha 0.5 + pause (cycle - .4) + repeat + + +style skip_frame is empty +style skip_text is gui_text +style skip_triangle is skip_text + +style skip_frame: + ypos gui.skip_ypos + background Frame("gui/skip.png", gui.skip_frame_borders, tile=gui.frame_tile) + padding gui.skip_frame_borders.padding + +style skip_text: + size gui.notify_text_size + +style skip_triangle: + ## We have to use a font that has the BLACK RIGHT-POINTING SMALL TRIANGLE + ## glyph in it. + font "DejaVuSans.ttf" + + +## Notify screen ############################################################### +## +## The notify screen is used to show the player a message. (For example, when +## the game is quicksaved or a screenshot has been taken.) +## +## https://www.renpy.org/doc/html/screen_special.html#notify-screen + +screen notify(message): + + zorder 100 + style_prefix "notify" + + frame at notify_appear: + text "[message!tq]" + + timer 3.25 action Hide('notify') + + +transform notify_appear: + on show: + alpha 0 + linear .25 alpha 1.0 + on hide: + linear .5 alpha 0.0 + + +style notify_frame is empty +style notify_text is gui_text + +style notify_frame: + ypos gui.notify_ypos + + background Frame("gui/notify.png", gui.notify_frame_borders, tile=gui.frame_tile) + padding gui.notify_frame_borders.padding + +style notify_text: + properties gui.text_properties("notify") + + +## NVL screen ################################################################## +## +## This screen is used for NVL-mode dialogue and menus. +## +## https://www.renpy.org/doc/html/screen_special.html#nvl + + +screen nvl(dialogue, items=None): + + window: + style "nvl_window" + + has vbox: + spacing gui.nvl_spacing + + ## Displays dialogue in either a vpgrid or the vbox. + if gui.nvl_height: + + vpgrid: + cols 1 + yinitial 1.0 + + use nvl_dialogue(dialogue) + + else: + + use nvl_dialogue(dialogue) + + ## Displays the menu, if given. The menu may be displayed incorrectly if + ## config.narrator_menu is set to True. + for i in items: + + textbutton i.caption: + action i.action + style "nvl_button" + + add SideImage() xalign 0.0 yalign 1.0 + + +screen nvl_dialogue(dialogue): + + for d in dialogue: + + window: + id d.window_id + + fixed: + yfit gui.nvl_height is None + + if d.who is not None: + + text d.who: + id d.who_id + + text d.what: + id d.what_id + + +## This controls the maximum number of NVL-mode entries that can be displayed at +## once. +define config.nvl_list_length = gui.nvl_list_length + +style nvl_window is default +style nvl_entry is default + +style nvl_label is say_label +style nvl_dialogue is say_dialogue + +style nvl_button is button +style nvl_button_text is button_text + +style nvl_window: + xfill True + yfill True + + background "gui/nvl.png" + padding gui.nvl_borders.padding + +style nvl_entry: + xfill True + ysize gui.nvl_height + +style nvl_label: + xpos gui.nvl_name_xpos + xanchor gui.nvl_name_xalign + ypos gui.nvl_name_ypos + yanchor 0.0 + xsize gui.nvl_name_width + min_width gui.nvl_name_width + text_align gui.nvl_name_xalign + +style nvl_dialogue: + xpos gui.nvl_text_xpos + xanchor gui.nvl_text_xalign + ypos gui.nvl_text_ypos + xsize gui.nvl_text_width + min_width gui.nvl_text_width + text_align gui.nvl_text_xalign + layout ("subtitle" if gui.nvl_text_xalign else "tex") + +style nvl_thought: + xpos gui.nvl_thought_xpos + xanchor gui.nvl_thought_xalign + ypos gui.nvl_thought_ypos + xsize gui.nvl_thought_width + min_width gui.nvl_thought_width + text_align gui.nvl_thought_xalign + layout ("subtitle" if gui.nvl_text_xalign else "tex") + +style nvl_button: + properties gui.button_properties("nvl_button") + xpos gui.nvl_button_xpos + xanchor gui.nvl_button_xalign + +style nvl_button_text: + properties gui.button_text_properties("nvl_button") + + + +################################################################################ +## Mobile Variants +################################################################################ + +style pref_vbox: + variant "medium" + xsize 675 + +## Since a mouse may not be present, we replace the quick menu with a version +## that uses fewer and bigger buttons that are easier to touch. +screen quick_menu(): + variant "touch" + + zorder 100 + + if quick_menu: + + hbox: + style_prefix "quick" + + xalign 0.5 + yalign 1.0 + + textbutton _("Back") action Rollback() + textbutton _("Skip") action Skip() alternate Skip(fast=True, confirm=True) + textbutton _("Auto") action Preference("auto-forward", "toggle") + textbutton _("Menu") action ShowMenu() + + +style window: + variant "small" + background "gui/phone/textbox.png" + +style radio_button: + variant "small" + foreground "gui/phone/button/radio_[prefix_]foreground.png" + +style check_button: + variant "small" + foreground "gui/phone/button/check_[prefix_]foreground.png" + +style nvl_window: + variant "small" + background "gui/phone/nvl.png" + +style main_menu_frame: + variant "small" + background "gui/phone/overlay/main_menu.png" + +style game_menu_outer_frame: + variant "small" + background "gui/phone/overlay/game_menu.png" + +style game_menu_navigation_frame: + variant "small" + xsize 510 + +style game_menu_content_frame: + variant "small" + top_margin 0 + +style pref_vbox: + variant "small" + xsize 600 + +style bar: + variant "small" + ysize gui.bar_size + left_bar Frame("gui/phone/bar/left.png", gui.bar_borders, tile=gui.bar_tile) + right_bar Frame("gui/phone/bar/right.png", gui.bar_borders, tile=gui.bar_tile) + +style vbar: + variant "small" + xsize gui.bar_size + top_bar Frame("gui/phone/bar/top.png", gui.vbar_borders, tile=gui.bar_tile) + bottom_bar Frame("gui/phone/bar/bottom.png", gui.vbar_borders, tile=gui.bar_tile) + +style scrollbar: + variant "small" + ysize gui.scrollbar_size + base_bar Frame("gui/phone/scrollbar/horizontal_[prefix_]bar.png", gui.scrollbar_borders, tile=gui.scrollbar_tile) + thumb Frame("gui/phone/scrollbar/horizontal_[prefix_]thumb.png", gui.scrollbar_borders, tile=gui.scrollbar_tile) + +style vscrollbar: + variant "small" + xsize gui.scrollbar_size + base_bar Frame("gui/phone/scrollbar/vertical_[prefix_]bar.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile) + thumb Frame("gui/phone/scrollbar/vertical_[prefix_]thumb.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile) + +style slider: + variant "small" + ysize gui.slider_size + base_bar Frame("gui/phone/slider/horizontal_[prefix_]bar.png", gui.slider_borders, tile=gui.slider_tile) + thumb "gui/phone/slider/horizontal_[prefix_]thumb.png" + +style vslider: + variant "small" + xsize gui.slider_size + base_bar Frame("gui/phone/slider/vertical_[prefix_]bar.png", gui.vslider_borders, tile=gui.slider_tile) + thumb "gui/phone/slider/vertical_[prefix_]thumb.png" + +style slider_vbox: + variant "small" + xsize None + +style slider_slider: + variant "small" + xsize 900 diff --git a/game/screens.rpyc b/game/screens.rpyc new file mode 100644 index 0000000..80a6ef0 Binary files /dev/null and b/game/screens.rpyc differ diff --git a/game/script.rpy b/game/script.rpy new file mode 100644 index 0000000..675b352 --- /dev/null +++ b/game/script.rpy @@ -0,0 +1,1337 @@ +init python: + config.default_text_cps = 50 + def randomize_choices(choices): + # fine for size of 2 + if (renpy.random.randint(0, 1)): + choices.reverse() + return choices + +label splashscreen: + python: + renpy.movie_cutscene("images/Cavemanon_logo.webm") + config.overlay_screens.append("quick_menu") + Start() + +init -1 python: + kwargs = {'who_xpos': 60,'who_ypos': 36} + +image ctc_marker: + "marker" + alpha 0 + linear 0.25 alpha 1 + +define base = Character (ctc="ctc_marker", ctc_pause="ctc_marker", ctc_timedpause=Null(), ctc_position="nestled") +define narrator = Character(kind=base) +define L = Character('Lyra', base, color="#ffffff", who_outlines=[(2, '#000000')], **kwargs) +define C = Character('Clodius', base, color="#c2c2c2", who_outlines=[(2, "#860a0a")], **kwargs) +define LC = Character('Lyra/Clodius', base, color="#ffffff", who_outlines=[(2, "#860a0a")], **kwargs) + + +# The game starts here. + +label start: + menu: + "English": + $ renpy.change_language(None, force=True) + + "Español": + $ renpy.change_language("spanish", force=True) + +label replayStart: + $ Lyra = 0 + + scene black + + "Alright, today's the day." + + "After an eternity of rehearsing, mental preparation, and accepting the possibility of being shot down, I'll tell her." + + "Here, in the quiet food court, late in the evening in the St. May Pillockhill Mall." + + "The mood and setting was absolutely like I had envisioned." + + "I've known Lyra for a few years now. While we go to the same college, we're in for different programs." + + "The specifics of her field were on a 'need to know' basis, but the gist of it was that she'd be working with the government." + + "She still talked about her case work, as long as I kept my mouth shut I'd be okay." + + L "{i}If you tell anyone this stuff they'd sic a spook squad on your ass so fast and turn your ass into gravel and foundation.{/i}" + + "I should be a bit more cautious for my life, but I think our friendship is genuine." + + "After all, she likes me enough to tell me to begin with." + + "Plus, I was looking to work with the government too, but in a more general research lab, especially with the Major in theoretical physics I was pursuing." + + "I met Lyra in the school library looking through old historical reports and really hit it off." + + "I'd always been partial to conspiracy theories since I was in elementary school, from things like alien life being covered up to mass mind-control experiments." + + "It's great to hear about these sorts of things from the other side of the glass, so to speak." + + "And in truth, it's pretty calming to have some peace of mind about these things." + + "Everyone thinks we're an item by now since we hang out so often." + + "... I've been meaning to actually ask her out, but even though we know each other so well..." + + "Damned nerves keep me babbling like an idiot every time I try." + + "But tonight, that's going to change." + + "School had ended hours ago, and with the weekend ahead I thought this would be the best way to kick it off." + + "And sitting right next to the star-covered girl, it really was." + + L "Hey, quit screen-peeking!" + + C "Don't need to cheat to beat you." + + "For the first time I was winning, high end sound effects coming from my favorite new handheld." + + "Her antennae twitch competitively and the dual screens flash as tiny 3d models raced on fancy carts through silly looking tracks." + + "We'd been competing since classes ended, even playing on the bus ride to the mall." + + "And while Lyra consistently maintained the lead, the borderline unfair AI always caught up and beat both of us." + + "But this time, I was ahead in first place thanks to random stage hazards." + + "..at least until the same hazards send me hurtling off the course." + + L "The bigger they are..." + + "No doubt she's loving this." + + L "The harder they- FUCK ME!" + + "Nevermind, from the mini-map I'm guessing she took an orbital terrapin drop and got knocked into last place next to me." + + "Fuckin' lousy AI." + + "The robots race across the finish line, and we both receive a DNF for the course." + + L "That was.. okay." + + "She's trying to act nonchalant, but I can tell Lyra had fun despite yet another loss." + + C "So we're both losers, then?" + + L "I still beat you, you know." + + C "But you didn't win." + + "Her expression flattens, and I can see her twitch ever so slightly." + + "I take it she doesn't get teased very often, though that doesn't exactly bode well for my plans this evening." + + "I still have to think of how to word this, so she'll actually be receptive." + + "Is her love life as casual as a game of Kondiment Kart, or should I be more official?" + + "We might as well be dating, but I'd rather not ruin what we have by messing this up." + + "I suppose now is as good a time... It's why I invited her here, after all." + + L "What are you looking at?" + + "I only now notice that I've spaced out, staring blankly towards a women's lingerie boutique on the other end of the mall." + + "Lyra's eyes followed mine, and she seems to be conflicted." + + "No doubt she's drawing assumptions about me right now.. Maybe this was a mistake." + + C "Er, don't get the wrong idea. I was just lost in thought y'know? Like how you're so deep in thought that your sight glosses over and now you're in your head trying to figure things out and I had to try and put them in order and I totally wasn't thinking about you in those things ahahaha I mean likeIdon'tthinkthey'dlookbadonyoubut-" + + "Her snort cuts me off and I finally realize what I was saying." + + L "Breathe dude, breathe." + + "She's still giggling to herself while I try to unwind my twisted up nerves." + L "Okay, so, you've got something on your mind then, clod-head?" + + "C'mon you stupid stoneheaded idiot. Focus." + + "You practiced this." + + "Just tell her." + + ". . ." + + #>>speak from the heart + #>>think it through with extra care + + #>>speak from the heart (+1 to score) + + C "Actually, Lyra, I'd been wanting to ask you something..." + + "She pauses at the change in my tone and closes her game." + + L "Sure." + + C "So we've known each other for ages, been through a lot of heavy stuff, like that time with your on-the-field poison extraction lab with the scorpion and- sorry, I mean-." + + C "And I'd been thinking about how we'd been through a whole lot so far..." + + C "I was thinking that it might be pertinent to hang out a bit more..." + + C "Like at the mall here, they have some airsoft attractions that'd be good practical use, and good practice if either of us were to take up hunting." + + + C "Hunting is also a decent way for certain friend groups to bond, and that might also then be something to consider-" + + L "You're losing me a bit." + + "Just saying it." + + C "What I'm trying to say Lyra, is that I'd like it if we were more than just friends." + + "Tact is a tool for the weak." + + "Even with my sudden disregard for subtlety, it takes a second for Lyra to process the information." + + "I catch a hint of a blush. An antenna twitches. A good sign?" + + #>> + + #>>think it through with extra care + + C "Actually, Lyra, I'd been wanting to ask you something..." + + "She pauses at the change in my tone and closes her game." + + L "Sure." + + C "So I was thinking that in regards to how we're always hanging out together, always making lovely conversation and hanging out." + + C "It occurred to me that we're like a few steps away from being partners." + + C "Or more accurately, like we're some buddy cops, where I'm the stone-faced by the books guy + and you're the loose canon, fighting crime together to great commercial success." + + C "Commercial success also signifies a good deal of merchandising, insofar as it goes that those productions are starting to dwindle in popularity, there's still a lot of fun to be found in the genre." + + C "People buy these figures and such merchandise, and display their tacit approval for these relations as close as they are, such admirable camaraderie put to screen." + + C "It stands to reason, then, that a more enhanced form of camaraderie would boost the figure sales and greater appreciation from the masses, as it's also something people at large desire for themselves." + + C "And that includes me, and hopefully you as well." + + C "Right?" + + L "I'm gonna need the facilities' top cryptologists to figure out what you'd just said." + + "Oops..." + + L "Uhh, I think I get it though!" + + #>> + + #>> + + L "That's real sweet of you, Clodius." + + C "So... should we get something to eat before it gets any later?" + + L "I think we might be a bit past that point. All the stores around us are already closed." + + C "Oh crap... Sorry I kept us up so long playing the game!" + + L "Don't worry about it. It was a really fun game." + + C "So then... what now?" + + L "..." + + L "Let's hit up my place and order some pizza. That sound like a plan?" + + "Not like we have any other option honestly..." + + C "Yeah, I'm down." + + L "Let's get going then. We'll order the pizza on the way." + + "..." + + "I'm actually doing it." + + "I'm going to Lyra's place for a dinner date of sorts." + + "..." + + "Oh god, I hope I don't lose my marbles and make a fool of myself..." + + "..." + + "The trip to Lyra's place didn't take that long. Maybe 30 minutes at most." + + "Lyra ordered us a fairly large stuffed crust pizza, half pepperoni, half ham and pineapple." + + "The pineapple half was for Lyra, of course. Though I wouldn't mind giving it a try." + + "Still not exactly a fan of having fruit with my pizza." + + "By the time we arrive at Lyra's dorm, there should only be ten minutes left before the pizza's delivered, which is good because I'm honestly starving, and all that walking really made me all the hungrier." + + "We could have gotten in faster, but Lyra insisted I cover my face and torso with my jacket while she guided me around by both my wrists." + + "Something to do about the no boys policy." + + L "Well, here we are, home sweet home!" + + C "Hey Lyra... you sure it's okay for me to be here?" + + C "I mean... these are the girl's dorms..." + + L "Oh, it's fine. The others sneak boyfriends in all the time." + + L " As long as we don't go around making concert-level noises, the on-site guard shouldn't notice." + + L "Besides, not like we are going to be doing anything that rowdy." + + "...Yeah..." + + "I can't help but wonder if I now count as one of the snuck in'd boyfriends." + + "And how many of those guys have gotten kicked out or worse because of the shockingly tight security." + + "I feel her let go of my wrists, followed by the sound of multiple metallic locks clicking nearby." + + "I take it as my cue that I can finally ditch the jacket, peeling the concealing garment off." + + L "Er... Just a moment Clodhead. You stay right here." + + C "What? I don't think I should be standing here alone." + + "I look around the barren hallway, a part of me worried I'll be caught and tossed out immediately." + + L "It'll be fine, I got a plan." + + "Lyra's quick to sprint into her room and back out again with something in her hands." + + "She's holding a small whiteboard and some string, and she finishes writing on it with a cheer." + + L "And perfect!" + + "The makeshift sign is hung around my neck, and I look down to read it." + + C "¡HƆ∩O┴ ┴ON Op 'ʇɔǝɾoɹԀ ʇɹ∀" + + C "This is monumentally demeaning." + + L "Sshh. I just wanna change first, okay?" + + C "Ugh, fine." + + L "I'll be just a moment, kay?" + + "Stand perfectly still and pray some overweight hallmonitor on steroids doesn't throw me out the nearest window for being in the girl's dorm? Yeah, sure." + + "Lyra grins as I lock myself in place." + + "She re-enters her room, and leaving me alone in the hallway and in my headspace." + + "Nothing better to do now than just think." + + "..." + + "🎶I say, don't you know; you say you don't know; I say-🎶" + + L "Okay, you can come in now!" + + "Finally, felt like I was standing here for an eternity." + + C "Right!" + + "I nudge the door open and nearly fumble onto the white shag rug from what I see." + + L "Like what you see statue-boy?" + + "I... wow..." + + "I'm starstruck as I take in Lyra in her pristine white dress." + + L "C'mon already, say something." + + C "I'm sorry, just... trying to find the right words right now." + + "And not say the wrong ones that'd make her think I'm a creep." + + L "What, cat got your tongue or something?" + + C "Or something. Just, wow Lyra. You look beautiful." + + C "But why change this late?" + + L "Awww, thanks. You're always wearing your Sunday best, it'd make me feel out of place in my own place." + + L "Now get your granite ass in here already." + + "I kick shut the door behind me, not letting her figure leave my sight." + + L "Alright, come in, have a seat on the couch." + + "Her dorm is a bit more upscale than the one I can afford, but it's still a pretty small place." + + "I take a seat as instructed and scan the posters on her wall." + + C "Wow, I didn't know you were into all these boybands." + + L "I'm not. School thing." + + C "Thought you were studying to apply for a government job?" + + L "I am." + + C "What do boybands have to do with that?" + + L "What don't they?" + + C "... Is anything real anymore?" + + L "Hey, if the music's good, what's the difference to you?" + + "Fair point." + + "Lyra opens her minifridge and retrieves a wine bottle." + + L "Want any?" + + C "You're allowed to have that?" + + "She cocks a sly eyebrow at me." + + C "... No thanks." + + L "Soda, then?" + + C "Sure." + + L "One aspartame cola, coming up." + + "She tosses me a chilled can of store-brand soda, then slumps on the couch next to me with her glass." + + L "Man, though, I got a lot of cool projects in the works." + + C "Yeah?" + + L "Yeah, can't talk about them yet, though." + + L "Even to you." + + L "Which is *UGH*." + + L "Yeah, it sucks." + + L "Cause it's so great, it's not even funny." + + C "Lot of craftsmanship going into it?" + + L "Oh, you know it. This is my best work yet." + + L "My mentor even said I would be the one to document it all once we're done! Ooooh, I can't wait to give it a really cool title!" + + C "Sounds like you're gainfully employed already." + + L "It's a weird system they got in place here." + + L "I'm basically graduated and employed already if it goes well." + + "I feel something under my leg." + + C "Hang on, think I sat on something." + + "I get up for a second." + + "Oh, it's one of those dancing robot dogs." + + C "Oh, no! Sorry, I didn't mean to sit on your stuff, hang on, I'll-" + + L "Relax, Clodius, these things are real tough." + + "I fiddle with the device a bit with my free hand." + + + L "Yeah, love this cute lil' guy." + + C "I remember these, I thought about getting one myself some time ago." + + L "Yeah, that was from an op some time ago to distract kids from the dog shortage." + + C "...Dog shortage?" + + L "Think it was also the first time I got to use a codename, too." + + L "'Sombrero Galaxy'!" + + L "Yeah, crazy codename, I know." + + C "... I'm sorry, what was that about a dog shortage again?" + + L "Actually... Got it!" + + "Lyra shifts towards me." + + L "I wanna try something." + + L "Remember what I once told you how I can't talk about the finer details of my work without putting you in danger of getting blackbagged?" + + C "Yeah. Pretty clearly, as a matter of fact." + + L "Well, I think I have an idea on how to avoid that..." + + "Lyra smiles pretty mischievously as she takes a swig of her wine." + + L " How about I use our tactical codes." + + C "Uh... come again?" + + L "Don't worry, this way no one will pick this up if they're listening." + + C "...Wait, wait, wait... I uh... give me just a second here..." + + "I went over Lyra's words carefully. It wasn't entirely clear what she wanted to tell me, but that was probably for the better. Yet at the same time, there WAS a message there. I just had to decipher it." + + "Before I could, however, Lyra said something else that caught me off-guard." + + "Her finger jabs at one of the posters." + + L "So Deimos there, a massive meteor shower happened after a new crater formed." + + "Lyra was now smiling even wider than before. It was obvious she was having a great time teasing me with her cryptic words." + + "But I'm not going to just give up and not try and understand what she's saying." + + "Mom didn't raise a quitter..." + + L "And at the same time with Phobos, several comets passed over it, visible from both hemispheres." + + "Okay, wait, Phobos and Deimos are the moons of Mars." + + "I think." + + C "So these moons, they're uh..." + + L "These celestial bodies have managed to have an exponential growth in their gravitational pull." + + L "And our astronomers think it's related to another space program trying to collect more meteorites." + + "Lyra looks at me, her eyes glittering with glee." + + "And I think I have enough context clues to puzzle this out." + + "Okay, piece by piece then." + + "The moons are the boy bands, that's obvious." + + "'Gravitational forces increasing isn't an actual possibility, so that's metaphorical for material growth of some kind." + + "That just leaves the use of comets and meteors..." + + "I think it's something like..." + + #>>Lyra's new agenda is kidnapping civilians and replacing them with replicants to sow dissent among the population to distract from financial abnormalities! + #>>I don't really get it, but I'll nod along. (+1 to score) + + #>>Lyra's new agenda is kidnapping civilians and replacing them with replicants to sow dissent among the population to distract from financial abnormalities! + + L "Wh-WHAT?!" + + C "So that's why KFJ was taken out! All the faked videos and then the bureaucratic coverup for several decades make sense now. And then the subsequent ‘airplainings', the strings of weird discrepancies..." + + L "I never said anything like that!" + + C "And when their physiognomic profiles didn't match, it was all the body doubles acting in their stead. That would explain all of the backpedaling on the policies and also account for the patterns for the clusters of missing people concentrating on non-descript regions!" + + L "Alright, at this point you're just getting carried away." + + C "And then the ethical weapons research leads that just happened to be on the same road, at the same time as the..." + + L "You done?" + + "I hold in place. The anxious feeling I might've jumped the gun there seeps in." + + L "Good. Oh my god, Clodius, I knew you were dense but come ON." + + L "Do you really think after all we've been through I'd just start doing... whatever it was you were just saying?" + + L "Why did I bother trying to even tell you if you're just going to accuse me of something?" + + "Oops." + + "A pair of soft hands grab hold of my blinded face, and soft fabric brushes over my seared eyes carefully." + + L "How the heck did you get that from what I said?" + + L "Sheesh, that wasn't a difficult cipher to solve and you still mucked that up." + + "Once I can see again I get a facefull of Lyra's cute but hurtful pouty face." + + C "Sorry." + + "Her pout only intensifies." + + C "Look, I know you aren't the type to do something like that." + + L "Hmph." + + C "Sorry, there's a reason I'm going for physics and not astronomy." + + "Her lips quiver, and Lyra has to cover her mouth as her laughter starts to spill over her wine-covered lips." + + L "God Clodius. Next time I'll use a simpler code, okay?" + + #>> + + #>>I don't really get it, but I'll nod along. (+1 to score) + + "I get the gist that she's proud of whatever she's working on." + + C "Wow, that sounds out of this world, Lyra." + + "She groans and rolls her eyes at my horrible wordplay." + + C "I mean it though, I'm looking forward to hearing more about it." + + L "Aw, thanks. I'm surprised you got some of that, was worried it all just went over your head." + + "I freeze. I think Lyra notices my hesitation and smirks." + + L "Well, maybe some of it did." + + C "Either way, I'm excited that your project is going well." + + C "Even if you can't tell me about it just yet." + + "Lyra pauses to think to herself." + + L "Wellll..." + + L "I'd love to tell you allll about it, but..." + + "Lyra looks all around her room before she leans close to my face." + + L "You don't know who may be listening..." + + "Lyra's face is intenses at first, and she maintains it for a few seconds, her stare piercing right into my eyes." + + "But as the seconds pass by, her eyes soften, and her lips begin to quiver. It's not long before she's covering her mouth with her hand in order to stifle back some laughter." + + #>> + + #>> + + "Before I can really finish forming my thoughts, there is a knock on the door." + + L "Hm? Oh, finally!" + + "Lyra gets up and motions for me to stay put before opening the door enough for her to slip through and close it behind her without her visitor seeing me." + + "A moment later she reenters with the large pizza we'd ordered before." + + C "Oh! I'd forgotten about our order." + + "Lyra sets the box open on her chair in front of us." + + "I'm normally not one for greasy food, but pizza's always been a soft spot of mine." + + L "Alright, now it's a {i}real{/i} dinner date!" + + L "Been wanting to try this stuffed crust junk for a while." + + "Lyra hands me a paper plate and goes for a slice from the box." + + C "I'd seen a few commercials about it before, yeah." + + C "Something about eating the slices backwards." + + C "I think it sounds a bit messy." + + "I pick up a few slices myself." + + L "Oh, grow up. Life's all about trying these new things." + + #Lyra takes a bite + L "..." + + C "So?" + + L "Mmm..." + + L "Yeah, itsh good!" + + L "You should try this!" + + "A drop of sauce drips from the slice onto the couch just an inch away from her dress." + + L "Whups." + + C "Think I'll stick to eating it the normal way." + + L "You're worried about getting red on red? Come on, now." + + C "You know me, always a stickler for routine." + + "I take my first slice of my cheesy guilty pleasure and bite in." + + "It's as good as ever." + + "Dinner date's going good so far." + + "Immediately I bit my tongue. Remembering the two of us." + + "Is there an 'us'?" + + "Or is there only a deaf-mute slab of stone, unable to read between the lines." + + "I flubbed my confession earlier tonight pretty hard." + + L "So, enjoying your 'regularly ingested' pizza?" + + "The hint of smugness in her words pulls me back to the here and now." + + "She coyly waves her antenna back and forth as though to taunt me." + + C "Hm?" + + L "Way you keep glancing at me made me think you were about to go on some tangent like you normally do about different kinds of pizza." + + L "Or maybe you 'just so happened' to get lost in thought while looking my way?" + + "I realize that my eyes have been darting in her general direction for some time and before I can even help it, they avert down where the sign used to hang around my neck." + + C "A-about that sign, will I need it every time? Not that I mind being your art project." + + "A cute snicker brings my gaze back up at her." + + L "If I were to take up sculpting, you would make a fine project." + + "My heart skips a beat." + + "Wait, was it... ?" + + "Her expression though, I think she's flirting." + + "...I think." + + "Another heartbeat and I feel my insides shudder." + + "I want to make sure." + + C "You never did give me an answer, earlier." + + L "What? I just said that-" + + C "I meant about what I said at the mall." + + "The space-skinned girl sets aside her half-finished slice atop our cardboard tabletop." + + "A blush slowly spreads across her cheeks as her grease covered fingers fidget with each other." + + "Out of habit I hand her one of the brown napkins, which she accepts with gusto to wring and dry her fingers while deep in thought." + + "Her thoughts are pretty visible, changing constantly like a meteor shower of emotions racing across her face." + + "A part of me wants to change the subject simply so she doesn't look so distressed over this." + + "Then again, when will I ever have a chance like this again?" + + LC "Lyra I-/Clodius I-" #paragraph break here + + L "Sorry, you go ahead." + + C "Uh, you sure?" + + L "Yeah, I'd like to hear you out first." + + "Okay 'clodhead', this is your only retry." + + C "I wanted to make it more clear, since I've had more time to organize my thoughts." + + C "I've really been meaning to say..." + + "..." + + "My thoughts are scrambling themselves again." + + "A thousand different ways to change the subject and go on another tangent, each as tempting as the last, like a defense mechanism to protect myself from saying something stupid." + + "I can't just take the easy way out again!" + + C "Lyra, after so much time we've spent together, I've been really wanting to say." + + C "I really like you, Lyra." + + "I said it. I went ahead and said the first part." + + "Lyra's expression flares up into a cascade of color in response." + + "I can do this." + + L "..." + + C "And I want to say..." + + C "..." + + "Crap, why can't this be as simple as my work." + + "Everything has rules in physics. Everything fits, everything has a specific place and role." + + "There's none of this uncertainty or anxiety..." + + "Get your mind away from this already!" + + C "..." + + C "I..." + + C "..." + + "Damn it, the words are there but no matter what I try they won't come out." + + L "I-it's okay, Clodius..." + + L "I said yes earlier, didn't I?" + + L "I like you, too." + + L "Don't worry about saying something a bit awkward." + + "I'm still struggling to find the words, but I take Lyra's hands." + + "..." + + "Maybe this is enough to convey what I feel though." + + "I feel her fingers tighten over mine." + + "..." + + #>>Thank her. + #>>Keep trying. (+1 to score) + + #>>Thank her. + + "Damn my feeble nerves." + + C "Thank you, Lyra." + + "Her hand shifts against mine before leaving it alone entirely." + + "A quiet breath escapes her lips as I let go of her hands." + + L "Guess that's that then." + + "There's the barest hint of bitterness in her voice." + + "All I can do is nod." + + "I mean, she did say yes already." + + "I don't think it'd be worth it to push my luck any more tonight." + + "We resume our deliciously unhealthy dinner in peaceful silence." + + "As I polish off another slice I notice Lyra's leg an inch closer than it was before." + + "I mentally shrug, continuing to enjoy the meal." + + "It's by the time our hands collide over the single last slice that I notice that one of us had been moving closer to the other." + + "Or maybe it was both of us." + + "Our hands hover over the final slice, and I find my gaze tracing up from her night-like skin of her wrist, along her svelte arm and neck and lock in place on her starlit eyes." + + "Our movements are stilted, minute as I find myself drawn closer and closer to her face, and particularly her pursed lips." + + "Seconds felt like millenia as those lips of hers drew me in." + + "In that delay of time there was a flicker of Lyra's eyes." + + "Sadly, time felt like it needed to make up for its unintended delay, as in a flash of motion and before our lips could meet." + + "My face is swatted with a handful of lukewarm cheese, tomato paste and dough." + + L "Oh shit sorry!" + + L "I didn't mean- I was going for the slice and you were staring and I thought you were going over that like how we play games and you always trying to win and-" + + "It was one of the rare times I've heard her ramble like that." + + "In any other situation I probably would've laughed at the sheer absurdity of it all, but I could only grumble." + + "At the situation as a whole. At my own cowardice and stupidity." + + "Lyra didn't seem to take my response well, her clean hand settling on my shoulder." + + C "Maybe I shouldn't have even tried, Lyra." + + L "Don't say that." + + #>> + + #>>Keep trying. (+1 to score) + + C "I don't care about sounding awkward." + + "Lyra likes me." + + "That knowledge gives me the strength to power through my own worries at last." + + C "Love will enter cloaked in friendship's name." + + "I finally said it." + + "It feels like a heavy weight has lifted from my shoulders." + + "Lyra through..." + + L "Er... what?" + + "Damn it." + + C "I mean, I want to be more than just friends Lyra." + + C "You're funny and a bit esoteric yet always fun to be around." + + C "Not to mention drop dead gorgeous." + + C "And I want to spend even more time with you. Together." + + C "I want to be your boyfriend." + + "I can feel her pulse rising in my hand, her fingers trying to choke the blood out of my stone palm." + + "Her smile is tiny, nervous but clearly there and happy." + + "Her free hand covers her lips, and I can make out some of her mutterings." + + C "Er... Come again?" + + "Lyra simply shakes her head and smiles." + + + "A brilliantly bright smile that spreads from cheek to cheek." + + L "You finally said it." + + C "Yeah..." + + C "And now it's your turn." + + L "Isn't it obvious, clodhead?" + + C "Well..." + + "The pause throws her off." + + C "I'd still like to hear it, too." + + L "mmm, fine." + + "Lyra inches closer, and her fingers loosen from around my knuckles a bit." + + "Instead her delicate fingers brush a bit of my hair out of the way." + + #note: have blush flare up a bit for this line too + L "Can't believe you're really making me say this." + + L "Yes. I'll be your girlfriend, Clodius." + + #>> + + #>>Bad end + + "I feel like more and more a certain gloom has started to seep in tonight." + + "Nothing's going horribly wrong, but more and more my enthusiasm is draining from me." + + "And I don't have much to begin with, that's a precious resource to me, just fading away!" + + "Lyra's starting to look a bit tired, too..." + + "I can pick myself up. I'm not that hopeless." + + "There's likely something around the room I can use to lift our spirits." + + C "That's a pretty good DVD collection you have there." + + L "Hm? Oh, yeah. They're mostly just disorganized sitcom seasons, though." + + L "Brought them up here since I loved them in high school, but they've just been sort of collecting dust." + + C "How about checking one out?" + + C "I'm sure they're a hoot." + + "Lyra thinks for a moment." + + "A particular cover catches my eye." + + C "Oh! You've got a copy of ManMoth Journals!" + + C "Y'know, for all that it wanted to document the actual incident and the possible cryptid of that human shaped moth, they really wanted to make it a drama." + + C "How bout it?" + + L "Sure, you can take it with you." + + C "Er..." + + L "It's about lights out anyway, probably not a good idea to stick around much longer, so..." + + C "Actually Lyra, I was thinking, why not come back to my place?" + + L "What? Dude I don't-" + + C "They're not as strict with curfew for us, so you'd be fine to stick around." + + L "Clodius I'd rather just-" + + C "We could watch this together, and I have a couple other movies similar to it." + + C "Like the Forest Witch Logs." + + C "What do you say?" + + L "No, Clodius. I'd rather just get some sleep now." + + "As my lips open in protest Lyra cuts me off." + + L "Oh my g- I'm sorry, Clodius." + + L "'You hear the new Green Day album?'." + + "All at once my senses go numb." + + "It's as though my brain were trying to decipher something that was never meant to be heard or processed by anyone." + + "I can't move." + + "I can only stare blankly at Lyra as the terror of the situation starts to settle in." + + L "Look, sorry Clodius, I'm just not going to deal with this right now." + + L "Please go safely outside, back to your dorm, and get to sleep." + + "The room starts shifting." + + "No, I'm shifting." + + "I try to force words out but my mouth won't work." + + "My limbs are moving without my thoughts to control them." + + "Even though I'm fully conscious I have zero control of myself." + + "Like a marionette with it's strings being pulled by a stranger." + + "No. Not a stranger." + + "Lyra. She works for those sorts of people, and I know much more than any civilian." + + "Of {i}course{/i} she'd put some control phrase on me!" + + "How could I be so naive?!" + + L "Clodius, please don't hate me for this, just go back to your room." + + "I think she can see the fear in my eyes." + + L "Don't worry, you won't remember a thing." + + L "We're still friends, okay?" + + L "It hurts me to use this just as much as it hurts you." + + "She holds the door open and my legs mechanically carry me outside." + + "I can't even look back." + + "..." + + "Things are so hazy on the way back to my own dorm." + + "I don't even fumble with the keys a bit like normal, I just unlock my door and shamble on in." + + "What was I upset about?" + + "It was something important..." + + "Maybe Lyra can tell me in the morning." + + "Lyra... I wanted to tell her something today..." + + "I couldn't... but why..." + + "I think." + + "Ugh." + + "Can't really blame me for struggling with these things." + + "Every time I look into her eyes, I find myself getting lost in them." + + "Held captive by those beautiful stars in her eyes." + + "..." + + #>>Neutral ending + + "..." + + "Lyra recomposes herself a bit and exhales slowly." + + L "Hey, I'm going out for a smoke, c'mon." + + "She leads me by the hand outside to the small balcony outside the dorm room, grabbing a pack of nuports on the way out." + + "By now it's getting pretty cold." + + "Lyra leans over the rail and lights a cigarette up." + + L "FFfffffffffffffffffffffp..." + + "She offers the box to me, and I wave it away politely." + + L "Suit yourself." + + "I lean against the rail myself." + + "Haven't noticed before, but this late at night Lyra starts to blend into the night sky in a truly magnificent way." + + "I should tell her that." + + C "Lyra,-" + + "!!" + + "The lights in the hall shut off without warning." + + C "Campus lights out." + + L "Oh no, is it that late already?" + + L "Damn it, lost track of time." + + "Good job Clodius, you've completely blown your opportunity." + + L "Will you be able to get back fine?" + + C "Yes, my own dorm isn't far." + + "Lyra takes my hands again." + + L "I'll see you tomorrow, 'kay?" + + C "Yeah, I'll be alright." + + "I give a reassuring smile and let go." + + C "We could stop by the campus cafe." + + L "That sounds fun!" + + "..." + + "I raise my arms to move in for a hug." + + "Wait, she's not raising her own arms." + + "Is this okay?" + + #this phrase pauses just after arm for some slight suspense + "My mind races through a million calculations before my arm gently pats Lyra's shoulder." + + "..." + + "By the time my autopilot wears off I'm already two flights of stairs down." + + "How I managed to sneak past the guard, I don't know." + + + "Maybe he just looked at me and let me go." + + "Feels more like I'm dragging my sorry self home instead of just walking." + + "I had a plan, and I had prepared and rehearsed and readied myself." + + "Only to let myself down because I got nervous." + + "..." + + "As I stand in front of my own room's door, I take a moment to replay everything in my head." + + L "{i}I-it's okay, Clodius...{/i}" + + L "{i}I said yes earlier, didn't I?{/i}" + + L "{i}I like you, too.{/i}" + + "Maybe it wasn't a complete failure." + + "And there's still tomorrow." + + "I'll power through my nervousness tomorrow." + + "And I mean, c'mon." + + "One look in her eyes and I can't help but clam up." + + "Yeah, you can try again at the cafe tomorrow, and really tell her your actual feelings." + + "Hopefully." + + "..." + + #>>Good ending + + "Hearing her say it so easily, they ring sincerely in my ears and leave me stunned for a few seconds as those words of hers sink in." + + "Seconds later, Lyra herself begins to show signs of the gravitas of her words towards me." + + "It's subtle at first, Lyra's cosmic-toned cheeks forming what almost look like miniature pink nebulae." + + "With every passing second, the color in her face expands, first to the rest of her cheeks, and then to the rest of her face." + + "She then shyly looks away from me, opting to instead look down at her feet, the blush on her features growing ever brighter with every passing second." + + "I'm concerned at first, wondering if I somehow did this whole thing wrong." + + "Not like I have much experience when it comes to romance in the first place." + + C "Lyra... is every--" + + "Before I can finish my words, Lyra raises her eyes to meet mine and takes a step forward with such speed that I'm unable to fully grasp it." + + "She then grabs hold of my head, and less than a second later, our lips interlock in what I can only describe as the most passionate kiss I've ever received." + + "Not that there's much to really brag about in that department..." + + "Everything happens so suddenly that I'm barely able to fully register it." + + "Instinctually, I freeze up like a stone." + + "Not sure if it's my response to the kiss or the suddenness of said kiss, but I practically turn to gratine nonetheless." + + "Lyra's response right after kissing me is to giggle at my reaction." + + "The sound of her giggles, like beautiful glass chimes in the wind, practically turn my stone heart into molten slag." + + "It takes me a few seconds to fully get my bearings back and recover from my kiss-induced petrification." + + "The first thing I do is smile at Lyra, who responds by once more giggling." + + L "By that reaction, I take it you don't get kissed much, do you?" + + C "I... I-I mean... Not really?" + + L "Well, you better get used to it, because you'll be getting a lot more of those from now on, lover boy." + + "Lyra finishes her words with another giggle, only this one is equal parts sultry and teasing." + + "I feel my own face start to burn at hearing those words." + + "I'm not sure if my blush can actually show in my granite skin, but it sure would be nice if it did." + + L "Hey, I wanna try something again." + + C "Uh... sure!" + + # paragraph breaks for these? + L "The err... Observatory gets awfully quiet out here, me being the only night shift Astronomer and all. I was thinking, why don't you help me Chart The Stars tonight? + (So, it's already really late, and I don't want you to have to travel through the night and possibly get assaulted or something like that, so why don't you spend the night here?)" + + "Lyra's coded message catches me a bit off-guard at first, but I'm soon able to decipher it without any trouble." + + "Seems like I'm started to get good at it." + + C "Well, I did do a stint of star gazing in the scouts. So I think I'm somewhat qualified to join you. + (I mean... yeah, that's not a bad idea.)" + + C "Let's Watch some Stars tonight. Maybe even pick out some new Constellations. + (Yeah, I'll stay the night.)" + + "Lyra blushes brilliantly at my response. I think I may have been a lil too forward." + + "Though the way she hugs me after, maybe just the right amount?" + + "..." + + "My first night together with my best friend, who's now my girlfriend." + + "What a way to kick off this new phase of our relationship..." + + + + #Bonus scene: Lyra and Clodius are out sometime a few weeks/months later, lyra had convinced clodius to start wearing more casual wear. + + "End of the semester, finally." + + "No more stressing about finals and grades and all that awfulness." + + "Even my student loans, I'd been offered a contract only hours ago, full pay and benefits and everything." + + "Something I suspect was the handiwork of a certain someone." + + L "Hm? What? Something on my face?" + + C "Nah, just getting lost in your eyes again." + + "Her twinkling giggles are music to my ears." + + L "Sheesh, stop with the compliments already." + + C "Why?" + + L "It's embarrassing! I liked it better when you didn't constantly say stuff like that." + + "It's true, ever since that night, all my words just naturally came out like an unstoppable river." + + C "Well, agree to disagree, because I like seeing you all flustered." + + L "Ugh, fine. I like to see you flustered too." + + "Her eyes rove over my newest outfit." + + "Handpicked by her, of course." + + "Lyra'd convinced me to start wearing more casual wear out and about." + + {i}L "It looks like I'm in witness protection whenever I'm on a date with you!{/i}" + + "But really I think it's because I had a better taste in clothes." + + C "I know you said I should wear more casual stuff." + + C "But this jacket still doesn't feel right on me." + + L "I think it works on you." + + C "And I think I look ridiculous!" + + "She giggles again as we continue down the sidewalk." + + "She said she wanted to celebrate today." + + "And in the distance I think I see Pillockhill Mall." + + C "So, how do you wanna celebrate?" + + L "Weeeell, I was reminded of a certain store you were looking at." + + C "Huh?" + + L "Yeah, one you just so happened to be staring at REEEEEAAAAAL hard." + + C "Hm... Can't really recall." + + "There's a subtle sinisterness to her final giggle, more of a chortle really." + + C "Lyra? Lyra what're you thinking?" + + L "Oh, you'll be Observing some new stars tonight, Astronomer..." + + "..." diff --git a/game/script.rpyc b/game/script.rpyc new file mode 100644 index 0000000..6ad5ea1 Binary files /dev/null and b/game/script.rpyc differ diff --git a/game/tl/None/common.rpym b/game/tl/None/common.rpym new file mode 100644 index 0000000..b993a71 --- /dev/null +++ b/game/tl/None/common.rpym @@ -0,0 +1,1271 @@ + +translate None strings: + + # renpy/common/00accessibility.rpy:28 + old "Self-voicing disabled." + new "Self-voicing disabled." + + # renpy/common/00accessibility.rpy:29 + old "Clipboard voicing enabled. " + new "Clipboard voicing enabled. " + + # renpy/common/00accessibility.rpy:30 + old "Self-voicing enabled. " + new "Self-voicing enabled. " + + # renpy/common/00accessibility.rpy:32 + old "bar" + new "bar" + + # renpy/common/00accessibility.rpy:33 + old "selected" + new "selected" + + # renpy/common/00accessibility.rpy:34 + old "viewport" + new "viewport" + + # renpy/common/00accessibility.rpy:35 + old "horizontal scroll" + new "horizontal scroll" + + # renpy/common/00accessibility.rpy:36 + old "vertical scroll" + new "vertical scroll" + + # renpy/common/00accessibility.rpy:37 + old "activate" + new "activate" + + # renpy/common/00accessibility.rpy:38 + old "deactivate" + new "deactivate" + + # renpy/common/00accessibility.rpy:39 + old "increase" + new "increase" + + # renpy/common/00accessibility.rpy:40 + old "decrease" + new "decrease" + + # renpy/common/00accessibility.rpy:138 + old "Font Override" + new "Font Override" + + # renpy/common/00accessibility.rpy:142 + old "Default" + new "Default" + + # renpy/common/00accessibility.rpy:146 + old "DejaVu Sans" + new "DejaVu Sans" + + # renpy/common/00accessibility.rpy:150 + old "Opendyslexic" + new "Opendyslexic" + + # renpy/common/00accessibility.rpy:156 + old "Text Size Scaling" + new "Text Size Scaling" + + # renpy/common/00accessibility.rpy:162 + old "Reset" + new "Reset" + + # renpy/common/00accessibility.rpy:168 + old "Line Spacing Scaling" + new "Line Spacing Scaling" + + # renpy/common/00accessibility.rpy:180 + old "High Contrast Text" + new "High Contrast Text" + + # renpy/common/00accessibility.rpy:182 + old "Enable" + new "Enable" + + # renpy/common/00accessibility.rpy:186 + old "Disable" + new "Disable" + + # renpy/common/00accessibility.rpy:193 + old "Self-Voicing" + new "Self-Voicing" + + # renpy/common/00accessibility.rpy:197 + old "Off" + new "Off" + + # renpy/common/00accessibility.rpy:201 + old "Text-to-speech" + new "Text-to-speech" + + # renpy/common/00accessibility.rpy:205 + old "Clipboard" + new "Clipboard" + + # renpy/common/00accessibility.rpy:209 + old "Debug" + new "Debug" + + # renpy/common/00accessibility.rpy:215 + old "Self-Voicing Volume Drop" + new "Self-Voicing Volume Drop" + + # renpy/common/00accessibility.rpy:224 + old "The options on this menu are intended to improve accessibility. They may not work with all games, and some combinations of options may render the game unplayable. This is not an issue with the game or engine. For the best results when changing fonts, try to keep the text size the same as it originally was." + new "The options on this menu are intended to improve accessibility. They may not work with all games, and some combinations of options may render the game unplayable. This is not an issue with the game or engine. For the best results when changing fonts, try to keep the text size the same as it originally was." + + # renpy/common/00accessibility.rpy:229 + old "Return" + new "Return" + + # renpy/common/00action_file.rpy:26 + old "{#weekday}Monday" + new "{#weekday}Monday" + + # renpy/common/00action_file.rpy:26 + old "{#weekday}Tuesday" + new "{#weekday}Tuesday" + + # renpy/common/00action_file.rpy:26 + old "{#weekday}Wednesday" + new "{#weekday}Wednesday" + + # renpy/common/00action_file.rpy:26 + old "{#weekday}Thursday" + new "{#weekday}Thursday" + + # renpy/common/00action_file.rpy:26 + old "{#weekday}Friday" + new "{#weekday}Friday" + + # renpy/common/00action_file.rpy:26 + old "{#weekday}Saturday" + new "{#weekday}Saturday" + + # renpy/common/00action_file.rpy:26 + old "{#weekday}Sunday" + new "{#weekday}Sunday" + + # renpy/common/00action_file.rpy:37 + old "{#weekday_short}Mon" + new "{#weekday_short}Mon" + + # renpy/common/00action_file.rpy:37 + old "{#weekday_short}Tue" + new "{#weekday_short}Tue" + + # renpy/common/00action_file.rpy:37 + old "{#weekday_short}Wed" + new "{#weekday_short}Wed" + + # renpy/common/00action_file.rpy:37 + old "{#weekday_short}Thu" + new "{#weekday_short}Thu" + + # renpy/common/00action_file.rpy:37 + old "{#weekday_short}Fri" + new "{#weekday_short}Fri" + + # renpy/common/00action_file.rpy:37 + old "{#weekday_short}Sat" + new "{#weekday_short}Sat" + + # renpy/common/00action_file.rpy:37 + old "{#weekday_short}Sun" + new "{#weekday_short}Sun" + + # renpy/common/00action_file.rpy:47 + old "{#month}January" + new "{#month}January" + + # renpy/common/00action_file.rpy:47 + old "{#month}February" + new "{#month}February" + + # renpy/common/00action_file.rpy:47 + old "{#month}March" + new "{#month}March" + + # renpy/common/00action_file.rpy:47 + old "{#month}April" + new "{#month}April" + + # renpy/common/00action_file.rpy:47 + old "{#month}May" + new "{#month}May" + + # renpy/common/00action_file.rpy:47 + old "{#month}June" + new "{#month}June" + + # renpy/common/00action_file.rpy:47 + old "{#month}July" + new "{#month}July" + + # renpy/common/00action_file.rpy:47 + old "{#month}August" + new "{#month}August" + + # renpy/common/00action_file.rpy:47 + old "{#month}September" + new "{#month}September" + + # renpy/common/00action_file.rpy:47 + old "{#month}October" + new "{#month}October" + + # renpy/common/00action_file.rpy:47 + old "{#month}November" + new "{#month}November" + + # renpy/common/00action_file.rpy:47 + old "{#month}December" + new "{#month}December" + + # renpy/common/00action_file.rpy:63 + old "{#month_short}Jan" + new "{#month_short}Jan" + + # renpy/common/00action_file.rpy:63 + old "{#month_short}Feb" + new "{#month_short}Feb" + + # renpy/common/00action_file.rpy:63 + old "{#month_short}Mar" + new "{#month_short}Mar" + + # renpy/common/00action_file.rpy:63 + old "{#month_short}Apr" + new "{#month_short}Apr" + + # renpy/common/00action_file.rpy:63 + old "{#month_short}May" + new "{#month_short}May" + + # renpy/common/00action_file.rpy:63 + old "{#month_short}Jun" + new "{#month_short}Jun" + + # renpy/common/00action_file.rpy:63 + old "{#month_short}Jul" + new "{#month_short}Jul" + + # renpy/common/00action_file.rpy:63 + old "{#month_short}Aug" + new "{#month_short}Aug" + + # renpy/common/00action_file.rpy:63 + old "{#month_short}Sep" + new "{#month_short}Sep" + + # renpy/common/00action_file.rpy:63 + old "{#month_short}Oct" + new "{#month_short}Oct" + + # renpy/common/00action_file.rpy:63 + old "{#month_short}Nov" + new "{#month_short}Nov" + + # renpy/common/00action_file.rpy:63 + old "{#month_short}Dec" + new "{#month_short}Dec" + + # renpy/common/00action_file.rpy:250 + old "%b %d, %H:%M" + new "%b %d, %H:%M" + + # renpy/common/00action_file.rpy:364 + old "Save slot %s: [text]" + new "Save slot %s: [text]" + + # renpy/common/00action_file.rpy:445 + old "Load slot %s: [text]" + new "Load slot %s: [text]" + + # renpy/common/00action_file.rpy:498 + old "Delete slot [text]" + new "Delete slot [text]" + + # renpy/common/00action_file.rpy:577 + old "File page auto" + new "File page auto" + + # renpy/common/00action_file.rpy:579 + old "File page quick" + new "File page quick" + + # renpy/common/00action_file.rpy:581 + old "File page [text]" + new "File page [text]" + + # renpy/common/00action_file.rpy:639 + old "Page {}" + new "Page {}" + + # renpy/common/00action_file.rpy:639 + old "Automatic saves" + new "Automatic saves" + + # renpy/common/00action_file.rpy:639 + old "Quick saves" + new "Quick saves" + + # renpy/common/00action_file.rpy:780 + old "Next file page." + new "Next file page." + + # renpy/common/00action_file.rpy:852 + old "Previous file page." + new "Previous file page." + + # renpy/common/00action_file.rpy:913 + old "Quick save complete." + new "Quick save complete." + + # renpy/common/00action_file.rpy:931 + old "Quick save." + new "Quick save." + + # renpy/common/00action_file.rpy:950 + old "Quick load." + new "Quick load." + + # renpy/common/00action_other.rpy:381 + old "Language [text]" + new "Language [text]" + + # renpy/common/00action_other.rpy:703 + old "Open [text] directory." + new "Open [text] directory." + + # renpy/common/00director.rpy:708 + old "The interactive director is not enabled here." + new "The interactive director is not enabled here." + + # renpy/common/00director.rpy:1481 + old "⬆" + new "⬆" + + # renpy/common/00director.rpy:1487 + old "⬇" + new "⬇" + + # renpy/common/00director.rpy:1551 + old "Done" + new "Done" + + # renpy/common/00director.rpy:1561 + old "(statement)" + new "(statement)" + + # renpy/common/00director.rpy:1562 + old "(tag)" + new "(tag)" + + # renpy/common/00director.rpy:1563 + old "(attributes)" + new "(attributes)" + + # renpy/common/00director.rpy:1564 + old "(transform)" + new "(transform)" + + # renpy/common/00director.rpy:1589 + old "(transition)" + new "(transition)" + + # renpy/common/00director.rpy:1601 + old "(channel)" + new "(channel)" + + # renpy/common/00director.rpy:1602 + old "(filename)" + new "(filename)" + + # renpy/common/00director.rpy:1631 + old "Change" + new "Change" + + # renpy/common/00director.rpy:1633 + old "Add" + new "Add" + + # renpy/common/00director.rpy:1636 + old "Cancel" + new "Cancel" + + # renpy/common/00director.rpy:1639 + old "Remove" + new "Remove" + + # renpy/common/00director.rpy:1674 + old "Statement:" + new "Statement:" + + # renpy/common/00director.rpy:1695 + old "Tag:" + new "Tag:" + + # renpy/common/00director.rpy:1711 + old "Attributes:" + new "Attributes:" + + # renpy/common/00director.rpy:1729 + old "Transforms:" + new "Transforms:" + + # renpy/common/00director.rpy:1748 + old "Behind:" + new "Behind:" + + # renpy/common/00director.rpy:1767 + old "Transition:" + new "Transition:" + + # renpy/common/00director.rpy:1785 + old "Channel:" + new "Channel:" + + # renpy/common/00director.rpy:1803 + old "Audio Filename:" + new "Audio Filename:" + + # renpy/common/00gui.rpy:435 + old "Are you sure?" + new "Are you sure?" + + # renpy/common/00gui.rpy:436 + old "Are you sure you want to delete this save?" + new "Are you sure you want to delete this save?" + + # renpy/common/00gui.rpy:437 + old "Are you sure you want to overwrite your save?" + new "Are you sure you want to overwrite your save?" + + # renpy/common/00gui.rpy:438 + old "Loading will lose unsaved progress.\nAre you sure you want to do this?" + new "Loading will lose unsaved progress.\nAre you sure you want to do this?" + + # renpy/common/00gui.rpy:439 + old "Are you sure you want to quit?" + new "Are you sure you want to quit?" + + # renpy/common/00gui.rpy:440 + old "Are you sure you want to return to the main menu?\nThis will lose unsaved progress." + new "Are you sure you want to return to the main menu?\nThis will lose unsaved progress." + + # renpy/common/00gui.rpy:441 + old "Are you sure you want to end the replay?" + new "Are you sure you want to end the replay?" + + # renpy/common/00gui.rpy:442 + old "Are you sure you want to begin skipping?" + new "Are you sure you want to begin skipping?" + + # renpy/common/00gui.rpy:443 + old "Are you sure you want to skip to the next choice?" + new "Are you sure you want to skip to the next choice?" + + # renpy/common/00gui.rpy:444 + old "Are you sure you want to skip unseen dialogue to the next choice?" + new "Are you sure you want to skip unseen dialogue to the next choice?" + + # renpy/common/00keymap.rpy:310 + old "Failed to save screenshot as %s." + new "Failed to save screenshot as %s." + + # renpy/common/00keymap.rpy:322 + old "Saved screenshot as %s." + new "Saved screenshot as %s." + + # renpy/common/00library.rpy:211 + old "Skip Mode" + new "Skip Mode" + + # renpy/common/00library.rpy:297 + old "This program contains free software under a number of licenses, including the MIT License and GNU Lesser General Public License. A complete list of software, including links to full source code, can be found {a=https://www.renpy.org/l/license}here{/a}." + new "This program contains free software under a number of licenses, including the MIT License and GNU Lesser General Public License. A complete list of software, including links to full source code, can be found {a=https://www.renpy.org/l/license}here{/a}." + + # renpy/common/00preferences.rpy:259 + old "display" + new "display" + + # renpy/common/00preferences.rpy:271 + old "transitions" + new "transitions" + + # renpy/common/00preferences.rpy:280 + old "skip transitions" + new "skip transitions" + + # renpy/common/00preferences.rpy:282 + old "video sprites" + new "video sprites" + + # renpy/common/00preferences.rpy:291 + old "show empty window" + new "show empty window" + + # renpy/common/00preferences.rpy:300 + old "text speed" + new "text speed" + + # renpy/common/00preferences.rpy:308 + old "joystick" + new "joystick" + + # renpy/common/00preferences.rpy:308 + old "joystick..." + new "joystick..." + + # renpy/common/00preferences.rpy:315 + old "skip" + new "skip" + + # renpy/common/00preferences.rpy:318 + old "skip unseen [text]" + new "skip unseen [text]" + + # renpy/common/00preferences.rpy:323 + old "skip unseen text" + new "skip unseen text" + + # renpy/common/00preferences.rpy:325 + old "begin skipping" + new "begin skipping" + + # renpy/common/00preferences.rpy:329 + old "after choices" + new "after choices" + + # renpy/common/00preferences.rpy:336 + old "skip after choices" + new "skip after choices" + + # renpy/common/00preferences.rpy:338 + old "auto-forward time" + new "auto-forward time" + + # renpy/common/00preferences.rpy:352 + old "auto-forward" + new "auto-forward" + + # renpy/common/00preferences.rpy:359 + old "Auto forward" + new "Auto forward" + + # renpy/common/00preferences.rpy:362 + old "auto-forward after click" + new "auto-forward after click" + + # renpy/common/00preferences.rpy:371 + old "automatic move" + new "automatic move" + + # renpy/common/00preferences.rpy:380 + old "wait for voice" + new "wait for voice" + + # renpy/common/00preferences.rpy:389 + old "voice sustain" + new "voice sustain" + + # renpy/common/00preferences.rpy:398 + old "self voicing" + new "self voicing" + + # renpy/common/00preferences.rpy:407 + old "self voicing volume drop" + new "self voicing volume drop" + + # renpy/common/00preferences.rpy:415 + old "clipboard voicing" + new "clipboard voicing" + + # renpy/common/00preferences.rpy:424 + old "debug voicing" + new "debug voicing" + + # renpy/common/00preferences.rpy:433 + old "emphasize audio" + new "emphasize audio" + + # renpy/common/00preferences.rpy:442 + old "rollback side" + new "rollback side" + + # renpy/common/00preferences.rpy:452 + old "gl powersave" + new "gl powersave" + + # renpy/common/00preferences.rpy:458 + old "gl framerate" + new "gl framerate" + + # renpy/common/00preferences.rpy:461 + old "gl tearing" + new "gl tearing" + + # renpy/common/00preferences.rpy:464 + old "font transform" + new "font transform" + + # renpy/common/00preferences.rpy:467 + old "font size" + new "font size" + + # renpy/common/00preferences.rpy:475 + old "font line spacing" + new "font line spacing" + + # renpy/common/00preferences.rpy:483 + old "system cursor" + new "system cursor" + + # renpy/common/00preferences.rpy:492 + old "renderer menu" + new "renderer menu" + + # renpy/common/00preferences.rpy:495 + old "accessibility menu" + new "accessibility menu" + + # renpy/common/00preferences.rpy:498 + old "high contrast text" + new "high contrast text" + + # renpy/common/00preferences.rpy:507 + old "audio when minimized" + new "audio when minimized" + + # renpy/common/00preferences.rpy:527 + old "main volume" + new "main volume" + + # renpy/common/00preferences.rpy:528 + old "music volume" + new "music volume" + + # renpy/common/00preferences.rpy:529 + old "sound volume" + new "sound volume" + + # renpy/common/00preferences.rpy:530 + old "voice volume" + new "voice volume" + + # renpy/common/00preferences.rpy:531 + old "mute main" + new "mute main" + + # renpy/common/00preferences.rpy:532 + old "mute music" + new "mute music" + + # renpy/common/00preferences.rpy:533 + old "mute sound" + new "mute sound" + + # renpy/common/00preferences.rpy:534 + old "mute voice" + new "mute voice" + + # renpy/common/00preferences.rpy:535 + old "mute all" + new "mute all" + + # renpy/common/00preferences.rpy:616 + old "Clipboard voicing enabled. Press 'shift+C' to disable." + new "Clipboard voicing enabled. Press 'shift+C' to disable." + + # renpy/common/00preferences.rpy:618 + old "Self-voicing would say \"[renpy.display.tts.last]\". Press 'alt+shift+V' to disable." + new "Self-voicing would say \"[renpy.display.tts.last]\". Press 'alt+shift+V' to disable." + + # renpy/common/00preferences.rpy:620 + old "Self-voicing enabled. Press 'v' to disable." + new "Self-voicing enabled. Press 'v' to disable." + + # renpy/common/_compat/gamemenu.rpym:198 + old "Empty Slot." + new "Empty Slot." + + # renpy/common/_compat/gamemenu.rpym:355 + old "Previous" + new "Previous" + + # renpy/common/_compat/gamemenu.rpym:362 + old "Next" + new "Next" + + # renpy/common/_compat/preferences.rpym:428 + old "Joystick Mapping" + new "Joystick Mapping" + + # renpy/common/_developer/developer.rpym:38 + old "Developer Menu" + new "Developer Menu" + + # renpy/common/_developer/developer.rpym:43 + old "Interactive Director (D)" + new "Interactive Director (D)" + + # renpy/common/_developer/developer.rpym:45 + old "Reload Game (Shift+R)" + new "Reload Game (Shift+R)" + + # renpy/common/_developer/developer.rpym:47 + old "Console (Shift+O)" + new "Console (Shift+O)" + + # renpy/common/_developer/developer.rpym:49 + old "Variable Viewer" + new "Variable Viewer" + + # renpy/common/_developer/developer.rpym:51 + old "Image Location Picker" + new "Image Location Picker" + + # renpy/common/_developer/developer.rpym:53 + old "Filename List" + new "Filename List" + + # renpy/common/_developer/developer.rpym:57 + old "Show Image Load Log (F4)" + new "Show Image Load Log (F4)" + + # renpy/common/_developer/developer.rpym:60 + old "Hide Image Load Log (F4)" + new "Hide Image Load Log (F4)" + + # renpy/common/_developer/developer.rpym:63 + old "Image Attributes" + new "Image Attributes" + + # renpy/common/_developer/developer.rpym:90 + old "[name] [attributes] (hidden)" + new "[name] [attributes] (hidden)" + + # renpy/common/_developer/developer.rpym:94 + old "[name] [attributes]" + new "[name] [attributes]" + + # renpy/common/_developer/developer.rpym:143 + old "Nothing to inspect." + new "Nothing to inspect." + + # renpy/common/_developer/developer.rpym:154 + old "Hide deleted" + new "Hide deleted" + + # renpy/common/_developer/developer.rpym:154 + old "Show deleted" + new "Show deleted" + + # renpy/common/_developer/developer.rpym:278 + old "Return to the developer menu" + new "Return to the developer menu" + + # renpy/common/_developer/developer.rpym:443 + old "Rectangle: %r" + new "Rectangle: %r" + + # renpy/common/_developer/developer.rpym:448 + old "Mouse position: %r" + new "Mouse position: %r" + + # renpy/common/_developer/developer.rpym:453 + old "Right-click or escape to quit." + new "Right-click or escape to quit." + + # renpy/common/_developer/developer.rpym:485 + old "Rectangle copied to clipboard." + new "Rectangle copied to clipboard." + + # renpy/common/_developer/developer.rpym:488 + old "Position copied to clipboard." + new "Position copied to clipboard." + + # renpy/common/_developer/developer.rpym:506 + old "Type to filter: " + new "Type to filter: " + + # renpy/common/_developer/developer.rpym:631 + old "Textures: [tex_count] ([tex_size_mb:.1f] MB)" + new "Textures: [tex_count] ([tex_size_mb:.1f] MB)" + + # renpy/common/_developer/developer.rpym:635 + old "Image cache: [cache_pct:.1f]% ([cache_size_mb:.1f] MB)" + new "Image cache: [cache_pct:.1f]% ([cache_size_mb:.1f] MB)" + + # renpy/common/_developer/developer.rpym:645 + old "✔ " + new "✔ " + + # renpy/common/_developer/developer.rpym:648 + old "✘ " + new "✘ " + + # renpy/common/_developer/developer.rpym:653 + old "\n{color=#cfc}✔ predicted image (good){/color}\n{color=#fcc}✘ unpredicted image (bad){/color}\n{color=#fff}Drag to move.{/color}" + new "\n{color=#cfc}✔ predicted image (good){/color}\n{color=#fcc}✘ unpredicted image (bad){/color}\n{color=#fff}Drag to move.{/color}" + + # renpy/common/_developer/inspector.rpym:38 + old "Displayable Inspector" + new "Displayable Inspector" + + # renpy/common/_developer/inspector.rpym:61 + old "Size" + new "Size" + + # renpy/common/_developer/inspector.rpym:65 + old "Style" + new "Style" + + # renpy/common/_developer/inspector.rpym:71 + old "Location" + new "Location" + + # renpy/common/_developer/inspector.rpym:122 + old "Inspecting Styles of [displayable_name!q]" + new "Inspecting Styles of [displayable_name!q]" + + # renpy/common/_developer/inspector.rpym:139 + old "displayable:" + new "displayable:" + + # renpy/common/_developer/inspector.rpym:145 + old " (no properties affect the displayable)" + new " (no properties affect the displayable)" + + # renpy/common/_developer/inspector.rpym:147 + old " (default properties omitted)" + new " (default properties omitted)" + + # renpy/common/_developer/inspector.rpym:185 + old "" + new "" + + # renpy/common/_layout/classic_load_save.rpym:170 + old "a" + new "a" + + # renpy/common/_layout/classic_load_save.rpym:179 + old "q" + new "q" + + # renpy/common/00iap.rpy:219 + old "Contacting App Store\nPlease Wait..." + new "Contacting App Store\nPlease Wait..." + + # renpy/common/00updater.rpy:419 + old "The Ren'Py Updater is not supported on mobile devices." + new "The Ren'Py Updater is not supported on mobile devices." + + # renpy/common/00updater.rpy:548 + old "An error is being simulated." + new "An error is being simulated." + + # renpy/common/00updater.rpy:738 + old "Either this project does not support updating, or the update status file was deleted." + new "Either this project does not support updating, or the update status file was deleted." + + # renpy/common/00updater.rpy:752 + old "This account does not have permission to perform an update." + new "This account does not have permission to perform an update." + + # renpy/common/00updater.rpy:755 + old "This account does not have permission to write the update log." + new "This account does not have permission to write the update log." + + # renpy/common/00updater.rpy:783 + old "Could not verify update signature." + new "Could not verify update signature." + + # renpy/common/00updater.rpy:1084 + old "The update file was not downloaded." + new "The update file was not downloaded." + + # renpy/common/00updater.rpy:1102 + old "The update file does not have the correct digest - it may have been corrupted." + new "The update file does not have the correct digest - it may have been corrupted." + + # renpy/common/00updater.rpy:1252 + old "While unpacking {}, unknown type {}." + new "While unpacking {}, unknown type {}." + + # renpy/common/00updater.rpy:1624 + old "Updater" + new "Updater" + + # renpy/common/00updater.rpy:1631 + old "An error has occured:" + new "An error has occured:" + + # renpy/common/00updater.rpy:1633 + old "Checking for updates." + new "Checking for updates." + + # renpy/common/00updater.rpy:1635 + old "This program is up to date." + new "This program is up to date." + + # renpy/common/00updater.rpy:1637 + old "[u.version] is available. Do you want to install it?" + new "[u.version] is available. Do you want to install it?" + + # renpy/common/00updater.rpy:1639 + old "Preparing to download the updates." + new "Preparing to download the updates." + + # renpy/common/00updater.rpy:1641 + old "Downloading the updates." + new "Downloading the updates." + + # renpy/common/00updater.rpy:1643 + old "Unpacking the updates." + new "Unpacking the updates." + + # renpy/common/00updater.rpy:1645 + old "Finishing up." + new "Finishing up." + + # renpy/common/00updater.rpy:1647 + old "The updates have been installed. The program will restart." + new "The updates have been installed. The program will restart." + + # renpy/common/00updater.rpy:1649 + old "The updates have been installed." + new "The updates have been installed." + + # renpy/common/00updater.rpy:1651 + old "The updates were cancelled." + new "The updates were cancelled." + + # renpy/common/00updater.rpy:1666 + old "Proceed" + new "Proceed" + + # renpy/common/00compat.rpy:351 + old "Fullscreen" + new "Fullscreen" + + # renpy/common/00gallery.rpy:627 + old "Image [index] of [count] locked." + new "Image [index] of [count] locked." + + # renpy/common/00gallery.rpy:647 + old "prev" + new "prev" + + # renpy/common/00gallery.rpy:648 + old "next" + new "next" + + # renpy/common/00gallery.rpy:649 + old "slideshow" + new "slideshow" + + # renpy/common/00gallery.rpy:650 + old "return" + new "return" + + # renpy/common/00gltest.rpy:89 + old "Renderer" + new "Renderer" + + # renpy/common/00gltest.rpy:93 + old "Automatically Choose" + new "Automatically Choose" + + # renpy/common/00gltest.rpy:100 + old "Force GL Renderer" + new "Force GL Renderer" + + # renpy/common/00gltest.rpy:105 + old "Force ANGLE Renderer" + new "Force ANGLE Renderer" + + # renpy/common/00gltest.rpy:110 + old "Force GLES Renderer" + new "Force GLES Renderer" + + # renpy/common/00gltest.rpy:116 + old "Force GL2 Renderer" + new "Force GL2 Renderer" + + # renpy/common/00gltest.rpy:121 + old "Force ANGLE2 Renderer" + new "Force ANGLE2 Renderer" + + # renpy/common/00gltest.rpy:126 + old "Force GLES2 Renderer" + new "Force GLES2 Renderer" + + # renpy/common/00gltest.rpy:132 + old "Gamepad" + new "Gamepad" + + # renpy/common/00gltest.rpy:136 + old "Enable (No Blocklist)" + new "Enable (No Blocklist)" + + # renpy/common/00gltest.rpy:150 + old "Calibrate" + new "Calibrate" + + # renpy/common/00gltest.rpy:159 + old "Powersave" + new "Powersave" + + # renpy/common/00gltest.rpy:173 + old "Framerate" + new "Framerate" + + # renpy/common/00gltest.rpy:177 + old "Screen" + new "Screen" + + # renpy/common/00gltest.rpy:181 + old "60" + new "60" + + # renpy/common/00gltest.rpy:185 + old "30" + new "30" + + # renpy/common/00gltest.rpy:191 + old "Tearing" + new "Tearing" + + # renpy/common/00gltest.rpy:207 + old "Changes will take effect the next time this program is run." + new "Changes will take effect the next time this program is run." + + # renpy/common/00gltest.rpy:214 + old "Quit" + new "Quit" + + # renpy/common/00gltest.rpy:242 + old "Performance Warning" + new "Performance Warning" + + # renpy/common/00gltest.rpy:247 + old "This computer is using software rendering." + new "This computer is using software rendering." + + # renpy/common/00gltest.rpy:249 + old "This game requires use of GL2 that can't be initialised." + new "This game requires use of GL2 that can't be initialised." + + # renpy/common/00gltest.rpy:251 + old "This computer has a problem displaying graphics: [problem]." + new "This computer has a problem displaying graphics: [problem]." + + # renpy/common/00gltest.rpy:255 + old "Its graphics drivers may be out of date or not operating correctly. This can lead to slow or incorrect graphics display." + new "Its graphics drivers may be out of date or not operating correctly. This can lead to slow or incorrect graphics display." + + # renpy/common/00gltest.rpy:259 + old "The {a=edit:1:log.txt}log.txt{/a} file may contain information to help you determine what is wrong with your computer." + new "The {a=edit:1:log.txt}log.txt{/a} file may contain information to help you determine what is wrong with your computer." + + # renpy/common/00gltest.rpy:264 + old "More details on how to fix this can be found in the {a=[url]}documentation{/a}." + new "More details on how to fix this can be found in the {a=[url]}documentation{/a}." + + # renpy/common/00gltest.rpy:269 + old "Continue, Show this warning again" + new "Continue, Show this warning again" + + # renpy/common/00gltest.rpy:273 + old "Continue, Don't show warning again" + new "Continue, Don't show warning again" + + # renpy/common/00gltest.rpy:281 + old "Change render options" + new "Change render options" + + # renpy/common/00gamepad.rpy:32 + old "Select Gamepad to Calibrate" + new "Select Gamepad to Calibrate" + + # renpy/common/00gamepad.rpy:35 + old "No Gamepads Available" + new "No Gamepads Available" + + # renpy/common/00gamepad.rpy:54 + old "Calibrating [name] ([i]/[total])" + new "Calibrating [name] ([i]/[total])" + + # renpy/common/00gamepad.rpy:58 + old "Press or move the '[control!s]' [kind]." + new "Press or move the '[control!s]' [kind]." + + # renpy/common/00gamepad.rpy:68 + old "Skip (A)" + new "Skip (A)" + + # renpy/common/00gamepad.rpy:71 + old "Back (B)" + new "Back (B)" + + # renpy/common/_errorhandling.rpym:555 + old "Open" + new "Open" + + # renpy/common/_errorhandling.rpym:557 + old "Opens the traceback.txt file in a text editor." + new "Opens the traceback.txt file in a text editor." + + # renpy/common/_errorhandling.rpym:559 + old "Copy BBCode" + new "Copy BBCode" + + # renpy/common/_errorhandling.rpym:561 + old "Copies the traceback.txt file to the clipboard as BBcode for forums like https://lemmasoft.renai.us/." + new "Copies the traceback.txt file to the clipboard as BBcode for forums like https://lemmasoft.renai.us/." + + # renpy/common/_errorhandling.rpym:563 + old "Copy Markdown" + new "Copy Markdown" + + # renpy/common/_errorhandling.rpym:565 + old "Copies the traceback.txt file to the clipboard as Markdown for Discord." + new "Copies the traceback.txt file to the clipboard as Markdown for Discord." + + # renpy/common/_errorhandling.rpym:594 + old "An exception has occurred." + new "An exception has occurred." + + # renpy/common/_errorhandling.rpym:617 + old "Rollback" + new "Rollback" + + # renpy/common/_errorhandling.rpym:619 + old "Attempts a roll back to a prior time, allowing you to save or choose a different choice." + new "Attempts a roll back to a prior time, allowing you to save or choose a different choice." + + # renpy/common/_errorhandling.rpym:622 + old "Ignore" + new "Ignore" + + # renpy/common/_errorhandling.rpym:626 + old "Ignores the exception, allowing you to continue." + new "Ignores the exception, allowing you to continue." + + # renpy/common/_errorhandling.rpym:628 + old "Ignores the exception, allowing you to continue. This often leads to additional errors." + new "Ignores the exception, allowing you to continue. This often leads to additional errors." + + # renpy/common/_errorhandling.rpym:632 + old "Reload" + new "Reload" + + # renpy/common/_errorhandling.rpym:634 + old "Reloads the game from disk, saving and restoring game state if possible." + new "Reloads the game from disk, saving and restoring game state if possible." + + # renpy/common/_errorhandling.rpym:637 + old "Console" + new "Console" + + # renpy/common/_errorhandling.rpym:639 + old "Opens a console to allow debugging the problem." + new "Opens a console to allow debugging the problem." + + # renpy/common/_errorhandling.rpym:652 + old "Quits the game." + new "Quits the game." + + # renpy/common/_errorhandling.rpym:673 + old "Parsing the script failed." + new "Parsing the script failed." + + # renpy/common/00console.rpy:492 + old "Press to exit console. Type help for help.\n" + new "Press to exit console. Type help for help.\n" + + # renpy/common/00console.rpy:496 + old "Ren'Py script enabled." + new "Ren'Py script enabled." + + # renpy/common/00console.rpy:498 + old "Ren'Py script disabled." + new "Ren'Py script disabled." + + # renpy/common/00console.rpy:747 + old "help: show this help" + new "help: show this help" + + # renpy/common/00console.rpy:752 + old "commands:\n" + new "commands:\n" + + # renpy/common/00console.rpy:762 + old " : run the statement\n" + new " : run the statement\n" + + # renpy/common/00console.rpy:764 + old " : run the expression or statement" + new " : run the expression or statement" + + # renpy/common/00console.rpy:772 + old "clear: clear the console history" + new "clear: clear the console history" + + # renpy/common/00console.rpy:776 + old "exit: exit the console" + new "exit: exit the console" + + # renpy/common/00console.rpy:784 + old "stack: print the return stack" + new "stack: print the return stack" + + # renpy/common/00console.rpy:806 + old "load : loads the game from slot" + new "load : loads the game from slot" + + # renpy/common/00console.rpy:819 + old "save : saves the game in slot" + new "save : saves the game in slot" + + # renpy/common/00console.rpy:830 + old "reload: reloads the game, refreshing the scripts" + new "reload: reloads the game, refreshing the scripts" + + # renpy/common/00console.rpy:838 + old "watch : watch a python expression\n watch short: makes the representation of traced expressions short (default)\n watch long: makes the representation of traced expressions as is" + new "watch : watch a python expression\n watch short: makes the representation of traced expressions short (default)\n watch long: makes the representation of traced expressions as is" + + # renpy/common/00console.rpy:875 + old "unwatch : stop watching an expression" + new "unwatch : stop watching an expression" + + # renpy/common/00console.rpy:921 + old "unwatchall: stop watching all expressions" + new "unwatchall: stop watching all expressions" + + # renpy/common/00console.rpy:942 + old "jump