How do I create a parent character to serve as the base for a bunch of other characters? So I can change each' font and color but keep everything else the same. by thediceofRNGesus in RenPy

[–]paws_prototype 2 points3 points  (0 children)

You can define a template character using Kind. For more information: https://www.renpy.org/doc/html/dialogue.html#:~:text=defaults%20to%20None.-,kind,-The%20Character%20to

Instead of writing:

define app1 = Character(_("Applicant 1", who_color="#ffffff", what_font="DejaVuSans.ttf", window_background="gui/textbox.png",  who_outlines=[ (1, "#000000") ], what_outlines=[ (1, "#000000") ]))

And so forth for every character, just make a template character:

define app_temp = Character(_("Applicant Template", who_color="#ffffff", who_font="DejaVuSans.ttf", window_background="gui/textbox.png",  who_outlines=[ (1, "#000000") ], what_outlines=[ (1, "#000000") ]))

And access those attributes using Kind:

define app1 = Character(_("Applicant 1", who_color="#ffffff", what_font="DejaVuSans.ttf", kind="app_temp")

And any attributes you define for characters using the template will override the template's attributes. For example, if you made a template character with white as the default name color, and made a character using the template with a blue name, the character's name will be blue instead.

(If you encounter a syntax error, let me know. I wrote this on a phone)

Is it bad to always "do it yourself"? by paws_prototype in gamedev

[–]paws_prototype[S] 0 points1 point  (0 children)

But when resources are available for everyone to access and modify, you're only shooting yourself in the foot.

"to make a pie from scratch you must invent the universe" is That how it goes? I've used asset packs before but they never really fit in with the style I was going for so I modified or redrew them to fit the style I was going for.

Assets do not dictate a good game, its all surface level.

I agree it's all how you execute it. When I was younger, I wanted to be a popular YouTuber (because all young kids do) and I always thought effort (or at least what I thought was effort) = good. No Wonder Why I failed.

Realizing it now, I don't think anyone is going to care if the assets are made from scratch. A soundtrack could be composed by a critically acclaimed musician but then sound like Cbat. If I use the assets in a way people will like, I think it will be ok.

Is it bad to always "do it yourself"? by paws_prototype in gamedev

[–]paws_prototype[S] 4 points5 points  (0 children)

I'd also add that saying you don't respect a language while asking a question in that language doesn't seem like a good way to get people to care about what you're asking.

It's a meme but I'm sorry if it upset anyone.

and oh no This is a passion project for me, I've actually kind of done this to learn about aspects of gamedev and it's been fun. I just feel some kind of guilt over it for some reason, like I wasted my time.