## 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. ## TODO: Change these top three values (config.name, build.name, ## and config.save_directory) to something unique for your project! ## 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 = _("Dimly Dreamt Lotus Flowers") ## 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 = "Dimly Dreamt Lotus Flowers" ## 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. ## Note: a typical save_directory value looks like "FreshProject-1671818013" define config.save_directory = "Jam13Yuuka-1258128491" ## 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 game created in 3 days for Touhou Fan Game Jam 13. By Jacoder23, Shyraku, Nanossis, hermit_irl, and Spear. Uses EasyRenPyGui and Achievements for Ren'Py both by Feniks Development Uses Renpy Auto Highlight and Kinetic Text Tags both by Wattson Uses Lint+ by KigyoDev""") # TODO: REPLACE THE ABOUT WITH NEW CREDITS WHEN POSSIBLE ## 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. ## Music that is played while the user is at the main menu. define config.main_menu_music = "audio/main_menu.mp3" ## 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 ## 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 = 40 ## The default auto-forward delay. Larger numbers lead to longer waits, with 0 ## to 30 being the valid range. default preferences.afm_time = 15 ## Icon ######################################################################## ## ## The icon displayed on the taskbar or dock. define config.window_icon = "gui/window_icon.png" ## Custom Options ############################################################## ## ## Config variables that I like to have set up. ## Convenience for not crashing on grids without enough items ## https://www.renpy.org/doc/html/config.html#var-config.allow_underfull_grids ## In modern Ren'Py, this is already the default. define config.allow_underfull_grids = True ## Default volume % for the various volume sliders ## https://www.renpy.org/doc/html/preferences.html#audio-channel-defaults define config.default_music_volume = 0.5 define config.default_sfx_volume = 0.5 define config.default_voice_volume = 0.5 ## Optional; this reverts the behaviour of the volume sliders back to ## pre-8.1, so muting the game shows the volume sliders all at 0 # define config.preserve_volume_when_muted = False ## The number of auto save slots Ren'Py will save to before it ## starts overwriting the first one define config.autosave_slots = 6 ## Same thing, but for quick save define config.quicksave_slots = 6 define config.has_sync = False ## 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) build.classify('**.psd', None) build.classify('game/cache/**', None) ## NOTE: This excludes markdown and txt files. If you use these formats ## for README or instructions, you may want to remove these lines. build.classify('**.txt', None) build.classify('**.md', None) build.classify('**.rpy', None) ## To archive files, classify them as 'archive'. build.classify("game/**.rpy", "archive") build.classify("game/**.rpym", "archive") build.classify("game/**.webp", "archive") build.classify("game/**.webm", "archive") build.classify("game/**.mp4", "archive") build.classify("game/**.png", "archive") build.classify("game/**.jpg", "archive") build.classify("game/**.ttf", "archive") build.classify("game/**.otf", "archive") build.classify("game/**.mp3", "archive") build.classify("game/**.wav", "archive") build.classify("game/**.ogg", "archive") build.classify("game/**.opus", "archive") build.classify("game/**.rpyc", "archive") build.classify("game/**.rpymc", "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 perform in-app purchases. It can be ## found in the Google Play developer console, under "Monetize" > "Monetization ## Setup" > "Licensing". # define build.google_play_key = "..." ## The username and project name associated with an itch.io project, separated ## by a slash. define build.itch_project = "jacoder23/dimly-dreamt-lotus-flowers"