## This file contains some of the options that can be changed to customize ## your Ren'Py game. It only contains the most common options... there ## is quite a bit more customization you can do. ## ## 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. init -1 python hide: ## Should we enable the use of developer tools? This should be ## set to False before the game is released, so the user can't ## cheat using developer tools. config.developer = True ## These control the width and height of the screen. config.screen_width = 800 config.screen_height = 600 #config.screen_width = 2560 #config.screen_height = 1440 ## This controls the title of the window, when Ren'Py is ## running in a window. config.window_title = u"Grimm Godfather" # These control the name and version of the game, that are reported # with tracebacks and other debugging logs. config.name = "Grimm Godfather" config.version = "0.0" ######################################### # Themes ## We then want to call a theme function. theme.roundrect is ## a theme that features the use of rounded rectangles. ## ## The theme function takes a number of parameters that can ## customize the color scheme. theme.glow( ## Theme: Glow ## Color scheme: Mocha Latte ## The color of an idle widget face. widget = "#4D3B29", ## The color of a focused widget face. widget_hover = "#996E45", ## The color of the text in a widget. widget_text = "#B99D83", ## The color of the text in a selected widget. (For ## example, the current value of a preference.) widget_selected = "#ffffff", ## The color of a disabled widget face. disabled = "#614D3A", ## The color of disabled widget text. disabled_text = "#80654D", ## The color of informational labels. label = "#F1EBE5", ## The color of a frame containing widgets. frame = "#926841", ## The background of the main menu. This can be a color ## beginning with '#', or an image filename. The latter ## should take up the full height and width of the screen. #mm_root = "#1A140E", mm_root = "images/title_screen/bg_paper_texture.jpg", ## The background of the game menu. This can be a color ## beginning with '#', or an image filename. The latter ## should take up the full height and width of the screen. #gm_root = "#1A140E", gm_root = "images/title_screen/bg_paper_texture.jpg", ## If this is True, the in-game window is rounded. If False, ## the in-game window is square. rounded_window = False, ## And we're done with the theme. The theme will customize ## various styles, so if we want to change them, we should ## do so below. ) ######################################### ## These settings let you customize the window containing the ## dialogue and narration, by replacing it with an image. ## The background of the window. In a Frame, the two numbers ## are the size of the left/right and top/bottom borders, ## respectively. # style.window.background = Frame("frame.png", 12, 12) style.window.background = Frame(Solid((0,0,0,130)), 12, 12) ## Margin is space surrounding the window, where the background ## is not drawn. # style.window.left_margin = 6 # style.window.right_margin = 6 # style.window.top_margin = 6 # style.window.bottom_margin = 6 ## Padding is space inside the window, where the background is ## drawn. style.window.left_padding = 20 style.window.right_padding = 20 style.window.top_padding = 10 style.window.bottom_padding = 6 ## This is the minimum height of the window, including the margins ## and padding. # style.window.yminimum = 250 ######################################### ## This lets you change the placement of the main menu. ## The way placement works is that we find an anchor point ## inside a displayable, and a position (pos) point on the ## screen. We then place the displayable so the two points are ## at the same place. ## An anchor/pos can be given as an integer or a floating point ## number. If an integer, the number is interpreted as a number ## of pixels from the upper-left corner. If a floating point, ## the number is interpreted as a fraction of the size of the ## displayable or screen. # style.mm_menu_frame.xpos = 0.5 # style.mm_menu_frame.xanchor = 0.5 # style.mm_menu_frame.ypos = 0.75 # style.mm_menu_frame.yanchor = 0.5 ######################################### ## These let you customize the default font used for text in Ren'Py. ## The file containing the default font. #style.default.font = "DejaVuSans.ttf" style.default.font = "Vollkorn-Regular.ttf" ## The default size of text. # style.default.size = 22 style.default.size = 18 ## Note that these only change the size of some of the text. Other ## buttons have their own styles. ######################################### ## These settings let you change some of the sounds that are used by ## Ren'Py. ## Set this to False if the game does not have any sound effects. config.has_sound = True ## Set this to False if the game does not have any music. config.has_music = True ## Set this to True if the game has voicing. config.has_voice = False ## Sounds that are used when button and imagemaps are clicked. # style.button.activate_sound = "click.wav" # style.imagemap.activate_sound = "click.wav" ## Sounds that are used when entering and exiting the game menu. # config.enter_sound = "click.wav" # config.exit_sound = "click.wav" ## A sample sound that can be played to check the sound volume. # config.sample_sound = "click.wav" ## Music that is played while the user is at the main menu. # config.main_menu_music = "main_menu_theme.ogg" ######################################### ## Help. ## This lets you configure the help option on the Ren'Py menus. ## It may be: ## - A label in the script, in which case that label is called to ## show help to the user. ## - A file name relative to the base directory, which is opened in a ## web browser. ## - None, to disable help. config.help = "README.html" ######################################### ## Transitions. ## Used when entering the game menu from the game. config.enter_transition = None ## Used when exiting the game menu to the game. config.exit_transition = None ## Used between screens of the game menu. config.intra_transition = None ## Used when entering the game menu from the main menu. config.main_game_transition = None ## Used when returning to the main menu from the game. config.game_main_transition = None ## Used when entering the main menu from the splashscreen. config.end_splash_transition = None ## Used when entering the main menu after the game has ended. config.end_game_transition = None ## Used when a game is loaded. config.after_load_transition = None ## Used when the window is shown. config.window_show_transition = None ## Used when the window is hidden. config.window_hide_transition = None ## Used when showing NVL-mode text directly after ADV-mode text. config.adv_nvl_transition = dissolve ## Used when showing ADV-mode text directly after NVL-mode text. config.nvl_adv_transition = dissolve ## Used when yesno is shown. config.enter_yesno_transition = None ## Used when the yesno is hidden. config.exit_yesno_transition = None ## Used when entering a replay config.enter_replay_transition = None ## Used when exiting a replay config.exit_replay_transition = None ## Used when the image is changed by a say statement with image attributes. config.say_attribute_transition = None ######################################### ## This is the name of the directory where the game's data is ## stored. (It needs to be set early, before any other init code ## is run, so the persistent information can be found by the init code.) python early: config.save_directory = "Grimm Godfather-1439794511" init -1 python hide: ######################################### ## Default values of Preferences. ## Note: These options are only evaluated the first time a ## game is run. To have them run a second time, delete ## game/saves/persistent ## Should we start in fullscreen mode? config.default_fullscreen = True ## The default text speed in characters per second. 0 is infinite. config.default_text_cps = 0 ## The default auto-forward time setting. config.default_afm_time = 10 ######################################### ## More customizations can go here. config.rollback_enabled = True #http://fuckyeahrenpy.tumblr.com/post/97167953020/how-to-customize-in-game-choices #Code for customizing the in-game menu choices style.menu_choice_button.yminimum = 40 ## This section contains information about how to build your project into ## distribution files. init python: ## The name that's used for directories and archive files. For example, if ## this is 'mygame-1.0', the windows distribution will be in the ## directory 'mygame-1.0-win', in the 'mygame-1.0-win.zip' file. build.directory_name = "Grimm_Godfather-1.0" ## The name that's uses for executables - the program that users will run ## to start the game. For example, if this is 'mygame', then on Windows, ## users can click 'mygame.exe' to start the game. build.executable_name = "Grimm Godfather" ## If True, Ren'Py will include update information into packages. This ## allows the updater to run. build.include_update = False ## File patterns: ## ## 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. ## **.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')