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- ## 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 = _("Battery Street")
- ## 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 = "BatteryStreet"
- ## Sounds and music ############################################################
- ## These three variables control 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\<config.save_directory>
- ##
- ## Macintosh: $HOME/Library/RenPy/<config.save_directory>
- ##
- ## Linux: $HOME/.renpy/<config.save_directory>
- ##
- ## This generally should not be changed, and if it is, should always be a
- ## literal string, not an expression.
- define config.save_directory = "BatteryStreet-1636907875"
- ## 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"
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