## 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 = _("Butterfly Soup 2") ## 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. #LATEST: Polish translation secret test build define config.version = "1.05" define config.debug = False define config.debug_sound = False ## Text that is placed on the game's about screen. To insert a blank line ## between paragraphs, write \n\n. define gui.about = _("") ## 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 = "ButterflySoup2" ## 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 = False #define config.default_sfx_volume = 0.33 define config.layers = [ 'master', 'transient', 'screens', 'overlay', 'farBack' ] ## 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 = "music/miltata - Campagne_sound363.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 define config.rollback_enabled = True ## 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 = dissolve ## 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" define config.help = "README.html" ## Transitions used to show and hide the dialogue window define config.window_show_transition = None define config.window_hide_transition = None define config.has_quicksave = False define config.has_autosave = False define config.screen_width = 1366 define config.screen_height = 768 ## 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 = 65 ## The default auto-forward delay. Larger numbers lead to longer waits, with 0 ## to 30 being the valid range. default preferences.afm_time = 15 #show all transitions default preferences.transitions = 2 ## 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 = "ButterflySoupTESTER-1491641146" define config.save_directory = "ButterflySoup2-1491641146" ## 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) # Include README.txt build.classify("README.txt", "all") # But exclude all other txt files. build.classify("**.txt", None) # Declare two archives. build.archive("archive", "all") # Put script files into the scripts archive. build.classify("game/**.rpy", "archive") build.classify("game/**.rpyc", "archive") # Put images into the images archive. build.classify("game/**.jpg", "archive") build.classify("game/**.png", "archive") # Put images into the images archive. build.classify("game/**.ogg", "archive") build.classify("game/**.wav", "archive") build.classify("game/**.mp3", "archive") ## 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" ###########LIST OF LAYERS TO CLEAR WHEN YOU CHANGE CONTEXTS.########### define config.context_clear_layers = ['farBack'] ######################FRAMERATE define config.framerate = 60 #trying to fix incompatabilities after updating from Renpy 6.99 to 7.3.5 define config.keep_side_render_order = False define config.say_attribute_transition_callback_attrs = False define config.keyword_after_python = True define config.say_attributes_use_side_image = False define config.menu_showed_window = True define config.window_auto_show = [ "say" ] define config.window_auto_hide = [ "scene", "call screen" ] define config.rtl = False