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Dana Haywood

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A member registered Apr 22, 2020 · View creator page →

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My thought for ignoring the TL folder might not be a good idea. As I have come up with a few in the last few hours where I made a tag mistake (a { or } got deleted by accident)

Thank you for the response. Basically, I should run Lint before I run Generate Translations. ;) Once I got rid of the TL folder temporarily, Lint was able to capture the lines that were causing a problem.

Is it possible to just have your Linter just ignore anything in TL folders? Because if it checks through the code and go “Hey, we are having a problem parsing the line”, the moment you fix it, you got to generate a new translation anyways because Renpy will change the translation id and require you to create a new one. :)

deleted the problem code from the translation files, and now it is no longer giving me that crash.

Ok, it had problems with evaluating a dictionary, which I solved by turning it into a temporary bool. The erroneous error message (sorry, but it is misleading) was likely triggered by the same error occurring in the translations.

Ok, narrowed down here issues are occuring. Moved the TL folder to a temporary folder. Now it is no longer crashing.

jw “{if tempcallb}[tempchar]{else}[rw]{/else}, {if tempcallb}take a search party to find our missing {if len(templist)>1}wolves{else}wolf{/else}{if not tempcallb}secure the premise”

mc_t “”” An eldritch wave crashed into the wards!

    Some slipped through...

    {if eldbool}But I seemed to be fine{else}Ugh, the headache from that{/else}

“””

Having two issues:

The main one is Lint is crashing Renpy (not when I launch the Game itself, but when I am trying to Lint). I would get an error message of:

While running game code: File “game/defines/inline_conditions.rpy”, line 483, in add_conditional_tags raise Exception(“ERROR: Closing {/else} tag without corresponding {else}”) Exception: ERROR: Closing {/else} tag without corresponding {else}

With a whole bunch of lines without telling me what Rpy file and what line this error was reported from, I searched for {/else} throughout the entire project. I did make some changes to add {/else} where appropriate that I somehow missed, but to no avail. Now if I build and launch a game, not getting this crash.

So I tried to use the lint and the Launcher (tried 8.2.4 and 8.3), which gives this exception. However, the custom.txt gives this line:

Exception when trying to add inline Python linting: cannot import name ‘parse_general_expression_ver1’ from ‘store’ (unknown location)

Just a note: Putting a Windows and PC version is redundant. :) PC is basically Windows and Linux (has both libraries included in the lib folder) while Windows only has the Windows. :)

For example, here. It took me a bit to make out that it says I’ve always …because it is blending too much into the background.

My immediate reaction is that it is a little hard to read the text. :) White on a bright background can make it difficult, so I would recommend making sure the text are little easier to read. :)

Thank you. :)

There are some planned, but not implemented yet. ;)

In my Renpy build section, there is Windows and Linux. I believe Tom have those there in case you only want a Windows build or only want a Linux build. When you open a PC zip, it has both an exe and sh (Windows and Linux executables).

I believe it would work fine on Linux because Tom builds, tests, and builds on a Linux machine. macOS, it is a hit and miss. So likely, you would only need PC to handle both Linux and Windows machines. :)

Not a problem. :)

Just a quick question: Is there a reason for linux.tar.bz2? pc.zip contains both Windows and Linux libraries (why bz2 is smaller than pc.zip)

I actually had it on half-opacity after I was alerted to that. To answer your question, the full is dark enough. One thing you can similar to games with “Brightness Check”. Since label splashscreen is like any other label except it plays first, you can use it to show a screen. Maybe a screenshot with text textbox opacity at 0, 50, 100 (I think it would be 0, 0.5, 1 in Renpy), and each one would set an initial value for players, and they can adjust it later in settings. :)

Nice. :) I had to change the opacity setting of the dialogue box because white text against bright color made it hard for me to read. However, since I am light sensitive, it might just be me. :)

and apparently, I bugged it. hold on.

Excellent. I will have a look soon.

Thank you very much. :) Refining some features before moving onto “Night 1” part of the story. :)

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https://darkenvisuals.itch.io/fireoflife

The game follows your adventures entering college when meeting the supernatural for the first time (different types of protagonists' identities available). Soon, your face with a new student who draws you into their mystical eyes! Surviving the semester never seemed more challenging than when you see the literal fire in someone's eyes.

The previous version was a mess, so I converted to Ren'Py to fix some of the issues. Now,

Sorry about that.

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https://darkenvisuals.itch.io/fireoflife

The game follows your adventures entering college when meeting the supernatural for the first time. Strange things have occurred before, but now, you meet someone special who draws you in a way that shouldn't be possible. Surviving the semester never seemed more challenging than when you see the literal fire in someone's eyes.

A demo is available with Chapter 1, and the others are on sale via itch or Patreon. :)