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Dolphcode

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A member registered Jul 17, 2022 · View creator page →

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Block :)

What's in the lunchbox?

Me when I make building and it topples over: "God nuf!"

Fun game, creative idea, can't wait to go to the nether!

My Mortal Hubris TRANSCENDS human comprehension

(I suck at Touhou games)

Love the artstyle on this, and suuuuper creative mechanics. Mogged on the enemies B)

I will now be mailing an "Improvised Explosive Device" to your mailbox

For your first game jam, and considering you did this in PyGame, this is a fantastic game!

"And I saw heaven opened, and behold a white horse; and he that sat upon him was called Faithful and True, and thus I said to him: Peter the horse is here" Revelation 19:11

Johnstruction can take my heart and soul

I SCREWED THE DEVIL

Ketamine skip goes crazy

Converting a Ren'Py game to another engine in under two hours is quite challenging, especially if the target engine has a different structure, scripting language, or asset requirements. However, you can try focusing on the most important parts of the game to make the transition faster. Here are a few steps for converting your Ren'Py game into a new engine efficiently:

1. Decide on the Target Engine

Choose the engine you want to convert your Ren'Py game to. Some possibilities include:

  • Unity (using C# for scripting)
  • Godot (using GDScript or Visual Script)
  • Twine (for interactive fiction)
  • TyranoBuilder (a visual novel engine similar to Ren'Py)

2. Extract Assets

Ren'Py stores game assets like images, audio, and videos in simple folders. Here's what you need:

  • Images: Extract all .png, .jpg, or other formats.
  • Audio: Extract .ogg, .mp3, or other sound files.
  • Scripts: Extract your Ren'Py .rpy files (the logic).

These can be reused in any engine. Keep the file names consistent.

3. Convert Scripts

Ren'Py uses Python-like scripting, but engines like Unity or Godot use different languages. Here's what you can do:

  • For Unity: You'll need to rewrite the game logic in C#. Unity uses a different event-based structure, so translate your game’s flow into Unity's scene system.
  • For Godot: Godot's GDScript has some similarities to Python, making it easier to convert. You'll still need to handle user interface (UI) and logic.
  • For Twine: Since Twine is more interactive fiction-focused, you may have to rewrite most of your code into Twine's own language, but it’s simpler for non-technical game creation.

4. Rebuild the User Interface (UI)

Ren'Py’s UI system is different from most engines. You’ll need to rebuild your menus, dialog boxes, and buttons using the target engine's UI system:

  • Unity: Use Unity's UI system.
  • Godot: Use Control nodes and design the interface manually.
  • Twine: Use passages and text-based choices for navigation.

5. Recreate Game Logic

You'll need to re-implement your game’s choice system, dialogue, and flow. Here’s how:

  • Unity/Godot: Implement a state machine or dialogue system.
  • Twine: Set up passages and links for choices, but it’s limited compared to Ren'Py's complexity.

6. Use Tools to Assist the Process

You could use tools like the following to speed up the process:

  • Twine: For basic conversions of dialogue-driven games.
  • Ren'Py to Unity Plugins (though these are rare, you may find community tools or scripts to help with the conversion).

7. Testing & Debugging

After conversion, test all the game’s functions in the new engine and fix any issues that arise, like broken links or missing logic.

Feasibility of a Two-Hour Conversion

If your game is relatively simple (linear dialogue, no complex minigames), you might be able to at least migrate the core assets and some logic in two hours. However, if the game is complex, it’s unlikely to finish the entire conversion in that time.

Do you have a target engine in mind? That could help refine the approach

Cute little storyline, well made models. You can always trust in Jonathan's Bank BgAlex to deliver! 10/10

This game hydrated me, 10/10

Thank you for apple :)

Really loved the unique twist on snake btw. I especially love how the puzzles made you really push the game's basic mechanics (i.e. the one level where you have to extend your tail to press the button, and to do that your tail has to be oriented the right way something something, that level made me very happy to solve, you can tell which level is my favorite lol). Perfect example of using good level design to flesh out a few core mechanics. Fun name, awesome gimmick, very well made for a game made in 48 hours. 

Gets my stamp of approval (which isn't worth very much albeit but it's nice to have :) )

Thanks for the feedback! I will say playtesting the hard difficulty had me stuck on those last two levels for a couple of hours so I commend the attempt. Looking forward to seeing some of the projects you come up with in Godot!

Sorry folks, Unity was not being nice about exporting the HTML build. I'll try to get a downloadable build out when the Jam is over. Glad you guys were interested and sorry for the inconvenience again