If everyone hates RPGM and Unity, why are Most Viewed Threads (Last 30 Days?) mostly that?

Apr 21, 2022
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It seems like everyone always dunks on RPGM and Unity games, for a variety of reasons. But I've noticed that the "Most viewed threads in last 30 days" filter on the frontpage are almost all RPGM/Unity. In fact, only 3 games in the top 20 right now use Ren'Py. Why the discrepancy?

I've been thinking about starting a project, and I could honestly probably use either Unity RPGM or Ren'Py. I was leaning towards Ren'Py, but the main point in Ren'Py's favor was its popularity. So if it's just some vocal minority repeatedly saying that RPGM and Unity games are trash while still playing them more than they play new Ren'Py games, I need to reconsider.
 

Winterfire

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Unity is "hated" because it is really easy to screw up, badly.
There is only so much you can screw up with Ren'Py, or RPGM (which, in the other hand, is hated because mapping is something most devs do wrong).

If you are just starting with Unity, do not release anything to the public until you have at least a minimum of 6 months of experience with it... Even then, issues you will have to fix from players' report are a given.
 

Winterfire

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I did make a game in Unity once and realized it would take a while to get it where I wanted, so that does make sense. But... isnt' that the fault of the DEV and not necessarily unity?
Yeah, Unity is great.
However, the only fault those devs have is rushing with their game.
Everyone starts from zero, the only difference is that there are those who learn Unity while releasing their broken stuff to the public, and those who take at least 6 months to learn before releasing anything.

In Ren'Py or RPGM, you can easily make stuff and release from day 1 and while you can screw up, it will not be anything too bad.
 

baneini

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I did make a game in Unity once and realized it would take a while to get it where I wanted, so that does make sense. But... isnt' that the fault of the DEV and not necessarily unity?
Theres unity/unreal projects that go years into development without ever managing to implement the most basic features. Like space bar to jump or move dialogue, or ability to save the game and continue later.
The trend is they're bad engines for most projects, from the end users pov who are left to ask the question "why cant I press space bar to do a thing? What could it mean?"
 
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moskis22

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i didn't read the whole thread, but about the op, i just wanted to remark one thing
you should choose the engine depending on your project, not the popularity (you know, renpy is more oriented to vn and rpgm to rpg, for example)
about the hate, well, most unity games have poor performance (due to inexperienced devs) because it is hard to work with it, rpgm has too many shit because it's very easy to use, and it is almost locked to one genre (non-rpg games would be better on another engine, and not every one likes rpg)
 
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anne O'nymous

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It seems like everyone always dunks on RPGM and Unity games, for a variety of reasons.
I've seen (and I'am among) people who say that some Unity games are badly made (caring about one only screen resolution, forcing WASD keys whatever the keyboard layout,etc.), but I don't remember having seen someone effectively saying that he hate this engine and the games made with it.
As for RPG Maker, it's not the engine that is disliked, it's western games made with RPG Maker. If you look at the most viewed threads, over the 11 RPG Maker games listed, only one don't come from the Asian scene.

And this lead to the main reason why Unity and RPG Maker represent most of the games in the "most viewed threads last 30 days": They are the preferred engines on the Asian Scene.

Take a better look at the list, you'll see that most of the threads concern Asian completed games released recently. So, obviously that they are the most viewed ones for the last 30 days. People want to take a look at the thread, in order to decide it they'll give this game a try or not.
It's something that rarely happen with WIP games, where curiosity in more diluted over time, and over updates. There's people who will look at the game right from its first release, those who will wait few updates, and even some that will wait at least one year before trying the game, if it haven't been abandoned before that. Then on top of that, there's those who will not care before the game is completed.


[...] but the main point in Ren'Py's favor was its popularity.
Choosing a the game engine in regard of its popularity... Your game project isn't started yet, and it already have a bad point. You choose the engine in accordingly to its suitability with what you want to make, and your own capability to use it fully.
 

♍VoidTraveler

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Shit often breaks in Unity, nobody likes when shit breaks so that is why it may be disliked.
As for why rpgm may be somewhat hated?
Because rpgm is easy to abuse to make some low-effort garbage just to try and milk people, and many do just that.
This gives the engine bad rep even though the engine has nothing to do with humans choosing to be assholes all on their own.
On top of that you can also fuck up with rpgm pretty badly, if you have no idea what you're doing.
Even though rpgm was intended to simp the technical part, it still requires some know-how.
 
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E_nigma

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I personally dislike most anything on rpgm because a ton of titles built on it would be better on renpy as they don't use any elements of rpgm that truly separate it from renpy like combat or exploration and instead it just super pads run times with nothing being skippable or fast forward-able? Like warlock and boobs or suu treasure hunter make absolute sense on rpgm because you're dungeon diving and there are truly elements to them outside of just the story and dialogue. But you take almost a strictly VN game and put it on rpgm and it makes it a slog.

Renpy has all the things you could want as a player, pause, screenshots, hide ui, adjustable text speed, rewind, save/load whenever you want. Unity is a mixed bagged for me, not as friendly for screenshots but like hail dictator would work on renpy but the way it's used on unity is almost functionally the same and has a lot of the things I love about renpy but you can also get like a full game on unity in a way you can't with renpy like a true third person adventure game or something almost on unreal level.

But to answer the question I think lerd0 hit the nail on the head, a ton of rpgm games just come out basically completed.
 
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I am Muk

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It's very easy to make a game with RPGM, but it's hard to make an interesting game that doesn't feel grindy. RenPy is the best game engine for a visual novel, Unity should be used when you want to add more gameplay.
 

Talamae

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I've seen (and I'am among) people who say that some Unity games are badly made (caring about one only screen resolution, forcing WASD keys whatever the keyboard layout,etc.), but I don't remember having seen someone effectively saying that he hate this engine and the games made with it.
As for RPG Maker, it's not the engine that is disliked, it's western games made with RPG Maker. If you look at the most viewed threads, over the 11 RPG Maker games listed, only one don't come from the Asian scene.

And this lead to the main reason why Unity and RPG Maker represent most of the games in the "most viewed threads last 30 days": They are the preferred engines on the Asian Scene.

Take a better look at the list, you'll see that most of the threads concern Asian completed games released recently. So, obviously that they are the most viewed ones for the last 30 days. People want to take a look at the thread, in order to decide it they'll give this game a try or not.
It's something that rarely happen with WIP games, where curiosity in more diluted over time, and over updates. There's people who will look at the game right from its first release, those who will wait few updates, and even some that will wait at least one year before trying the game, if it haven't been abandoned before that. Then on top of that, there's those who will not care before the game is completed.




Choosing a the game engine in regard of its popularity... Your game project isn't started yet, and it already have a bad point. You choose the engine in accordingly to its suitability with what you want to make, and your own capability to use it fully.
anne O'nymous is absolutely correct.

If you are serious about designing a game to be a good game, the engine only matters when you decide what the game format is.

IF you are trying to build based on popularity first, that's the first mistake. Call of Duty is popular. But it never changes. "Run here, shoot this, blow up this" maybe dialogue and setting change, but there is never anything "new" introduced as far as mechanics.

The thing is, Knowing what is popular and designing to be popular are two very different aspects of game creation. But when you are building it, you need to figure out what YOU want to make first. If you aim for popularity first, you'll overlook simple issues that can become complex catastrophes later because you want to get it out as fast as you can.

When building a game, approach it like you would personal writing. Decide the mechanics that YOU want to play with, the story YOU want to write, and formulate it from there. After that, once you have an idea what types of progression etc. you want, then decide the engine you want. If you design based exclusively on what is populer, there are two or three things that will happen. Either, you'll rush the game, which is bad anyway, or you would half-ass it. You may not do so on purpose, but if you are concerned about reception before you even have an idea what you are doing, then you probably won't be able to do as much as you might want or imagine doing with it.

Games should never be quickies. The only exception being a demonstration for innovative mechanics you may implement to give people an idea of what to look forward to. But you have to REALLY know what you are doing to generate a demo quickly. For example, I have an RPGM MV game I am working on. It is not an H-Game, it is a science-fiction/Fantasy title. I have not shown anyone what i have so far for three reasons. 1) I have one area completed, and only in basic design and placement, and all the monsters are just canned assets that come with the kit as placeholders while I try to figure out what I actually want to put there. They don't even have unique art yet. 2) It is my first time working on ANY game design, despite being adept in writing. 3) I have barely figured out how to make my magic work, or what mechanics I want to create, and I have minimal understanding of all the things I can do with RPGM.

I prefer the RPGM games because, while I like my H-Games, I want substance other than the H-Content. Yes, that is a great part of the fun I have, but I like to actually care what happens in the game, to at least some degree. Some of the Ren'Py ones just... really hurt me. I won't directly complain about the ones I tried, just know that I'm not a fan of the engine, at all. (I may look into what it is capable of later for my own interests, but that's not my focus here.) VN's I am super specific with, so I don't play them often.
 
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chainedpanda

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I've been playing adult games for quite some time now. The major issue I believe that I have with Unity, RPGM or basically any engine is that they aren't Renpy. It's honestly that simple. I've played so much Renpy that to play adult games without the features of Renpy can be pretty jarring.. No rollback feature? Trash. No developer tools? Trash. Plus, despite not knowing much of anything about coding, I can nearly freely edit, and even add limited code without much problem, and do it fairly quickly. That's simply due to editing some pretty code heavy games in the past which took a lot of trial and error and looking at examples from the code itself. I can't really be bothered to learn something new or get used to said new thing.

Plus, since I have been around for a longtime, most RPGM games were pretty shit, I don't know about now, but I still associate them with being shit. Similar with Unity, just less extreme.

That said, I will play the occasional RPGM or Unity game if it catches my attention, but that rarely happens honestly.
 
Apr 21, 2022
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Wow. That blew up quickly.

I'm seeing a lot of people making what sound like good points. But interestingly, they're different good points. Of course the game engine depends on the project design, not the other way around. I wouldn't try to make a JRPG in RenPy, even though it's technically possible. I probably wouldn't make a straightforward VN in RPG Maker. The menus would get in the way and basically add nothing... unless I also wanted to make map exporation and/or turn-based problem-solving intergral to the experience.

But what if the project design is just "text-based game with pictures," and I'm going to be rendering Daz content in Blender either way, and I have the option of either making it easier for this community of madlads to hack in various extra features, or else using Ink to hack together cleverly-a scripted dynamic choice system, and then display it in Unity with some nice performant shader effects?

Or what if making maps and enemy designs and fight choreographies are obviously a lot more work, but the extra attention the title gains would be significant?

What if I'm rolling my own animations anyway, so it would actually be faster and easier to do the whole thing in realtime in Unity and skip the pre-rendering step? Ah, but that requires Daz's Runtime Licenses, which is an added expense, which means it's only viable in a business sense if the engine alone brings in more players.

I don't have enough information (I.E. experience) to quantify the trade-offs, in these cases. So the hope was that a reasonable tie-breaker might be... maybe "popularity," was poor phrasing on my part, but let's call it "common sense?" "Conventional wisdom?" "Community preferences?"

And it seems like I keep seeing random dudes saying the same thing, and nobody much saying the opposite. This is what singles out the "RenPy or die" attitude from other opinions-- it just keeps coming up, over and over again, in various threads. (Not to single you out, chainedpanda, but basically your post sums it up.) :

I've been playing adult games for quite some time now. The major issue I believe that I have with Unity, RPGM or basically any engine is that they aren't Renpy. It's honestly that simple. I've played so much Renpy that to play adult games without the features of Renpy can be pretty jarring.. No rollback feature? Trash. No developer tools? Trash. Plus, despite not knowing much of anything about coding, I can nearly freely edit, and even add limited code without much problem, and do it fairly quickly. That's simply due to editing some pretty code heavy games in the past which took a lot of trial and error and looking at examples from the code itself. I can't really be bothered to learn something new or get used to said new thing.

Plus, since I have been around for a longtime, most RPGM games were pretty shit, I don't know about now, but I still associate them with being shit. Similar with Unity, just less extreme.

That said, I will play the occasional RPGM or Unity game if it catches my attention, but that rarely happens honestly.
If the community's general behavior as consumers lined up with this oft-repeated sentiment, then I would intuitively know what "common sense" means in this situation. But it doesn't. It seems like the silent majority is either sick of VNs, or else has such a glut of VNs to choose from that they spread their attention across tons and tons of highly-specific titles looking for their niche dream-game. To put it another way: no VN will ever approach Milfy City in raw views, even though Milfy City is abandonware, simply because Milfy City was popular back when there were only a few games competing for eyeballs. This is why Last 30 Days is so much more meaningful as a metric: there's no lesson to take away from Overall Popularity but "Start In The Past." The Indiepocalypse has trickled down to bootleg porn games.

Actually, this is a distinction I think needs to be made: What about when the game is not a VN? Are VNs, in general, a dead medium? Too easy to make and too thick on the ground to attract a significant audience? (But that conflicts with what I see on Steamspy, where the median price for a VN is twice as high as the median price for a JRPG made using RPG Maker.)

Maybe I should do a deep dive into the top 20 games and see what makes them tick. Just distinguishing between VNs made in other engines and those engines playing to their strengths will probably clear things up a bit.

And this lead to the main reason why Unity and RPG Maker represent most of the games in the "most viewed threads last 30 days": They are the preferred engines on the Asian Scene.

Take a better look at the list, you'll see that most of the threads concern Asian completed games released recently. So, obviously that they are the most viewed ones for the last 30 days. People want to take a look at the thread, in order to decide it they'll give this game a try or not.
It's something that rarely happen with WIP games, where curiosity in more diluted over time, and over updates. There's people who will look at the game right from its first release, those who will wait few updates, and even some that will wait at least one year before trying the game, if it haven't been abandoned before that. Then on top of that, there's those who will not care before the game is completed.
That's a very good point, and it could go a long way towards explaining the disparity. Assuming what I learn in my deep dive supports your interpretation: would it make sense to demand a new "western releases" filter? I will never personally be an asian developer, and It's very likely that I'll continue using Daz Studio + Blender, at least until I have a reason/budget/artistic ability breakthrough to switch to 2D, and it's so hard to gain traction in the west on launch day, that any design lessons from "the asian market" will probably never be lessons I can meaningfully use.

Real talk: On some level, I know I'm seeking justifications for shitty AAA industry practices that I don't even have the scale to walk the walk of. Picking an engine based on what's popular? Madness. Nonsense. We all know it. That would be as stupid as making a game about incest or bestiality when you're not into incest or bestiality, just because the numbers look better. Maybe the only real solution is to make a small, self-contained demo in each engine, (With a narrative throughline and at least one sex scene, of course! I'm not a monster!) then see what kind of response each gets.

Worst case scenario, It'd give me a ton of personal experience with each engine, which might shape my ideas much better than any community conversation ever could, even in a community as thoughtful, experienced and cool as you guys.
 
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Winterfire

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Theres unity/unreal projects that go years into development without ever managing to implement the most basic features. Like space bar to jump or move dialogue, or ability to save the game and continue later.
The trend is they're bad engines for most projects, from the end users pov who are left to ask the question "why cant I press space bar to do a thing? What could it mean?"
What?
You have no idea of what you are talking about.

Unity and Unreal are blank canvas, especially Unity where it is made up of packages you need to import, so it has literally nothing on a fresh project. That makes them a good engine for basically anything you have the skills and creativity to make, but not the best option to fit your idea efficiently.

If your idea is "I want to make a Visual Novel!" you could surely do that on Unity and Unreal, but why pick them when Ren'Py offers you the possibility to make your idea a reality without having to make everything from scratch and probably be not as good as Ren'Py which is something that has been tested and worked on for years?
There are some cases where you might still end up picking Unity/Unreal (such as my case where I needed real time 3D), but it is always good to ask yourself what Game Engine fits your game idea best.

The issues you have listed are not related to the game engines which are blank canvas, but the dev who used those empty canvas without having a clear vision and not adding those basic features... I mean, I have seen a game recently which goes in full screen with no quit button.


I've seen (and I'am among) people who say that some Unity games are badly made (caring about one only screen resolution,
+1, although I would say the worst thing I have seen is the way they handle saves, even in the most popular Unity Games, it is what has stopped me from playing those games for the longest time.

Anyways, I do feel for those having issues with screen resolution... I switched back to Unity after a couple of years with Ren'Py, and I was so cuddled by that engine that I forgot Unity won't just handle different screen resolutions for me (although it has surely gotten a lot more convinient since 5.6).
So even though I knew, I still made that mistake on my first few releases until someone pointed it out.


I personally dislike most anything on rpgm because a ton of titles built on it would be better on renpy as they don't use any elements of rpgm that truly separate it from renpy like combat or exploration
You forgot the most important issue on RPGM... Maps.
I really wish devs using RPGM would at least bother looking at a couple of tutorials first before doing anything with it, then we would not end up with giant maps with nearly all building being useless and a character walking faster than flash.
 

Winterfire

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I probably wouldn't make a straightforward VN in RPG Maker.
You have no idea how many people, me included, wished that every dev thought the same thing.


What if I'm rolling my own animations anyway, so it would actually be faster and easier to do the whole thing in realtime in Unity and skip the pre-rendering step? Ah, but that requires Daz's Runtime Licenses, which is an added expense, which means it's only viable in a business sense if the engine alone brings in more players.
Careful with that!
The licenes are not the only issue, but real time will never look as good as rendered stuff.
You can get a pretty close result if you know what you are doing (Which, to be fair, you still need to if you want to make beautiful renders), but that will increase your game's system requirements quite a lot.

Rendered allows potato computers to watch beautiful animations, so if you have no real need for real time, there is no point in cutting your playerbase.
 
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E_nigma

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I have lurked here for a few years and noticed a lot of games sort of fizzle out due to lack of a clear vision for what the game is trying to be, who the audience is, and where the story is going to go. These seem like things that should be pretty much settled on before getting into it, with a little wiggle room to fit in feedback but not change the nature of the production. So many times have I seen a game where the dev doesn't really know how to end the story or even worse tie everything together to even get there or decide to add a few more tags and alienate a portion of the fanbase.

If your project is just text based with pictures and there is no exploration and/or open world events why bother with rpgm? You'll be drowned in comments about sandbox and lack of those features.

Hail dictator I think is a great example of having a game on unity that is friendly on the eyes and familiar to someone who loves renpy games, plus has all the great aspects of renpy like rollback and skipping dialogue and saving basically whenever you want. Plus high quality renders and all that.

You forgot the most important issue on RPGM... Maps.
I really wish devs using RPGM would at least bother looking at a couple of tutorials first before doing anything with it, then we would not end up with giant maps with nearly all building being useless and a character walking faster than flash.
Yeah I mentioned that in another thread forgot to bring it up here, it's a huge issue for games that aren't really "games" if your map is literally just there for me to walk to the next location to advance the story why not make the game on renpy and let me click a location instead of padding runtime with walking around aimlessly trying to figure out which door is the one that works or skip the whole thing entirely and just add a line of text or a screen or two to show me you've changed locations.

there are so many visual novels on rpgm and it's like...why? No combat, no open world events, no dungeons or exploration beyond trying to find the next story beat. Unless you REALLY like the content a lot of people will just skip it for being on rpgm alone. Hell , there was a pokemon parody game leaf on fire that had open world exploration and combat and was on renpy
 
Apr 21, 2022
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CurvyLinesEverywhere Sounds like you'd want to use Ren'py then.
It will be the simplest, quickest way to build a project if your focus is just text and presenting images.


With Ren'py you just need to make the renders and write the text. You can customize a few other things about your project and be on your way.

With RPGM, you will have to do more work for events, dialog and such.

Both have their caveats, and things you need to learn - but if your goal is as stated I believe Ren'py is the best choice for you.
Maybe. The main counterargument for Unity would be that I'm experienced working with custom shaders in the Universal Render Pipeline, RenPy can't parse Ink scripts, which I'm also somewhat experienced at wringing special types of gameplay out of, and any sort of gameplay systems or "juice" I wanted to add would be a little easier for me in Unity than in RenPy. The further I stray from RenPy Default, the more sense Unity makes. The real trade-off is can I implement RenPy's features in Unity, and/or would what Unity brings to the table be worth more than the standard features I'd be losing.

Actually, now that I think about it, my first game should almost certainly be not only RenPy, but the simplest RenPy setup possible, because that way most of the systems design work is already done for me.

I was thinking maximalist design, when I really don't have the chops to do that yet.

Thinking back to all those GDC videos I've seen over the years, that's actually a surprisingly common rookie mistake, I've heard. :oops:
 
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anne O'nymous

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Anyways, I do feel for those having issues with screen resolution... I switched back to Unity after a couple of years with Ren'Py, and I was so cuddled by that engine that I forgot Unity won't just handle different screen resolutions for me (although it has surely gotten a lot more convinient since 5.6).
So even though I knew, I still made that mistake on my first few releases until someone pointed it out.
The problem isn't just the size, but also the ratio. It's more and more rare, but there's still people with 4:3 screens, and anyway 16:9 is just the most used ; you can find 3:2 in some portables, there's gamers who want nothing else than their 21:9, and so on.
I still had a 4:3 in 2017, and it was horrible to play some Unity games. Generally the game was fitting in height, but wider than my screen, so most of the UI was unusable. For some others it was a mystery, like for The Twist ; I was only missing the top of the screen (where there is, or was, a very useful menu).

I also want to take one minute to talk again about WASD...
An AZERTY keyboard layout looks like this:
A---
-SD
W---
So, in addition to be impracticable, "W" for up, and "S" for down... Yeah, feel obvious, the upper key make me go backward and the lower one forward.
If really you want to hardcode the key, use the "second player" set, IJKL. The keys are at the same place on almost all keyboard layouts. Or define it as [WZ][AQ]SD.
And this conclude my grumpy-time of the day


You forgot the most important issue on RPGM... Maps.
Arg, I used my grumpy token for WASD, well, I let someone else talk about the walk simulators ;)
 

anne O'nymous

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Code:
label first_event():
    show first_background with dissolve
    main "Hi. I'm the main guy."
    her "Hello. I'm the main girl."
    return
Please, no...
Even as pure code example, do not use show for the background ; or at least hide it before you quit the label, to make clear that the image need to be manually removed.
There's enough devs like that, who believe that it's how it should be done, then wonder why there's players who complain because the game crash due to RAM overload. No need to add others.
For any image covering the whole screen, it's that have to be used.
 
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Apr 21, 2022
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Please, no...
Even as pure code example, do not use show for the background ; or at least hide it before you quit the label, to make clear that the image need to be manually removed.
There's enough devs like that, who believe that it's how it should be done, then wonder why there's players who complain because the game crash due to RAM overload. No need to add others.
For any image covering the whole screen, it's that have to be used.
Is there a list of best practices for RenPy? Or at least some common rookie mistakes newbies should be aware of? If not, that might be a good thread to start.