Hey
Jimmy TheDev , just checking out your game and, uhm the naming setup is a pain.
As right now you force players to set their own name several times if they change it.
Tip: Rather than hard code 'Jimmy' everywhere, use
j.name
For example, instead of:
Python:
$ y_callsyou = renpy.input("What does she call you? (It will stay 'Jimmy' if you leave it blank)")
$ y_callsyou = y_callsyou.strip()
if y_callsyou == "":
$ y_callsyou= "Jimmy"
Do:
Python:
$ y_callsyou = renpy.input("What does she call you? (It will stay '[j.name]' if you leave it blank)")
$ y_callsyou = y_callsyou.strip()
if y_callsyou == "":
$ y_callsyou= j.name
Because users set the name early, then you can reuse the variable directly. This way users set it once and can have it default to their preferred name while giving them a chance to select a nickname.
Another glaring error I spotted is:
Python:
j "They are old clothing for the landladys shoop."
should be
Python:
j "These are old clothes for my [m_shetoyourole!l]'s shop."
You may want to consider proofing your english with AI, as there's lots ofenglish structuring issues buuttt anyways-- thanks for the unique art might look into the game closer later!
PS Consider creatying new .rpy files, you can create new labels in them and call from the script... will make it way easier to maintain idk how you browse a 14k+ line file and you're just starting out. lmk if you need a bit of help cheers n good luck!
Edit: I was wrong it wasnt the {=} style attribut but !l that renpy uses for lower , !u does upper etc