Coding for converting girl packs is kinda out of my wheelhouse, but we're not going to progress until we get more of them loaded. Is there a tutorial somewhere for doing it or can it be broken into steps that more than one person can work on?
Or is this one of those "If you have to ask, you can't do it", sort of things?
It's a tiny bit more complicated than 'super easy' but yeah I set up ReImagined so that each girl is more or less 'self-contained' in her own folder with her own Ren'Py file.
On Page 1 of this thread there is
this post that gives you a quick rundown on various points that you should be aware of:
But what would be REALLY nice right now is if someone could port over Harley's cell/quarters scenes from Rebuilt to ReImagined. In this case, most of the 'work' is already done, all that needs to be done is to convert her 'show image' calls for conversations, as well as Lex's, to the 'layered image' framework for those sprites.
This is probably easier than it sounds, and it'd be a great place to get your feet wet while dealing with this 'nagging' loose end at the same time.
The big thing is to download Notepad2, or Notepad++, or maybe some 'official' Ren'Py editing tool although for this really Notepad2 or Notepad++ will work just fine, you are just editing code for the most part.
Essentially, you'd crack open this folder in Rebuilt:
game/girls/Harley
And you'd be copying the dialogues and such over from Harley.rpy
to the same folder in ReImagined, again:
game/girls/Harley
But re-coding the image calls to take advantage of the 'space saving' layered image code.
So for example, in Rebuilt, this line:
show harley dress normal1 at slightleft with dissolve
from Rebuilt, should read as:
show Harley normal talk at slightleft with dissolve
in ReImagined
It's a BIT more nuanced than that, but essentially once you start changing up expressions and whether she's brandishing her gun, it's pretty easy. You'd just need to see what the 'assembled' sprite looks like in the Rebuilt Harley folder, and then use the tags for the 'Layeredimage' image declaration in ReImagined.
Another example, in this example Harley is laughing with the gun:
show harley dress laugh2 with dissolve
in Rebuilt should be:
show Harley laugh gun with dissolve
I'm more than happy to walk you through this in PMs and answer questions as you 'feel your way through the code.
Harley's first few scenes are already set up, you'd be starting with adding:
label harley_talk2:
which in ReImagined should be labeled as:
label Harley_talk1:
as the 'first' conversation is already being handled under the Harley_recruit label. That's the 'Lex hears an explosion below' conversation.
I'd need to set up the 'check' menus still, but it's the conversations that need to be ported over.
One other thing. For reasons, IMHO the dialogue tags should be changed over from:
ha "Hey Mista L!"
le "What now Harley?"
to
har "Hey Mista L"
lex "What now Harley"
in ReImagined, I've been going with longer abbreviations so as to make it a bit more clear who is talking. le vs lex isn't that big of a deal but ha could invoke Hawkgirl in your mind so I'd prefer har instead. hg is Hawkgirl, but yeah, I'm going with har and har2 to avoid any confusion (other than the two Harley's thing).
So yeah ha should be har and le should be lex for clarity reasons...
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Anyways, back to the image tags. The main reason those need to be converted over is because of the different outfits that Harley wears.
In Rebuilt,
xMendoza chose to make a separate sprite for each combination of pose, expression, and outfit, while in ReImagined, the layered image code allows you to just keep using the same tags, as outfits are referenced using a different variable, specifically:
Harley_current_outfit
This variable selects the current outfit, and the layered image code automatically picks the selected outfit when assembling the sprites.
So while in ReBuilt, you have to specify 'dress, holiday, nightie, or office, for each outfit/sprite combination, in ReImagined, you'd simply change Harley_current_outfit from
Harley_current_outfit = 0
to
whichever outfit you want Harley to be wearing during this conversation, ONCE.
i.e. 0-5 or 69
This allows you to use the same image calls without having to reference the outfit, AT LEAST for conversations...
So
show Harley normal talk at slightleft with dissolve
Works with ALL outfits, layeredimage simply checks the value that's in Harley_current_outfit to pick which sprites it needs to put together to assemble the outfit, pose and expression.
In any case, at least for the first few conversations, this should be easy to port over. Once you get to subsequent conversations, I may need to walk you through a few things and set up the sprite naming accordingly, but this could be a good way to familiarize yourself with how to code/translate dialogues at least.
You can see other examples of how things are setup in say the Hawkgirl or Zatanna .rpy files btw. This will become more useful later...
Again, I'm more than happy to help walk you through this. I keep trying to convince
xMendoza to just use LayeredImage and the same 'menu choice setup' that I'm using in ReImagined, to make it easier to port stuff back and forth between the two projects, but it is what it is for now!
So if this interests you, hit me up via PM and I can help get you started!