VN Ren'Py Abandoned Vinland [v0.1.8a Public] [HuitiemeGame]

4.60 star(s) 34 Votes

somebodynobody

Engaged Member
May 11, 2017
3,241
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Hey guys!

Still not dead (lazy, but not dead), and still working on the new release. In the meantime, I was wondering which new homepage you'd like the best.
View attachment 1316774
View attachment 1316796
Number 3, because I know you can do better.

The first looks bland, sea is a dead color and everything weirdly blends into each other.

The second one looks a bit more like a romantic swashbuckler novel.
 

NeimadFR

Active Member
Donor
Jul 1, 2017
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You could have multiple home screens that change each time you launch the game. No idea how but I think I've seen it done and that way none would go to waste.
 

Huitieme

Scholarrior
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Game Developer
Oct 9, 2018
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You could have multiple home screens that change each time you launch the game. No idea how but I think I've seen it done and that way none would go to waste.
Yeah, I've seen it too, but that means I'm gonna have to steal study yet another dev's code...
 

NeimadFR

Active Member
Donor
Jul 1, 2017
960
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Yeah, I've seen it too, but that means I'm gonna have to steal study yet another dev's code...
I found this after a quick search.
In gui.rpy change this
define gui.main_menu_background = "gui/main_menu.png"
to this
define gui.main_menu_background = renpy.random.choice(["*image location*", "*image location*", "*image location*"])
 
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Huitieme

Scholarrior
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Oct 9, 2018
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I found this after a quick search.
In gui.rpy change this
define gui.main_menu_background = "gui/main_menu.png"
to this
define gui.main_menu_background = renpy.random.choice(["*image location*", "*image location*", "*image location*"])
I'll give you 0.2% of my patreon income (which means zero, I am but a poor maker of dreams)
 

NeimadFR

Active Member
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Jul 1, 2017
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Alternatively I found a method to have screens tied to variables
1) Define some persistent variable:
define persistent.variable = False
2) Set it to true when a point is reached:
$ persistent.variable = True
3) Set main menu background depending on that variable:
screen main_menu:
# . . .
if persistent.variable:
add "special_menu_background.png"
else:
add "normal_menu_background.png"
# . . .

That way you could have different home screens depending at what point you're in the game.
 

Huitieme

Scholarrior
Donor
Game Developer
Oct 9, 2018
3,108
15,703
Alternatively I found a method to have screens tied to variables
1) Define some persistent variable:
define persistent.variable = False
2) Set it to true when a point is reached:
$ persistent.variable = True
3) Set main menu background depending on that variable:
screen main_menu:
# . . .
if persistent.variable:
add "special_menu_background.png"
else:
add "normal_menu_background.png"
# . . .

That way you could have different home screens depending at what point you're in the game.
I'll raise you to 0.3% !
 

DanteRed

Member
Oct 28, 2020
339
898
Funny story. When I played this game, I chose the names as Kratos for the Warrior path and Atreus for the Scholar path. Imagine my surprise when I realized how fitting those names were. Hell the Warrior even has a
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Is the Scholar also
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Huitieme

Scholarrior
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Game Developer
Oct 9, 2018
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Funny story. When I played this game, I chose the names as Kratos for the Warrior path and Atreus for the Scholar path. Imagine my surprise when I realized how fitting those names were. Hell the Warrior even has a
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Is the Scholar also
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Kratos and Atreus, huh? *takes notes*

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somebodynobody

Engaged Member
May 11, 2017
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Huitieme

Scholarrior
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Game Developer
Oct 9, 2018
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A bit of a trade secret. Why do some renders take so long?
Well, when you see more than two characters on one render (and I like having a crowd when I can, it makes the scene feel more alive), my computer cannot keep up (fucking potato). So for one render, it takes all night thanks to what I call the "two by two", where I divide one scene into as many files I need, with only two characters at a time. And when they overlap, it takes that many more renders to generate...

Example:
c1gstorm2d.png
Original renders:
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My real issue with the part I'm working on right now is that I have a lot of renders where I'll need to use this technique. Like, a lot! It doesn't seem that bothersome, until you see that the light is not good or that the focus of the camera was wrong or any other issue like that, and you need to fix it in every fucking file that each takes 10 minutes for Daz to open because this is a stupid poophead software! è_é
 
Last edited:

Boogie

Active Member
Aug 7, 2017
842
1,292
Excellent display of the process. I've heard others talk about merging multiple renders into one but this is the first time I've seen someone actually give an example of how they did it. Definitely a lot of work goes into it.
 
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4.60 star(s) 34 Votes