- Jun 17, 2019
- 4,244
- 14,052
I guess e means eyes, b means eyeBrow, m means mouth. Wide and up are pretty self- explanatory, neu probably means neutral, and so on.
Dialogs are always in the middle of the code in every RenPy game, but this code is particularly complex due to those layered images (take into account that there are 3 characters on this particular scene), and the game is designed so those poses change after every dialog line or action. It's their problem the code is so bulky, sure, but that's just how they chose to make this game more than four years ago, and also a big part of its success because it almost looks like a fully animated game. I don't think most of complainers are really aware of this game's actual complexity.
Those are actually layered images that compose the full pic we see, which I wouldn't call 'the most basic functionality that RenPy could provide' (it's not rocket science either and many games use it, but still). And that's just the way you code that in RenPy, using the show statement: what you called 'variables' are actually the preset poses devs defined somewhere else in the scripts (after creating the art for them), and they are calling them here the way they are suppossed to. I guess the names are (or were, five years ago) distinctive enough for devs, but I agree they could be more clear.Can't possibly make much sense from variables like these. abusmall looks like 'abysmal', lol. I wouldn't be surprised if these are even in hispanic though. It's only their problem that the code is so bulky. The dialogs in the code itself and no functions to, let's say, return a set of poses. They just call that show function constantly. You're right, this is painful to maintain and to fix.
Judging by the structure I guess that's how they teach to use RenPy in those YT tutorials. If you actually going to learn programming first, then giving a distinctive name to a variable is like the first thing you'll learn. I guess they just skipped it altogether and started with the most basic functionality that RenPy could provide.
Well, it's their funeral.
Dialogs are always in the middle of the code in every RenPy game, but this code is particularly complex due to those layered images (take into account that there are 3 characters on this particular scene), and the game is designed so those poses change after every dialog line or action. It's their problem the code is so bulky, sure, but that's just how they chose to make this game more than four years ago, and also a big part of its success because it almost looks like a fully animated game. I don't think most of complainers are really aware of this game's actual complexity.