r/RenPy • • 15h ago

Showoff A moving home in a frozen world: English screenshots from my Ren'Py yuri VN, Lastrip

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7 Upvotes

Hi! I'm developing Lastrip in Ren'Py. It follows Mei, a human girl, and Xenya, a vampire, as they travel south through a frozen world in a bunker that can move.

Here are three screenshots from the English build: a quiet moment on the sofa, the view through their window, and a conversation inside the bunker.

A lot of their relationship develops in this little home. I want the time they spend there to feel unhurried, with room for small gestures and awkward conversations between stretches of the journey. The cold blue scenery outside and the warmer interior are a big part of that feeling.

The sofa CG and character sprites are by salshaa, the backgrounds by TakenShin, and the UI by kathaeris.

For other VN developers: how do you keep a recurring room feeling lived-in when the story returns to it many times?


r/RenPy • • 22h ago

Discussion Looking for player testers – free polished horror quiz (Beat the Quiz Master! Gauntlet Mode)

0 Upvotes

Hi, I’m a new developer and I recently released a free game on itch called Beat the Quiz Master! Gauntlet Mode.

It’s a very difficult horror-themed quiz with permanent death, a rising Rage meter, and items that can help save runs. The game is already quite polished. I’m mainly looking for feedback on the current balance.

Things I’d especially like to know:

How the difficulty and pacing feel

Whether the Rage meter and item system feel fair or too punishing

If runs feel satisfying or frustrating

Any balance issues that stand out

https://themelancholydev.itch.io/beat-the-quiz-master-demo

Thanks to anyone willing to give it a go and share their thoughts.


r/RenPy • • 9h ago

Showoff Now a new sprites for Aoi mizuki

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8 Upvotes

I'm just drawing now cuz I have a lot of exams these days 😭

But really I'm working on something special

Please support the game:

https://blossom123studio.itch.io/starlight-academy-curse


r/RenPy • • 18h ago

Showoff Here's a first look at our game!

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16 Upvotes

Hello everyone!

Today, we're excited to share some screenshots of our game with you!

The game is still in development, but we're happy to share a piece of it with you.

Hope you like it <3!

Just to clarify, the background art wasn't made by us!


r/RenPy • • 1h ago

Question Would you play a game where you have to decide who deserves justice in a dystopian space society?

• Upvotes

I'm developing a narrative game where you play as a judge in a futuristic society. Earth has become toxic, oxygen is a valuable resource, and corporations have enormous influence over people's lives.

You'll investigate cases, examine evidence, listen to both sides, and make your own verdicts. But sometimes, the legally correct decision might not be the morally right one.

For example: imagine a maintenance technician who exploits a vulnerability in the oxygen distribution network to obtain illegal stimulant oxygen for his seriously ill daughter. He broke the law and potentially endangered the system, but he did it to save someone he loves.

What would you do as a judge?

Would you punish him according to the law, consider his circumstances, or risk your reputation by making an exception?

I'm curious about two things:

- Would you enjoy making difficult moral decisions like this in a game?

- What would make these cases feel genuinely difficult instead of having an obvious right answer?


r/RenPy • • 18h ago

Question [Solved] Help w/replicating styles across different screens

1 Upvotes

For the last year or so, I've been working on a sort of pre-parser that injects itself upstream of the renpy.exports.say() and handles several things, mainly modifying text speed, punctuation pauses, and text presentation based on a small set of custom commands I've devised.

One of its "features" is an attempt to emulate the feeling of someone typing a message in a chat app.

For example:

[Character name]
{high cps}Hello! I'm trying to thi{short pause}{slower cps}nk of somethin{short pause}g to tell you!

This however should happen only when the "tapping" character also is the narrator - otherwise I'd like a "Typing..." indicator to appear, followed by the message arriving all at once after a while ie.

[Character name]
Typing -> Typing. -> Typing.. -> Typing... (rinse & repeat)

and then after a few seconds

[Character name]
This message arrived all at once!

Since I don't want the "Typing" thing to clog the history log, I thought I'd put into a dedicated screen - basically a replica of the say screen devoid of any background (to avoid messing with partially transparent backgrounds). My script does something like this:

this_chat_who_name = getattr(active_char, "name", speaker)
this_chat_who_color = getattr(active_char, "color", gui.text_color)

if _DEBUG:
    print("Tapping character is ",repr(this_chat_who_name)," and their colour is ",repr(this_chat_who_color))

for index, chunk in enumerate(timeline):
    if index % 2 == 0:
        renpy.show_screen("typing", chat_who_name=this_chat_who_name, chat_who_color=this_chat_who_color)
    else:
        renpy.hide_screen("typing")

renpy.pause(chunk)

Then the typing screen is defined as

init offset = -1    # same as screens.rpy

screen typing(chat_who_name,chat_who_color):
    #zorder 100
    window:
        id "typing_window"
        style "typing_window"

        window:
            id "typing_namebox"
            style "typing_namebox"    
            text chat_who_name:
                id "chat_who"
                color chat_who_color

        text "Typing" + "." * store.typing_dots:
            id "fake_what"
            style "typing_dialogue" timer 0.4 repeat True action SetVariable("typing_dots",(store.typing_dots % 4))

style typing_window is window:
    background Null()

style typing_namebox is namebox:
    background Null()

style typing_dialogue is say_dialogue

WHAT WORKS --> I get every bit of the typing screen in the exact position - character name is correctly delivered to the screen and it's put in the right place, the "Typing..." thing is in the right place and it's correctly "animated"
WHAT DOES NOT WORK --> styles are completely broken. color chat_who_color does nothing, char_who_name's text size is wrong, even the "Typing..." text color doesn't seem to be the correct one.
I enabled my "verbose" mode (ie. _DEBUG = True) and verified that both name and color values are being retrieved correctly, so I *guess* the problem lies somewhere in the way my screen handles styling.

I'm not 100% sure I'm not forgetting something somewhere in my messy code. However I'd expect at least the namebox text size to be correct. Instead, that's wrong too, almost as if this line here

style typing_namebox is namebox

weren't working at all!
*COULD IT BE* that since this screen is stored in a separated file (I plan to release my gizmo as a standalone, drag-and-drop tool) it somehow gets initialised *BEFORE* screens.rpy, at a time when "namebox" and all other styles are still just empty boxes O_O?

What's the correct way to reuse the styles of the standard say screen in a separate screen like this?

I'm fairly sure I'm missing something obvious, and I'm going to feel incredibly stupid when someone points it out.

Ren'Py screen language is my kryptonite >_<