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Okay!  I'm back. My first issue is completely solved! The second thing I was okay with until this part of your explanation: "Then default var_kps_new_mc_name anywhere, just so anything, or an empty string, then after they have chosen the name just run $ var_kps_new_mc_name = their_chosen_name"

Does the first half mean that I run this: $ var_kps_new_mc_name = "default"

The second half with this command: $ var_kps_new_mc_name = their_chosen_name   -   do I type that exactly?


And (I'm so sorry) an additional thing, how do I force the phone icon to stay accessible in the corner? I currently cannot access it outside of forcing the phone open for conversations

I just mean outside of a label do 

default var_kps_new_mc_name  = "anything"

Then in the label when you set the name do 

$ var_kps_new_mc_name  = name they picked

I just have a habit of defaulting things outside of labels because renpy has some pickling issues that... are annoying.... Thats all

Ty for taking the time to explain. I couldn't get it to work but I ended up just setting the phone so that it says "my phone" on the home page lol

Yo i had this problem aswell, for anyone else that wants to make the chats easier to handle if the player choses their own name, this is how i did it: 

search for " if speaker == phone_data['name']: "
and replace with if " speaker == phone_data['name'] or speaker == "PLAYER": "

then in your conversations just use PLAYER as the name of the sender: 

{"PLAYER": "You seemed a bit quiet tonight. Everything good?"},

    {"Nora": "I'm fine. Just taking it all in."},

    {"PLAYER": "Fair enough. It's weird being back."},

{"Nora": "A little"},

I'll try this out! I have the custom name defined like this: 

define mc = Character("[playername]")

Do I just adjust that to say [player] instead for your code?