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(+4)

My save system is already set and done, but the "seen text" is wonderfully intuitive and will add an awesome level of user-friendly replayability for my readership. From the bottom of my heart, thank you!


Since my own game has been a few years in the making, I made a couple of very small changes and figured I'd document them here in case someone else wanted to experiment or try something similar:

1. Did not want seen text to be disabled by default, so I changed "persistent.sayseentog" from False to True  in gui.rpy.


2.  In  screen.rpy, Preferences, there is a lovely option to switch the color of seen text between "Bright" and "Dark". I added in an additional option called "None,"

which will change the seen text color back to the regular unseen text color. So, the player can revert the color that way if they really want to.


3. Also in screen.rpy, for the choice screen, these two lines were clashing with some of my previous code and giving me an error:

if not i.chosen:

if i.chosen == True:

I updated them to these lines, respectively, and it worked like a charm:

if not chosen:

elif chosen == True:

These updates probably aren't necessary if you've just started coding your game from scratch though, original code is already very good and tidy. <3 <3

Thank you again, Knickknack PJ !!!

(+1)

Oooh nice nice! And thank you for the kind words! :D I spent a long time organizing everything and making sure theres enough notes for other devs to understand how the code works so they can edit it to their own liking. ^^