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Need Support? Post here! Sticky

A topic by Feniks created Jul 16, 2023 Views: 501 Replies: 9
Viewing posts 1 to 4
Developer

If you're having trouble or run into any bugs with the code, post a comment here! I will try to get back to you within a few days.

Playing around with the web demo I've found three issues.

  1. Clicking on an already focused input field unfocuses it. Since focused&unfocused are both red, and focused:hover&unfocused:hover are both orange, there is no visual indication of this. Typing at this point is likely to trigger a hotkey, causing unexpected behavior. (h is particularly distressing, as it shows a black screen.)
  2. When choosing "One pronoun set with custom pronouns and terms" I receive the prompt for entering custom pronouns, but terms are limited to a choice of three sets. I would expect this option to allow custom inputs for terms as well.
  3. Inputs need better sanitization. I found three reliable ways to crash the demo with my (admittedly weird) gender terms. For context, I am a man and a [girl]. The square brackets are important enough to me that I wanted to try them out, but uhhh. Yeah, that caused issues.
    1. In Advanced term selection: just typing the first [ will cause a crash, even if preceded by a \.
    2. In Custom pronouns: after inputting [she]/[her] pronouns, it crashed after hitting confirm. Again, even if preceded by a \.
    3. In Update custom pronouns: Again, just typing [ will crash it.
Developer

I think to start I should clear up the intention of the web build - it's there just to demonstrate the things that the pronouns system can do. Given the different styling needs of projects, I don't expect someone to drop the screens into their project without modifying them to suit the theme of their own UI, or updating them so the input length & allowed characters suits their font. It's also designed to have as few assets as possible (mostly using coloured rectangles) so it loads quickly and there are few assets for the browser to cache.

With that in mind, 1) is intentional. You should be able to click on the input again to disable it, since particularly for mobile users this will dismiss the keyboard so they can see the rest of the screen again. I do appreciate your suggestion to make it clearer which of the input boxes is currently accepting input, however, so I'll include styling for that in a future update.

2) This is intentional. For people who aren't familiar with screen language, or don't need the fine-tuned flexibility of the terms system, I wanted to demonstrate an option that gives the player some additional control over their terms and pronouns, but doesn't require a complex screen setup beyond the pronoun input. If you have a suggestion for how to make the wording of that choice clearer, I can update it. The choices are there mostly to demonstrate increasingly complex setups you can achieve with the system, rather than expecting a user to present this exact choice menu to the player.

3) This wasn't a priority for me as I operated under the assumption that a user will need to apply their own restrictions onto the input anyways - not every font supports the same characters, they might want different length or pixel width restrictions, etc. Thus, I've only applied the bare minimum of a length restriction on the input. But in the interest of a more stable web build, this is something I can update as well.

Thanks for your suggestions! I hope the system proves useful to you.

That's what I thought, but when I encountered a crash I figured it couldn't hurt to take half an hour to comb through for anything else that was a little hinky.

  1. I hadn't considered the mobile end of things, but that makes sense. Glad to hear the second part.
  2. "One pronoun set with custom pronouns and a choice of terms" might work? Although that's making an already long option even longer. Alternatively, in the terms menu you could have four buttons: Neutral, Feminine, Masculine, and Custom, where the Custom button brings up the custom terms screen. This branch already makes use of a screen, so I don't really see the point in avoiding it in the back half.
  3. That also makes sense, and I'm also glad to hear that second part too.

I'm sure it will! I cobbled together my own solution for a (probably scrapped) WIP some time ago, but it was really clunky. This ties up everything I was trying to do in a nice, neat, cohesive package. Thank you for making it available!

(+1)

I haven't come across any bugs, I just wanted to say thank you so much for sharing this incredible code with the world!! You're a real lifesaver!

Developer(+1)

Happy to hear it! Thanks for the lovely comment ✨

Hello! I'm sorry and I know this is from a while ago, but I can't find the code to implement the code without the test. I can't find it in the GitHub, can't find it in the files, I'm completely lost (I'm new to Ren'Py)

Developer

Hey there! I'm not really clear on what you mean by "code to implement the code without the test" - the required files are pronoun_setup.rpy and pronoun_backend.rpy, and you can do whatever you like with pronoun_labels.rpy and pronoun_screens.rpy. They are there for demonstration purposes, and the screens in particular you can get rid of if you don't want them or customize them to look however you like. If you're new to Ren'Py, I suggest you read through pronoun_labels.rpy in particular and copy over the code in whichever label that does what you need for your game to your usual script.

Hope that helps!

Sorry, I realized how confusing that was.

I can't find the code where I can implement it into the game without the testing part, I already tested it but I don't know how to implement it into the final game.

Sorry if this is confusing, I'm not exactly sure I understand myself.

Hello! I finally figured it out!

Thank you for the code you gave me, it is helping me with my game. I'm sorry for the confusion!