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rakugo-archive's Issues

Add stop_anim statement

Ren have play_anim to play animations, but it don't have statement to stop them.
Statement for this will be add as stop_anim.

in game console

Like in Ren'Py when user press "Shift + O" in development build

Add all hotkeys from ren'py

Now you can only press left mouse button, space or enter to progress story.
We need add:

  • Tab - press to toggle skipping
  • Ctrl - hold to continue skipping
  • Esc/right mouse button - press to pause
  • H/middle mouse button - press to hide interfeace
  • F - toggle between fullscreen and window
  • S - screen shot
  • F6 - Quick save
  • F7 - Quick load

Add Quests System

A new Quest Object that will have:

var who = "id of quest giver"
var title = "Quest Title"
var description = "Overall description of quest."
var available = true # or false
var done = "false" # "true" or "in progress"
var stages = {
    "stage 1": sub_quest1
    "stage 2": sub_quest2
    "stage 3": sub_quest3
}

func start() # begin quest

func done("stage id") # finish given sub_quest or full quest if no arg

Rakugo as SDK

Similar functionality to Ren'Py Launcher:

  • Launch Project (just run project in godot)
  • Edit Project in Godot (just open project in godot editor)
  • Edit Project Rakugo Configuration - no need for this here
  • Add Rakugo to Existing Godot Project
  • Create new Rakugo Project
  • Import Existing Rakugo Project

Included projects:

  • Tutorial Testing Kit
  • Visual Novel The Question
  • Dating Sim
  • Click & Point Adventure
  • JRPG

Links to:

  • Rakugo website
  • Rakugo github issues - bugs
  • Rakugo github wiki RakugoDocs

Option Add Rakugo to existing godot project / Create new Rakugo project:

Will have the following steps:

  1. Choose Existing Godot Project / Set Project Name
  2. Choose Gui Layout:
    • Don't add any gui(it will skip next step)
    • Modern left (default choice) || right (Like new Ren'Py gui)
    • OldSchool left || center || right (Like RPGMaker gui or old Ren'Py Gui)

  1. Choose Project Theme
  2. Choose Template to include:
    • None
    • Visual Novel
    • Dating Sim
    • Click & Point Adventure
    • JRPG

Add Range Vars

Add Range Var Type that can only have value between min and max.
Also Add set_var() func for settings vars.

RenVar - Basic Ren Object that make easier to deal with Ren variables

Like it theme.
Concept example:

var test_ren_var = RenVar.new("test_ren_var", 3) # this will crate also Ren.variables["test_ren_var"].value = 3
test_ren_var.add(6) # or test_ren_var.value += 3 # this will also update Ren.variables["test_ren_var"]
test_ren_var.get_type() # will return Ren.variables["test_ren_var"].type

"Auto" button

It scrolls forward to next menu statement using speed from preferences

Show and Hide statements

Show and Hide statements like in Ren'Py
Show and Hide statements with support for Node2D, Control, VisualInstance

jump statement

Statement that alow to "jump" for one Dialog to another.

RenTimer Node

RenTimer Node - it will be timer thats take time form given ren variable.

Menu statement, choice statement

"Menu" statement allows player to make choice.
It has to be used with "choice" statement in order to add a choice to the menu.
To use with "end" statement to end what happens after choice and to end menu.

ren_003

It should work, but it each time it behaves like I selected the first choice even if I selected something else.
My own debugs show the actual choice that I made correctly but then instantly jumps over to the first choice in the menu.

menu(how : rench, what : What want to do?)
create button (Play Visual Novel example) with id : 3
create button (Ask some questions about Ren) with id : 6
final_choice 6
choice(what : Ask some questions about Ren)
say(how : rench, what : Docs are not ready yet)
choice(what : Play Visual Novel example)
say(how : rench, what : Visual Novel example is not ready yet)
end(indentation_delta : 1, end_block : choice)
end(indentation_delta : 1, end_block : choice)
end(indentation_delta : 1, end_block : choice)
end(indentation_delta : 1, end_block : menu)

Working skipping

"Skip" button "scrolls forward" statement to next unseen or menu statemnet

2D Art Assets Requests and Feedback

Hey all, I started a small project for 2D art. First, I'm working on visual novel assets.

Characters

Backgrounds (Coming Soon)

I also started a project in this Git ;)

Edited: I'm a decent artist, but I'm just starting to learn GDscript. As this may help me, I'm willing to help ;)

what do you have in mind for the rpg system?

I have an RPG system but it is not complete. It's a plugin for the godot 2 version, I'm using it for my game.

The characteristics that it has is that it solves a little the logic of the items and inventory in a generic way.

At the moment I am working alone on the godot 2 version of the plugin, the godot 3 version I have to adapt from 2.

The plugin is called RPGElments. It is not complete, but can be completed :)
https://github.com/MatiasVME/RPGElements/tree/for-godot-2 <-- this is the branch

Dialog

Some thing like Ren'Py "label".

Move Timers to Ren core

Move Timers that used to Ren.tscn and make links to it in Ren/main.gd ,
because now they are in over all gui.

Character class

Class that allow you 'describe' characters in your game.
Easy add to ren.vars using ren.character(kwagrs = {}).

Show and Hide statements

Statements that allows to show and hide nodes on scene.
This nodes are define in ren.values dictionary.

Input statement

Statement that allow player to provide some keyboard input.
ren_001

PlayAnim statement and RenAnim node

Some statement to play animations from RenAnim - I will be "anim".
RenAnim will be AnimationPlayer Node that have global Ren id and it will allow to animate ren statements.

"gd:" and "godot:" statements

Statements to execute GDScript statements in right order inside Ren.
"gd:" is like Ren'Py's "$" and "godot:" is like Ren'Py's "python:".

Update to Godot 3.1

Since Godot is currently in 3.1 beta, with 3.1 scheduled to launch at the end of January, I think it would be interesting to update Ren to work with 3.1 already. I am willing to help with it.

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