Quickstart — Ren'Py Documentation This example shows some of the commonly-used Ren'Py statements. The first line is a label statement. The label statement is used to give a name to a place in the program. In this case, we create a label named start. The start label is special, as it's where Ren'Py scripts begin running when the user clicks "Start Game" on the main menu. Labels & Control Flow — Ren'Py Documentation The following labels are used by Ren'Py: start By default, Ren'Py jumps to this label when the game starts. quit If it exists, this label is called in a new context when the user quits the game. after_load If it exists, this label is called when a game is loaded. It can be use to fix data when the game is updated.
Renpy Basics 5: Choices and Labels - VN Coder To create a non-linear story, we need to have branches. A branch is when a story splits into two or more possible routes that the player can follow. In the above image we start out at the main route of the game, then after some time the story splits into route 1 or route 2 based on some event, and the story continues on that root.
Renpy labels
Working with Ren’Py: Part 4: Menus, Labels, and Jumps Jul 1, 2018 · Label Code in the “script.rpy” file of a project in Ren’Py can be divided up into sections. These are called labels. After characters are created and other initialization tasks are complete, Ren’Py starts a project at the label start. In the “script.rpy” file of “The Question”, this is line 12.
Renpy labels. Working with Ren’Py: Part 4: Menus, Labels, and Jumps Jul 1, 2018 · Label Code in the “script.rpy” file of a project in Ren’Py can be divided up into sections. These are called labels. After characters are created and other initialization tasks are complete, Ren’Py starts a project at the label start. In the “script.rpy” file of “The Question”, this is line 12.
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