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Survey Responses

🕑 Added 2016-03-17 03:04:33 +0000 UTC

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Oni

Well what I mean is, if they want to, say, add a new scene to the game, like some interaction, they could just write it in its own file, with comments like "#this is a variable that controls how much she likes cheese" or "#call this label from the chat menu," things like that. And then I could pop through and cut/paste the bits where they would need to go to fit into the main code. Or they could do things like "# I copied this from the Location menu and changed it, if you like it, just replace the old one." Yeah, bit control freaky on my part, but I don't want to give my blessing to something that might cause more bugs because I don't understand how it interacts with things. If there's a bug, I want it to be my fault. ;) Of course, now you can declare and initialize variables anywhere in the code by using "default VariableName = "default value", so you could put a fully formed scenario into a new file, so long as it didn't conflict with anything, and all it would need is for me to put a call to that label someplace.

Dinker

Well if they wanted to use it in the game they'd have to declare variables and call it from the game's base files at least :P

Oni

If someone wanted to mod something through me I would prefer they just put all their stuff into it's own uniquely named file, commented so I could understand what they intend it to do, and then I'd put it where it needs to go. If they actually changed things in my existing code I would have to spend a lot of time figuring out what was different. ;) I tend to move stuff around anyways, like you may notice that the ends of various files are filled with junk code that doesn't really fit the theme of that file, it's because I was working on something and needed some place to put it, but eventually I'd move it someplace that made more sense. :p

Dinker

Literally

Dinker

Yeah, literally you get all of the files uncompiled. Archive.rpa is literally a big, weirdly formatted kind of zip file. (Hint for fans, early Kitty work is in there! It's really not that attractive yet.) :P And if someone wanted to add on to the project they could just modify Rogue_Chat.rpy (for example) and just send you that file. If it works outside of the archive.rpa it should work inside it (AFAIK, warning, I've never tried to recompile a Ren'Py game with modded files. But if it doesn't work that way it would be DUMB.)

Oni

Hey, when you hack into one of those things, does it include commenting? Because I try to comment things really well, and even I wouldn't know what the hell I was doing if I were trying to mess with an uncommented version of the code. ;) And again, if you want to mod, just key me into the process, I'll try to make it simple to do if it would benefit the game. Anything I don't have to code is time saved on my end. ;)

Dinker

Also, as a note... any time Oni updates and redistributes the game it makes all mods built on older files that have been modified obsolete until the mod author updates the files to include the new information and patches. So if I ever do get the modding itch it'll wait to be scratched until after the game is complete.

Dinker

Just to toss in two cents, for those that are curious... all the files for the game are stored in archive.rpa. Anyone that gets an RPA extractor can pulls these out and take a peek at them. Game code and data is stored in simple text coding files. If you are interested in modding the game, altering one of these files and then dropping it in the same directory as the archive.rpa will extract it. (Though the game might glitch on the first playthrough as it generates the necessary files to incorporate it into the build, afterwards it'll work.) That said Oni has produced some really elegant and complicated code for a lot of stuff. Seriously. I'm one of those goons that plays with Witch Trainer, and I've nearly built a normal patch without updates just to fix game logic problems and typos... and Rogue-Like is five times as complicated on the backend. (Well not that it's needlessly complicated, but the way it's built is actually more... programmy.) So yeah, boom, you can do it. I was gonna do it before Oni put the pathing thing into the last build, just to show off what it would look like to Oni, but (s)he(?) beat me to it, so there you go!


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