Posts Tagged ‘Ren’Py’

The Seed of Love Postjam version!

Posted by (twitter: @fullmontis)
Thursday, December 17th, 2015 3:10 pm

I am happy to say that the postjam version of my Jam visual novel, The Seed of Love, is now out on!

Main addition is music, more images, unlockable endings and additional features.

Hope you will give it a try.

The Seed of Love on

You can find the game page here if you want to rate it!


The Seed of Love

Posted by (twitter: @fullmontis)
Tuesday, December 15th, 2015 7:20 am

After a programmer’s hour at 3 AM in the morning full of adrenaline and tiredness, I was able to submit The Seed of Love, my Jam entry for LD #34.

The Seed of Love

Now, after 4 hours of sleep, I can think straight enough to fix a couple of bugs that I left in the build and make a post annouincing the game!

The game is a Ren’Py visual novel. The structure is very simple: just read the story, make choices and see which ending you get. I tried to make a story worth reading. I like it, and I hope you like it too.

Hope you will give it a try.

I wanted to thank everyone for the wonderful time this weekend. Despite the tiredness, LD is always a momnet of joy. I am really curious to try out your games now :)


Yay, some progress!

Posted by (twitter: @moonlightbomber)
Saturday, December 6th, 2014 4:33 am

After some hours of searching for a way to create a one-screen visual novel with Ren’Py, I’ve finally found a way. Here are the steps to do this.

1. In script.rpy, implement full NVL mode. And then, add the following to the very end of the file:

label main_menu:
$_main_menu_screen = None
$_game_menu_screen = None

2. In options.rpy, add the following to the very end of the file (below “More customizations can go here.”):

config.quit_action = Quit(confirm=False)

3. In screens.rpy, search for the “Nvl” section and delete the “use quick_menu” line.

Voila! One-screen visual novel ready! Just add the background and music of your choice.

Now, the hard part is writing the story which will become the basis for my entry. To my fellow Filipino LD participants, Typhoon Hagupit/Ruby is coming, so stay safe.

I know the preferred plan of action, but…

Posted by (twitter: @moonlightbomber)
Friday, December 5th, 2014 8:11 pm

Based on the theme, I’m dead set on making my visual novel fit into one huge 1366 x 768 screen. The implementation will invoke the appearance of classic text-based adventure games such as Zork. Than means, in Ren’Py, there will be no title screen, no save/load menu, and no options menu. Problem is, I’m still searching for a way to do that.


Posted by
Sunday, August 24th, 2014 5:48 pm

So very, very lovely.

This. Or the equivalent of this (in Unity I expect there is a button that says ‘Magic’ and your game is suddenly on-line). How awesome is it to watch this last build of your project? After 48 hours of intense creativity, there it is!

Just thought I’d share the feeling. :)

Background information

Posted by
Sunday, August 24th, 2014 8:10 am

I created the fictional /r/mars to present the player with some background information what is happening with the trouble between the United States of Mars and the Earth Union while the hero tries to overcome a six-month time lag in between writing letters to his girlfriend. I had way, way too much fun with this :).


Part 1 – Things are starting to heat up


Part 2 – Independence Day! Someone call Will Smith!


Part 3 – Poor Martians, they tried so hard…

The layout is kinda sucky, but it gets the idea communicated. I hope. I think :). We’ll see!

EDIT: /r/mars exists, I am too much a of a noob/was so tired I didn’t look it up properly and I am now calling these screens an homage! All hail /r/mars! :)

Starting screen

Posted by
Sunday, August 24th, 2014 3:40 am




Got my starting screen. This always makes me happy :). Yay for crappy Paint.Net skills!

A Breath of Fresh Air

Posted by (twitter: @!/TKia_)
Sunday, August 24th, 2014 3:29 am

Well, after a wild, wild ordeal, it looks like I’ve finally finished my game. Essentially.

And, by essentially, I mean, I would be OK with submitting it as it is, but I would definitely like to add more. For example, having images would be nice.

My game, which I’ve made with Ren’Py, is a short, story-driven visual novel, with only one choice in it. So, really, calling it a “game” per se might be considered just the slightest bit of a stretch by some people, but, uh…

I’m going to ignore those people.

Right now, though, the VN is all just completely text. I haven’t had the time to begin on any art yet. So, forget the whether-or-not-it’s-a-game debate, because we need to clear the floor for whether-or-not-it’s-even-a-visual-novel debate. Spoilers, it probably isn’t. Maybe I should just call it a text-based game or a text adventure or something, if I can’t free up any time tomorrow to do some art before submitting.


Ah, well, I digress. This is my very second Dare, and I’ve had just amazing amounts of fun working on this little project as I watched thousands of other creative people across the globe work on theirs. May the best games win!

Dutch dinner update

Posted by
Saturday, August 23rd, 2014 10:00 am

Beer and Carbs


Beer and carbs, it’s what’s for dinner!

So far so good, pretty pleased with limiting myself to realistic ideas and game mechanics. Feeling a little worried about the actual ‘fun’ presented in the game, but we’ll just have to see!

Dev on!


Writing letters to your loved one on Mars.

Posted by
Saturday, August 23rd, 2014 7:37 am

So, got some progress. My letter-writing simulator is moving along slowly but surely. In this game, the hero desperately tries to keep his girlfriend who immigrated to Mars. In the background there’s an independence war, a lonely Christmas and a douchebag called Ron.

The letter-writing interface:


Awake, coffeed up and already too many ideas

Posted by
Saturday, August 23rd, 2014 1:40 am

Woke up over here in Holland, drove over to my buddy Jorror and brought some breakfast. I am so in!

Love the theme (all the themes, really!) this time around and got rather inspired. Worked out several theme ideas and tried writing them down and now I have to decide!

Here’s how I organize my thoughts.

Don't want to think what it looks like when it's unorganized.


Right, back to work!

Oh, I’ll be working with Ren’py,, FL Studio, Inkscape, Notepad and the camera on my new S4.

I hope everyone has a great time and enjoys the thrills of Ludum Dare!



The Day After announce

Posted by
Sunday, April 27th, 2014 2:11 pm

Four hours till compo ends, so i guess it’s time to at least make announce and a summary. Spent the whole first day on writing and a bit of sketching. Today made a script, art and of course, more writing. It’s been fun, even though obviously not enough time for all planned writing and proper art 😀 And definitely not enough time to think about interesting blog posts :_:

The game is considered ready, but i’ll spend left time for polishing. Maybe add more art.

I won’t publish game yet, but here’s a screenshot:



Yeah, well, that’s just a cover. I don’t want to scare you by in-game art yet ^_^. And yeah, it’s Ren’Py based visual novel.

And now i’ll get back to polishing. See you in a few hours!


Posted by
Sunday, December 15th, 2013 10:15 am

No time for a big update, so just a screenshot!

The dreaded Imperial Penguin Guards!

One shot

Posted by
Saturday, December 14th, 2013 9:58 am

Right, progress to report! I am pleased.

The game is pretty much about a Space Assassin sent to end the war for the greater glory of Empire Earth. You only get to bring one piece of kit with you, though. Will it be a knife, or a stealth cloak? Or maybe you’d prefer a pack of cigarettes?

So far I have the introduction, the main planning screen, an inventory system, stats as well as imagemaps generated from dictionaries.

I am very pleased with Ren’pys screen language. It is awesome.

Right. New attempt at posting screenshots:

Title screen


You only get one

Main planning screen



2 hours in – design step finished

Posted by
Saturday, December 14th, 2013 4:09 am

Two hours in and I haven’t touched started Ren’Py yet. This is a good thing, I think. I’ve planned things out, how I want them to work. Assigned priority to the different things I want to do. Still not feeling a 100% in control, but I will quote Mario Andretti on this one:

If you’re feeling in control, you’re not going fast enough.

The game is pretty much going to be set in a GrimDark future where the player is an assassin dropped deep behind enemy lines, sent to take out the most vital part of the enemy’s command structure: the Emperor General. The catch? It’s so hard to get behind enemy lines, you only get one piece of equipment to bring with you. The rest you will have to acquire on site.

I will leave you with a screenshot of my beautiful Trello board and a youtube link to the music that’s helping me create.





In in in!

Posted by (twitter: @fullmontis)
Monday, December 9th, 2013 2:40 am

Of course, I couldn’t pass this opportunity. Ludum Dare is here again and my hands are itchy for some sloppy programming! This is my 3rd time in the compo and it’s getting better each time! Hopefully this time around I’ll be able to get some decent sleep inbetween some maniacal programming sessions.

I did a warmup game to see if my brain is still working. It seems so, because I was able to complete it in less than 5 hours. If you are a fan of mysteries it is up your league, check it out here: The Box.

Let’s see the tools that I will be using this time around:

  • Engine: No idea, it really depends on the theme that will be chosen and my inspiration on saturday. It’s a fight between Ren’Py, Game Maker studio and love2d. I’m even thinking about making something with HTML5, but it really depends if I have time to study something this week.
  • Graphics: My hand 😀 I just suck at drawing with a mouse. And Paint.NET probably.
  • Sounds/Music: bfxr for generating sounds, REAPER and the awesome synth1 for making music.
  • Editor: Vim

Ok, that’s all for now. See you!

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