Next, we define a separate rpa file for everything related to nudity (the sprites, the CGs, and the ndpatch.rpy file itself). # Update expectedndpatchversion in options.rpy # Align the game with the patch version where necessary We also include some additional constants, for use later. Because of the way my sprites work, the only other thing I need in here is the CG definitions*. We start by defining a new rpy file ndpatch.rpy to hold the aspects that require and control patching. In my case, I have both nude sprites and nudity in my CGs, located in /images/chnew and /images/cg, as well as LayeredImage declarations for my CGs. I’m not sure how other people do it, but my goal was to make it as simple as possible for users (one file to replace) but also give myself a lot of control over changes.Īs always, I don’t pretend that this is the right or best way to do things… only that it works for me.įirst off, you have to identify what file(s) and game declarations have nudity or will be affected by censoring. One of the things I’ve been more aware of recently is nudity in games, and particularly how that plays (or doesn’t play) with payment processors.Ī lot of games, to stay on the safe side, have released their games in a “censored” mode and then released patches to re-enable nudity. Posted by admin JanuJanuPosted in Main, YAGS Tags: renpy, yags Leave a comment on Android Builds with RenPy Codes: Censoring Nudity (the YAGS way) You should case all of your multi-persistence (including initializing the variable) with if not renpy.mobile: checks. That should be enough to successfully build an apk, which you can then distribute!Īlso worth noting: Multi-game persistence does not work with mobile builds. You’ll also probably want your foreground image to be larger than the “minimum safe” size of 132×132 px. (This is the same directory where your icon.ico and icon.icns files go.) The official documentation is pretty good about information on this, but note that the files should go in your base directory, not under /game. Edit these settings to match the values entered during keystore generation (alias, keystore and key passwords, and keystore location).įinally, create images for the icons and presplash screen. Navigate to renpy-7.x.x-sdk/rapt/project and open local.properties in a text editor. Next, you’ll want to update your rapt settings. (Alternately, you can use this tool, as recommended by Rob, do to keystore generation visually.) keystore file in your user directory (i.e. “bobcgames”) as the organization unit and organization. You should set a keystore password, enter your name (i.e. This will prompt you for various values involved in generation. Before you do this, you may want to create and configure your own keystore and create custom icons (with thanks to Rob Colton for help with the keystore).įirst, if you don’t want to use the keystore that RenPy creates for you, you can create your own with keytool: C:\Users\Bob> cd "C:\Program Files\Java\jdk1.8.0_191\bin"Ĭ:\Program Files\Java\jdk1.8.0_191\bin> keytool -genkey -v -alias yourkeystorealias -keyalg RSA -keysize 2048 -validity 10000 Once you’re happy with your game, it’s time to build a package. In particular, note that the variant "touch" and variant "small" directives can be useful to update your screens, and that gui.rpy has several mobile-specific style overrides (such as font sizes) at the bottom of the file. You may need to make some tweaks, especially if you’ve done extensive GUI customization for the standard desktop form factor. If this is your first android build, it’ll download and install a bunch of tools and prompt you to install the Java JDK, if you haven’t already.Īfter all of that’s done, you can test your game by launching it (from that same "Android" link > Emulation > Phone (or Tablet)). Start by opening RenPy and clicking the “Android” link for your game. The RenPy documentation is pretty good, except if you want to have your own keystore for signing. I spent most of today trying to figure out how to generate an Android build of YAGS.
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