![]() The cookie is used to store the user consent for the cookies in the category "Analytics". This cookie is set by GDPR Cookie Consent plugin. These cookies ensure basic functionalities and security features of the website, anonymously. Never mind the average player.Necessary cookies are absolutely essential for the website to function properly. ![]() I question whether more than a few people know what it does, even among developers who've been working on the engine a while. It does have some situational use, but you'd never know from its interface. Everything else in the preferences menu serves this purpose well, except for this one. The concept that you can be just a writer and write your script and add a few images and songs and export your game, and it will be modern and fully featured and work for everyone.Īnd to this purpose the engine should have all the common options you expect a visual novel to have, and have them all be clear and concise. The benefit of renpy is almost every feature is customisable, it's up to individual developers to transform the engine into whatever game and goals they desire.Īn even bigger goal of Renpy is that you shouldn't need to know how to code or mess with anything to make your game. The default creation doesn't need editing as anyone who has used the rollback side understands what it means. If you find the default options not ideal, then go into the preferences screen and modify the text yourself? ![]() It's an option that I imagine everyone ignores because they have no clue what it does, and even if they did, I don't see why anyone would use it. Ideally this option wouldn't show up at all on desktop releases, in my opinion, unless otherwise set by the developer. As it is "Rollback: left | right | disabled" are totally cryptic. Or have tooltips built into the default UI to explain what it does (though are those a thing in mobile?). I could see these possibly being useful for mobile, as it's a better interface than hitting tiny buttons, but I think it should still need better naming to explain what it does if so. The added options in the preferences just seem to take up space, being both unintelligible and seemingly useless. Isn't this alone already the most clear and complete implementation of the tool? And it's also bound to scroll up as another relatively intuitive backup. Rollback is already part of the quickmenu UI through the "Back" button. And the option for it to be on the right makes it even harder to conceptualize cause why would anyone want it to be on the right? Is this meant for Japanese players who are used to reading right to left? Usually the left is associated with going back, not the right. The idea of clicking on the left half of the screen to go back in the script feels very unintuitive for a game interface on a desktop computer. I can't imagine the average player will know either. ![]() I've been working with renpy and entrenched in visual novels for the better part of a decade, and I still never have a clue what rollback left, right, or disabled do. I wanted to bring up an issue I've had for a long time with one of the default naming conventions in the preferences menu - the rollback system.
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