Edit Game Configuration
Edit Game Configuration
Under the game folder, there is a file named config.txt, you can fill in the relevant information of your game in this file (you can edit it directly using a graphical editor).
| Parameter | Description |
|---|---|
| Game_name | Game name |
| Game_key | Game identification code, 6-10 characters in length, do not repeat with other games |
| Title_img | Title picture, put it in the background folder |
| Title_bgm | Title background music, put it in the bgm folder |
| Game_Logo | Game Logo, multiple can be displayed, separated by | |
| Enable_Appreciation | Whether to enable the Appreciation feature, including CG and background music appreciation. |
| Enable_Continue | Whether to show the Continue button on the title screen, set to true or false. Defaults to true |
| Enable_flowchart | Whether to enable the flowchart, set to true or false. Defaults to false |
| Flowchart_Locked_Node_Visibility | How locked nodes are displayed in the flowchart: node, all, or none. Defaults to node. See Flowchart |
| Default_Language | Default language, can be set to 'zh_CN', 'zh_TW', 'en', 'ja', 'fr', 'de', 'pt_BR', 'ko' |
| Show_panic | Whether to enable the panic button feature, set to true or false |
| Legacy_Expression_Blend_Mode | Whether to enable legacy expression blend mode for Live2D, set to true or false |
| Max_line | Maximum number of displayed lines in the text box |
| Line_height | Line height of the text box (unit: em) |
| Steam_AppID | Steam App ID, used to initialize Steam integration. Only effective in Electron builds |
| Cubism_Memory_Reserved_Size_MB | Memory reserved for Live2D (Cubism), in MB. Must be 10 or greater. Defaults to 32 |
The following is a sample configuration file:
Game_name:WebGAL;
Game_key:0f33fdGr;
Title_img:Title.png;
Title_bgm:夏影.mp3;
Game_Logo:WebGalEnter.png|bg.png;
Enable_Appreciation:true;
Switching Languages
Default_Language only sets the default interface language when the player launches the game for the first time. Players can still switch languages later in Menu -> Options -> System -> Language, and the selected language will be saved locally and reused on the next launch.
If you also prepare multiple script languages, read the current interface language in your script and jump to the corresponding scene file. You can use the internal variable $userData.optionData.language:
setVar:lang=($userData.optionData.language);
changeScene:start_zh.txt -when=lang==0;
changeScene:start_en.txt -when=lang==1;
changeScene:start_ja.txt -when=lang==2;
The numeric values map to languages as follows:
| Value | Language |
|---|---|
| 0 | Simplified Chinese |
| 1 | English |
| 2 | Japanese |
| 3 | French |
| 4 | German |
| 5 | Traditional Chinese |
| 6 | Brazilian Portuguese |
| 7 | Korean |
Tips
Changing the language from the menu only changes the engine UI language. If you want the game script itself to switch too, branch to different scene files in your script as shown above.
Live2D Memory Reservation
Live2D figures use a block of memory allocated in advance. When many Live2D figures are on screen and their usage exceeds this block, figures that are already displayed may stop updating.
In that case, increase the reserved memory with Cubism_Memory_Reserved_Size_MB, for example:
Cubism_Memory_Reserved_Size_MB:64;
The value must be 10 or greater. Values below 10 have no effect.
The default of 32 MB is usually enough for normal performances. If figures stop updating, try 64 and then 128 until the problem goes away. Reserving more memory also increases the game's memory usage, so do not raise it more than needed.