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Edit Game Configuration

MahiruAbout 2 min

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).

ParameterDescription
Game_nameGame name
Game_keyGame identification code, 6-10 characters in length, do not repeat with other games
Title_imgTitle picture, put it in the background folder
Title_bgmTitle background music, put it in the bgm folder
Game_LogoGame Logo, multiple can be displayed, separated by |
Enable_AppreciationWhether to enable the Appreciation feature, including CG and background music appreciation.
Enable_ContinueWhether to show the Continue button on the title screen, set to true or false. Defaults to true
Enable_flowchartWhether to enable the flowchart, set to true or false. Defaults to false
Flowchart_Locked_Node_VisibilityHow locked nodes are displayed in the flowchart: node, all, or none. Defaults to node. See Flowchart
Default_LanguageDefault language, can be set to 'zh_CN', 'zh_TW', 'en', 'ja', 'fr', 'de', 'pt_BR', 'ko'
Show_panicWhether to enable the panic button feature, set to true or false
Legacy_Expression_Blend_ModeWhether to enable legacy expression blend mode for Live2D, set to true or false
Max_lineMaximum number of displayed lines in the text box
Line_heightLine height of the text box (unit: em)
Steam_AppIDSteam App ID, used to initialize Steam integration. Only effective in Electron builds
Cubism_Memory_Reserved_Size_MBMemory 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:

ValueLanguage
0Simplified Chinese
1English
2Japanese
3French
4German
5Traditional Chinese
6Brazilian Portuguese
7Korean

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.