Search found 3655 matches
- Tue Aug 18, 2020 12:00 am
- Forum: Ren'Py Cookbook
- Topic: Tutorial & Code: Analog/Digital Clock as User Defined Displa
- Replies: 26
- Views: 31951
Re: Tutorial & Code: Analog/Digital Clock as User Defined Displa
I can't write a function for you if I don't know exactly what it is doing. After a certain amount of time it moves to another label. How much time? Does it jump to a label after 6 hours, or does it jump to a label at 2 o'clock? 2 o'clock am or pm? Does this happen only once? Or does it happen multip...
- Mon Aug 17, 2020 11:01 pm
- Forum: Ren'Py Questions and Announcements
- Topic: "Affection points" variable help
- Replies: 4
- Views: 2331
Re: "Affection points" variable help
Hi, I'm doing a test and trying to make it so if you pick a certain option in a menu , you will gain an "affection_point" for each answer in the character's favour. I defined the variable at the beginning to "define affection_points = 0" and this is my first menu that comes up: ...
- Sun Aug 02, 2020 12:27 pm
- Forum: Ren'Py Questions and Announcements
- Topic: pausing dialogue while "about" screen is open
- Replies: 3
- Views: 1556
Re: pausing dialogue while "about" screen is open
Either set the modal to true, or call the screen rather than show the screen.
- Sun Aug 02, 2020 12:21 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Text bleeps callback won't stop in menus [SOLVED!]
- Replies: 22
- Views: 6689
Re: Text bleeps callback won't stop in menus [SOLVED!]
The second sound is very unpleasant. I’d never use it in an actual game. That is just for testing purposes. Also, that code doesn’t implement the menu fix because Mikasa didn’t quote my post dealing with muting the bleeps, just the post having different bleeps. The solution I posted earlier (adding ...
- Sat Aug 01, 2020 2:23 am
- Forum: Ren'Py Questions and Announcements
- Topic: Text bleeps callback won't stop in menus [SOLVED!]
- Replies: 22
- Views: 6689
Re: Text bleeps callback won't stop in menus [SOLVED!]
I noticed a typo in that code that could have caused that problem. When I was defining dan, the last bit says: ch_char=2, but that should be cb_char=2 The "cb" stands for callback. Anyhow, I just remade the project and tested it, it work. I'll post the code and also a zip of the project it...
- Wed Jul 29, 2020 1:43 am
- Forum: Ren'Py Cookbook
- Topic: Tutorial & Code: Analog/Digital Clock as User Defined Displa
- Replies: 26
- Views: 31951
Re: Tutorial & Code: Analog/Digital Clock as User Defined Displa
Is it possible to create a code that will trigger an action at a certain time in Your clock? My goal is for the code to end the day, in my game, at a certain time. Certainly. But a lot of it depends on what you are doing in your game and how you are using the clock. Are you doing a real time clock?...
- Thu Jun 18, 2020 12:57 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Creating a 'smart' Inventory by comparing lists (using Python) ...
- Replies: 3
- Views: 1561
Re: Creating a 'smart' Inventory by comparing lists (using Python) ...
You might want to look into Layered images, because layered images are set up with tags and swap layers out. It is newer than Dynamic Displayables and might be useful. I don't have time to make the code for you (I'm moving soon)...but I'd encourage you to just check out the docs I link below, make a...
- Wed Jun 17, 2020 4:04 pm
- Forum: Ren'Py Questions and Announcements
- Topic: What's wrong with my python loop?
- Replies: 5
- Views: 1575
Re: What's wrong with my python loop?
For loops are totally fine in screens and used all the time...I'm just not certain about while loops considering screens refresh regularly.
- Wed Jun 17, 2020 3:38 am
- Forum: Ren'Py Questions and Announcements
- Topic: Textbutton Image?
- Replies: 7
- Views: 2570
Re: Textbutton Image?
Thanks trooper6 So, is it the only way? I mean I'll need too many screens Could you give more information about what the actual use case is? Because there may be more efficient ways to do what you want. Also you can pass a variable to a screen, for example, you could pass an image to that screen. S...
- Tue Jun 16, 2020 11:58 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Textbutton Image?
- Replies: 7
- Views: 2570
Re: Textbutton Image?
Create a screen that has the image on it. Have the button show the screen.
- Wed Jun 10, 2020 2:45 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Is this possible?
- Replies: 10
- Views: 2129
Re: Is this possible?
I don't think they'd need to know javascript, but python will definitely be a thing. Probably a User Defined Displayable.
- Sat Jun 06, 2020 3:12 am
- Forum: Ren'Py Cookbook
- Topic: Imagebutton GUI Framework [GxImagebuttons]
- Replies: 105
- Views: 91794
Re: Imagebutton GUI Framework [GxImagebuttons]
Thanks for the kind words!
- Wed May 20, 2020 5:27 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Imagebutton action
- Replies: 14
- Views: 3404
Re: Imagebutton action
Variables should not be defined this way. This will cause problems with save and rollback.isobellesophia wrote: ↑Wed May 20, 2020 8:49 am I think you need to define first.
Code: Select all
$ thevariable = "hello"
Variables should be defined:
Code: Select all
default thevariable = "hello"
- Fri May 15, 2020 11:55 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] marking previously made choices - but not persistent
- Replies: 7
- Views: 1797
Re: marking previously made choices - but not persistent
How exactly are you coding this?
Also is your concern the variable being saved within a game (normal behavior) or carrying over into a new game (persistent behavior)?
Variables are not persistent by default. You have to define them that way. So...could you share some of your actual code?
Also is your concern the variable being saved within a game (normal behavior) or carrying over into a new game (persistent behavior)?
Variables are not persistent by default. You have to define them that way. So...could you share some of your actual code?
- Fri May 15, 2020 1:54 am
- Forum: Ren'Py Questions and Announcements
- Topic: Character understanding
- Replies: 3
- Views: 1483
Re: Character understanding
Also you shouldn't name different things the same.
So you should not have a character named e and a sprite named e. That will lead to problems.
So if your character is called e, then name your sprite eileen, or whatever.
So you should not have a character named e and a sprite named e. That will lead to problems.
So if your character is called e, then name your sprite eileen, or whatever.