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 Forum: Works in Progress   Topic: The Madness [Psychological Horror / Puzzle]

Posted: Sat Jun 15, 2013 2:01 pm 

Replies: 11
Views: 598


You can just keep trying at those puzzles – which means that they’ve now been designed to make them almost impossible to solve by dumb luck. Some puzzles will reset and re-randomize their solution if you fail them, so think before you act! this pleases me immensely. for the point-and-click interfac...

 Forum: Creator Discussion   Topic: Choices that do not matter

Posted: Mon Jun 03, 2013 12:13 pm 

Replies: 15
Views: 640


If the choices just change the next line of dialogue, then it's not really worthwhile, and players are going to feel like what they so doesn't matter. even so, I would think having some of the choices do this would be fine, as that gives off more the feel that it's hard to tell when choices matter,...

 Forum: Ren'Py Questions and Announcements   Topic: How to make a clickable inventory

Posted: Mon May 13, 2013 1:31 pm 

Replies: 19
Views: 404


ok nvm... it was showing the entire time, but the text was in white... the same color as the bg... so it was like invisible... It's a good idea to keep track of any colors, fonts, sizes, etc. yourself. if you're not sure how, it's on this page: http://www.renpy.org/doc/html/style.html#list-of-all-s...

 Forum: Ren'Py Questions and Announcements   Topic: How to make a clickable inventory

Posted: Sun May 05, 2013 10:28 pm 

Replies: 19
Views: 404


an imagemap takes fullscreen images and makes areas that may change when the mouse hovers over them and can be clicked. an imagebutton uses an image or images to create a single area of the screen that is clickable. while there was a game posted recently that used imagemaps to make an inventory, I'm...

 Forum: Ren'Py Questions and Announcements   Topic: Is it possible to make an internal clock in ren'py?

Posted: Sun May 05, 2013 7:59 pm 

Replies: 5
Views: 115


it is, though as far as I know, you'd have to use python's function for checking the current time. renpy has a function for checking how much time has passed, but it only counts the time that the game has been running. I didn't search for long, but I found this function that might be useful: http://...

 Forum: Ren'Py Questions and Announcements   Topic: How to make a clickable inventory

Posted: Sun May 05, 2013 7:48 pm 

Replies: 19
Views: 404


this topic has come up quite a lot, though the exact question tends to be different each time. if you have enough time to, you might benefit from searching "inventory". It really depends on what it is you need the inventory for though, as different types of mechanics can call for different...

 Forum: Ren'Py Cookbook   Topic: Drawing a flashlight with a creator-defined displayable

Posted: Sat May 04, 2013 5:20 pm 

Replies: 4
Views: 283


I'll go ahead and add that it should work fine with any of the normal renpy screen language stuff (based on the fact mine does). I didn't mention it on the thread I posted with something like this included., but the reason I embedded the flashlight into the other code is cause it wouldn't show up wh...

 Forum: Creator Discussion   Topic: "Press X to not Die"- Opinions on Quick Time Events

Posted: Tue Apr 30, 2013 10:56 pm 

Replies: 26
Views: 579


since so far the discussion has been on whether or not QTE's are a good idea, I thought I'd post a response to the other question in original post. Press X to not die screen. perfect for invoking the wrath of a certain game critic screen QTE: default needed_input = "x" default needed_input...

 Forum: Ren'Py Cookbook   Topic: custom mouse cursor code

 Post subject: custom mouse cursor code
Posted: Mon Apr 22, 2013 8:15 pm 

Replies: 0
Views: 230


just recently, I made a custom displayable that checks the current mouse position, then places an image there based on a supplied list. combined with setting the renpy mouse cursor to an empty image, this can be used to change the mouse cursor whenever you feel like it. to use the displayable either...

 Forum: Ren'Py Cookbook   Topic: Point and Click Sample Project

Posted: Mon Apr 22, 2013 7:51 pm 

Replies: 3
Views: 324


Quote:
In an actual game, would it be better to have exits in the graphic (such as the doors) just by themselves; or also have arrows that indicate movement?


depends on the game's atmosphere. in this case, either would work as long as the player doesn't have to search for them

 Forum: Completed Games   Topic: Moe Escape [Escape the room, Horror, Cuteness]

Posted: Sun Apr 21, 2013 6:52 pm 

Replies: 80
Views: 8459


If you know some other methods to make a game like this in Ren'py, could you point me in the direction of some tutorials? ummm... ... ... I do know other ways. I've done other ways. I'm just not sure how to explain said ways so that other people could understand, and as far as I can tell, the artic...

 Forum: Ren'Py Cookbook   Topic: Point and Click Sample Project

Posted: Sun Apr 21, 2013 5:46 pm 

Replies: 3
Views: 324


it's interesting that you posted this just as I was considering whether to post code for changing the mouse cursor at any time (which I just got working a couple days ago). a few criticisms: --it'd be better to put the text describing the objects at the bottom or top of the screen so that it doesn't...

 Forum: Completed Games   Topic: Moe Escape [Escape the room, Horror, Cuteness]

Posted: Tue Apr 16, 2013 4:47 pm 

Replies: 80
Views: 8459


@pwisaguacate: I'll put into context. when I obtained the rock, the first idea that came to mind was that fabienne could smash the grating on the pipe. I equipped the rock, then clicked on the pipe, but all she did was look at the pipe. Then I tried dragging the rock, since that is a common way to u...

 Forum: Completed Games   Topic: Moe Escape [Escape the room, Horror, Cuteness]

Posted: Sun Apr 14, 2013 9:21 pm 

Replies: 80
Views: 8459


interesting game. I think it would have been nice to have a separate way of telling her to use an item. that way it's easier to tell when something didn't work.

if you make another game like this, I would advise against imagemaps if possible, as they're not very dynamic or efficient.

 Forum: Development of Ren'Py   Topic: joystick.py not working

 Post subject: Re: joystick.py not working
Posted: Sun Apr 14, 2013 5:21 pm 

Replies: 2
Views: 116


look at the traceback a bit closer. that line is from the renpygame code, not mine. also, I used the import method shown on the renpygame page in the wiki, which allows the code to refer to renpygame modules as pygame modules. I've only been doing so to avoid typing as much, but I don't think it wou...
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