Search found 99 matches
- Wed Dec 12, 2018 4:58 pm
- Forum: Ideas
- Topic: Towards Tomorrow [Slice of Life?] (Feedback Appreciated)
- Replies: 4
- Views: 1328
Re: Towards Tomorrow [Slice of Life?] (Feedback Appreciated)
Hey, that's a pretty nice setting, I like the idea of the Protagonist actually knowing he's at the mercy of the Player and (for what I infer) not caring that much as there is so much stuff happening around him. I keep imagining him talking back to the player when they make a choice the protagonist w...
- Wed Dec 12, 2018 4:30 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]variables getting changed when they should not be
- Replies: 2
- Views: 485
Re: variables getting changed when they should not be
I can't seem to find any problem in the code you've posted here, at least testing it in a brand new project with some quickly-typed labels to test out. My only guess is that fte_cnt is not being set properly somewhere, as it is the variable that you use to determine wich event to call. If you want I...
- Wed Dec 12, 2018 2:32 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved]Different images, same variable?
- Replies: 7
- Views: 908
- Wed Dec 12, 2018 11:01 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]Need help on improving my code with Players and Skills
- Replies: 11
- Views: 1394
Re: Need help on improving my code with Players and Skills
Could you clarify why do you need to have your Skill class inherit from Player? I think you can just make them independent, and, for example, add each player's skills as a parameter, maybe a list or a dictionary. Here's what I mean: init python: class Player(object): def __init__(self,name="NoN...
- Thu Dec 06, 2018 1:34 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How would i make an image shake when hovered in a screen?
- Replies: 2
- Views: 365
Re: How would i make an image shake when hovered in a screen?
Use 'on hover' statement with ATL. I haven't seen exactly how it is in the game you mention, but this is an example: transform shake_twice: on hover: linear .02 xoffset 10 linear .02 xoffset 0 linear .02 xoffset -10 linear .02 xoffset 0 repeat 2 Then in your screen: add 'shaking_image' at shake_twice
- Thu Dec 06, 2018 1:18 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Cycling Menu Issues
- Replies: 2
- Views: 547
Re: Cycling Menu Issues
1. The first bullet doesn't show up one of the hotspots are pressed. I don't understand what this means, but I guess it's when you press the buttons, it skips the first and last bullets depending on wich direction you go. That's because you need to check for the max and min values plus 1 (I include...
- Mon Nov 26, 2018 9:43 am
- Forum: Ren'Py Questions and Announcements
- Topic: How Do I Go About Randomly Generating Different Characters?
- Replies: 3
- Views: 863
Re: How Do I Go About Randomly Generating Different Characters?
My take on this is to use a list, as in a python list. You would need some kind of function to generate new characters, I'll guess you want each of them to have their own characteristics, so objects are probably a good idea. Something like this: default m_names = ["Alan", "Bruce"...
- Thu Nov 22, 2018 2:31 pm
- Forum: Anime, Games, and Japan
- Topic: Last game you played?
- Replies: 380
- Views: 109833
Re: Last game you played?
I had a sudden idea this weekend. It was about a game I played about two years ago and never got to finish, Analogue: A Hate Story by Christine Love. I suddenly rembered it by chance, remembered how deeply it left an impact in my heart, it opened my idiot teenager's eyes into things I never even con...
- Fri Nov 16, 2018 10:36 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Adding Player Choices to History Screen
- Replies: 2
- Views: 494
Re: Adding Player Choices to History Screen
You could just add a dialogue statement after each choice. menu: "Hello World!": e "Hello World!" "Dancing is great!": e "Dancing is great!" It looks repetitive, but other ways are likely to be more convoluted, you'd have to maybe for example modify choice scr...
- Tue Nov 13, 2018 1:34 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Ren'Py 7.1.2 Prereleased
- Replies: 8
- Views: 2409
Re: Ren'Py 7.1.2 Prereleased
Transforms that are used once in a screen can now be defined inline. It is now possible to set variables inside a used screen This is amazing!!!! You have no idea how much I've wished for this features to exist, one of the very few things I found tedious while writing screens was the need to create...
- Fri Nov 02, 2018 8:34 am
- Forum: Ren'Py Questions and Announcements
- Topic: Simple battle system and item drops
- Replies: 3
- Views: 756
Re: Simple battle system and item drops
Is it okay to use and start off with this code and further customize it for my game? Yes, of course, I tried to make it as simple and straightforward as possible, but it will be helpful if you also understand the python behind it, so if you have any questions feel free to ask around or search the d...
- Thu Nov 01, 2018 1:54 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Simple battle system and item drops
- Replies: 3
- Views: 756
Re: Simple battle system and item drops
I just made a really simple battle system, it's pretty basic but it hopefully gives you a start: default hero_hp = 100 default enemy_hp = 100 default damage = 0 default player_turn = False default enemy_turn = False screen battle_hud(): frame: xalign .2 yalign .7 if hero_hp > 0: text "Hero HP:[...
- Thu Nov 01, 2018 1:02 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Map location having different labels based on what the user has completed
- Replies: 4
- Views: 735
Re: Map location having different labels based on what the user has completed
A bit of advice regarding Meg's recommendation, while persistent is a valid option, as the name implies, it persists between all saves. This means that if for example the player or someone else starts the game again from the beginning in a different save file, when they reach this point, the variabl...
- Thu Nov 01, 2018 12:51 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Map location having different labels based on what the user has completed
- Replies: 4
- Views: 735
Re: Map location having different labels based on what the user has completed
The most up to date source for Ren'Py that I know of, apart from this forum, is RenPy's own documentation . There is a section regarding what you probably need for this problem, wich is the use of variables and if statements, here . Maybe something like this: default event1_seen = False label area1:...
- Wed Oct 31, 2018 12:48 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Two objects work together with animations?
- Replies: 3
- Views: 358
Re: Two objects work together with animations?
You may want to look into layered images. There's a detailed tutorial here.