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Ask questions about one topic per thread, and use a descriptive subject. "NotImplemented error in script.rpy" is a good subject, "Tom's problems" is not. Remember to include all of traceback.txt or error.txt when reporting a problem, as well as the relevant lines of script. Use the [code] tag to format scripts.



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PostPosted: Thu Mar 01, 2012 6:55 pm 
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I have this one bg image in my game that shows up in one place, but the next time I type out "scene bg back pt1" it comes up as an "Undefined Image". I have it with the rest of the images, IE, image bg back pt1 = "back pt1.png". And it's in my "Game Directory" too. Has this happened to anyone else?

I am also using this* code before it and it even starts fading into the image and then stops with the "Undefined Image" screen.

If anyone could help me, it would be greatly appreciated.

*
init:
$ dissolve = Dissolve(0.5)

with None
scene bg black
with dissolve

init:
$ dissolve = Dissolve(0.5)

with None
scene bg back pt1
with dissolve


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PostPosted: Tue Mar 06, 2012 7:50 pm 
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It's been a while... This post is just to get this topic back on page 1. Because I would really like to know what is happening.

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PostPosted: Tue Mar 06, 2012 8:35 pm 
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Projects: Rogue Of Heart, Awakened With A Crimson Kiss
can you post your code? like, your init block and the label where everything's going wrong, preferably in a [ code ][ / code ] block, so that I can have a good look at what's happening?

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PostPosted: Tue Mar 06, 2012 10:08 pm 
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vociferocity wrote:
can you post your code? like, your init block and the label where everything's going wrong, preferably in a [ code ][ / code ] block, so that I can have a good look at what's happening?


Sure thing. This is how the par that is acting weird looks exactly, minus the "[ code ][ / code ]" things. The entire label is 547 words. Do you want that too?


[ code ]
y "Thank you."

init:
$ dissolve = Dissolve(0.5)

with None
scene bg back pt1
with dissolve

y "Guess who's back."

scene bg back pt5

ukc "What are you doing here?"
[ / code ]

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PostPosted: Tue Mar 06, 2012 10:26 pm 
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Remove the spaces inside the "[ code ][ / code ]" tags before posting. The purpose is having a block like this
Code:
where
  we
    can see your
  code
identation

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PostPosted: Tue Mar 06, 2012 10:51 pm 
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sciencewarrior wrote:
Remove the spaces inside the "[ code ][ / code ]" tags before posting. The purpose is having a block like this
Code:
where
  we
    can see your
  code
identation

Sorry about that. I'm new to forums. This is how it looks. I have been using this for all the indentation on this label. Just flat on the side of the script. I thought I'd have to go back over it, but it worked. The text and pictures before show up and everything. All that is happening is the picture doesn't show up.


Code:
y "Thank you."

init:
$ dissolve = Dissolve(0.5)

with None
scene bg back pt1
with dissolve

y "Guess who's back."

scene bg back pt5

ukc "What are you doing here?"

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PostPosted: Wed Mar 07, 2012 4:04 am 
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Code:
init:
    $ dissolve = Dissolve(0.5)

label start:
    # ....
    y "Thank you."

    scene bg back pt1
    with dissolve

    y "Guess who's back."

    scene bg back pt5

    ukc "What are you doing here?"



If you defined something in a init block, you don't need to insert the init block in the middle of label block to use them in your game.

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PostPosted: Wed Mar 07, 2012 7:52 pm 
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backansi wrote:
Code:
init:
    $ dissolve = Dissolve(0.5)

label start:
    # ....
    y "Thank you."

    scene bg back pt1
    with dissolve

    y "Guess who's back."

    scene bg back pt5

    ukc "What are you doing here?"



If you defined something in a init block, you don't need to insert the init block in the middle of label block to use them in your game.
Why is that? The first game I made I didn't do that. And what is the " # ...." for? Will that fix the image malfunction?
Should I also put the init before the label?

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PostPosted: Wed Mar 07, 2012 10:02 pm 
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Projects: Rogue Of Heart, Awakened With A Crimson Kiss
a "#" is a comment marking, in ren'py. you use them to comment out a line - if a line is commented out, it won't be read as a line of programming. it can either be at the start of a line (to comment out the whole line), or during it, to comment out whatever is after it so you can comment your code with it, eg:

Code:
# this is a comment
# ren'py won't think these lines are part of the script, they're just for me to look at! it's good to comment stuff
# so you can look at it later and remember exactly what everything means

#kitchen scene: this is the dramatic finale!!
label kitchen:
    scene whatever
    show loveinterest happy

    bf "I...I love you" #ugh! note to self, come up with better dialogue!!


so the "#..." in the code backansi posted is just a "...", like, "the rest of your script goes here", basically. and yeah, your init should go above the label. you could even put your initialisation stuff in another file, to keep everything all neat :)

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» Awakened With a Crimson Kiss «
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PostPosted: Wed Mar 07, 2012 10:12 pm 
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Joined: Thu Mar 01, 2012 2:44 am
Posts: 85
Location: Tennessee, US
Projects: The Gensoukyou Conspiracy (suspended), The Tribulation Of a Torn Anima (suspended), The Gensoukyou Project Funsized Edition
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vociferocity wrote:
a "#" is a comment marking, in ren'py. you use them to comment out a line - if a line is commented out, it won't be read as a line of programming. it can either be at the start of a line (to comment out the whole line), or during it, to comment out whatever is after it so you can comment your code with it, eg:

Code:
# this is a comment
# ren'py won't think these lines are part of the script, they're just for me to look at! it's good to comment stuff
# so you can look at it later and remember exactly what everything means

#kitchen scene: this is the dramatic finale!!
label kitchen:
    scene whatever
    show loveinterest happy

    bf "I...I love you" #ugh! note to self, come up with better dialogue!!


so the "#..." in the code backansi posted is just a "...", like, "the rest of your script goes here", basically. and yeah, your init should go above the label. you could even put your initialisation stuff in another file, to keep everything all neat :)

I like to have the pov make the choice then have the fade to show that the scene is changing into the future and just next scene, but as a time lapse. Won't putting it before the label fade before the choice is made? And what about that image issue? The fade works but after the fade thing finishes, it won't show up. It works in a previous part too! And I can't move on my checking or writing until I find out what's going on. :(

Thank you for all your help, everybody. :mrgreen:

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PostPosted: Sun Apr 01, 2012 2:32 am 
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I got it. I just used a similar background image. The other times in the code that scene bg worked, so I don't know. Thanks for all the suggestion.

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