And what I am telling you is that you can do any behavior you like in Ren'Py:firecat wrote:The idea of rpg homebrew was to give the developer options as to how they wanted to present the battle. if they desire to not have the gui for any reason then it is ok by me. This bug that im calling it, has ruin that central idea of adding new ways to use it. Yes still works as basic battle but can't do much after it, heck i dont know how much more broken i has become, the imagemap might not work anymore.
- Have a large gui that remains shown on attacks as in the old game.
- Have a small gui that remains shown on attacks as in the upcoming remake.
- Have a large or small or both variants of the gui disappear on attacks.
- Have a large or small or both variants of the gui disappear or stay shown during any kind of action including the attacks (depending on type of the attack).
You have all the options as a developer! If you need help with some specific case, post the related code setup. What you described as a bug:
Code: Select all
golf = "golf.jpg"
renpy.show("golf")
renpy.hide("golf")
does not suggest that the above is supposed to work. I've never even considered using it that way, so the fact that it worked before was incidental, undocumented misfeature in the engine.Function:
renpy.show (name, at_list=[], layer='master', what=None, zorder=0, tag=None, behind=None):
This is used to execute the show statement, adding the named image to the screen.
name - The name of the image to add to the screen. This may be a tuple of strings, or a single string. In the latter case, it is split on whitespace to make a tuple.
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And Ren'Py evolves! We've been developing a very large game with loads of code/gui in our spare time for over 4 years, starting Summer 2012. Stuff occasionally breaks on new updates, but it is never too hard to fix as long as the core code is well structured.