1. It's an audio channel. Check out documentation on audio actions and Ren'Py audio.
2. It's an ATL effect. You can find a definitions for these elsewhere in the code.
Search found 552 matches
- Wed Oct 14, 2015 2:11 am
- Forum: Ren'Py Cookbook
- Topic: Imagebutton GUI Framework [GxImagebuttons]
- Replies: 105
- Views: 89959
- Thu Oct 08, 2015 2:21 pm
- Forum: Ren'Py Cookbook
- Topic: Imagebutton GUI Framework [GxImagebuttons]
- Replies: 105
- Views: 89959
Re: Imagebutton GUI Framework [GxImagebuttons]
It's best to resize it in your favorite image editor, but if you want to do it by code there's a few ways to do it - http://lemmasoft.renai.us/forums/viewto ... f=8&t=9185
- Sun Jul 26, 2015 3:57 pm
- Forum: Ren'Py Cookbook
- Topic: Inventory Screen
- Replies: 100
- Views: 102329
Re: Inventory Screen
The error with undefined global name 'inventory' was due to some obsolete code and changes to the recent version of Ren'Py. I re-uploaded the file with a fix. Download it again and it should work.
- Sat Jun 20, 2015 1:46 pm
- Forum: Ren'Py Cookbook
- Topic: Instant CG and BG gallery
- Replies: 154
- Views: 61510
Re: Instant CG and BG gallery
Like this:
Code: Select all
g_cg.image(background_image, gal_item)
- Sun Jun 14, 2015 11:34 am
- Forum: Ren'Py Cookbook
- Topic: Instant CG and BG gallery
- Replies: 154
- Views: 61510
Re: Instant CG and BG gallery
See the documentation. By default they get unlocked when the player views them.
- Sat May 02, 2015 5:41 pm
- Forum: Ren'Py Cookbook
- Topic: Imagebutton GUI Framework [GxImagebuttons]
- Replies: 105
- Views: 89959
Re: Imagebutton GUI Framework [GxImagebuttons]
I suggest you start a new thread at Ren'Py Questions and Announcements and include your game files.
- Sun Feb 01, 2015 3:31 pm
- Forum: Ren'Py Cookbook
- Topic: Inventory Screen
- Replies: 100
- Views: 102329
Re: Inventory Screen
Maybe this will help - http://www.renpy.org/doc/html/screens.html#textbutton
You can also use imagebutton, button or imagemap statements.
See my previous post to prevent advancing the story.
You can also use imagebutton, button or imagemap statements.
See my previous post to prevent advancing the story.
- Tue Jan 20, 2015 12:10 pm
- Forum: Ren'Py Cookbook
- Topic: Inventory Screen
- Replies: 100
- Views: 102329
Re: Inventory Screen
Sorry I meant this part: hbox align (.95,.04) spacing 20: textbutton "Close Inventory" action [ Hide("inventory_screen"), Show("inventory_button") ] Return(None) there could be a problem... If that doesn't work you could just hide the inventory_button while the menus ar...
- Sat Jan 17, 2015 3:08 pm
- Forum: Ren'Py Cookbook
- Topic: Inventory Screen
- Replies: 100
- Views: 102329
Re: Inventory Screen
@Roxie: To fix the hover problem add selected_idle and selected_hover states to inv_eff transform like this: transform inv_eff: zoom 0.5 xanchor 0.5 yanchor 0.5 on idle: linear 0.2 alpha 1.0 on hover: linear 0.2 alpha 2.5 on selected_idle: linear 0.2 alpha 1.0 on selected_hover: linear 0.2 alpha 2.5...
- Thu Jan 15, 2015 6:33 pm
- Forum: Ren'Py Cookbook
- Topic: Inventory Screen
- Replies: 100
- Views: 102329
Re: Inventory Screen
Thanks Leon! A couple of issues came up. When items were selected, only the 2nd item was dropped during the combining, leaving the 1st item to remain in the inventory when it should also be dropped. At the start under init -1 python add: import copy Add the recipe class: class Recipe(store.object):...
- Sat Jan 03, 2015 1:52 pm
- Forum: Ren'Py Cookbook
- Topic: Inventory Screen
- Replies: 100
- Views: 102329
Re: Inventory Screen
Create a screen like this: screen inventory_zoom(item): if item.name=="Chocolate": add "gui/inv_chocolate.png" #... textbutton "Back" action Return And change the imagebutton in inventory_screen to call it: imagebutton idle pic hover pic xpos x ypos y action [Hide("...
- Fri Jan 02, 2015 9:32 am
- Forum: Ren'Py Cookbook
- Topic: Inventory Screen
- Replies: 100
- Views: 102329
Re: Inventory Screen
Sorry for the late reply. Change the item's use method like this: def use(self): if self.name=="Chocolate": renpy.call_in_new_context("chocolate_event") And then add the event like this. label chocolate_event: if renpy.showing("sprite_name"): "You gave the chocolat...
- Sun Nov 09, 2014 12:17 pm
- Forum: Demos & Beta Testing
- Topic: Drug Dealer [Business Sim] - Testing Needed
- Replies: 9
- Views: 3419
Re: Drug Dealer [Business Sim] - Testing Needed
Thank you very much for the feedback and all the tips! :D Am I supposed to get caught by the cops 3+ times right after the other? Because I did, twice. Getting caught by the cops 3 times is the same as rolling a 6 with a dice, 3 times in a row - not very likely, but it happens. The game events are c...
- Fri Oct 17, 2014 6:25 pm
- Forum: Creator Discussion
- Topic: How To Make Your Visual Novel Get More Audience
- Replies: 26
- Views: 9046
Re: How To Make Your Visual Novel Get More Audience
If you haven't done so already, I would suggest you check out the OELVN Community Wiki about Websites and Advertising.
- Tue Oct 14, 2014 4:58 pm
- Forum: Ren'Py Cookbook
- Topic: Scrolling Credits
- Replies: 31
- Views: 31785
Re: Scrolling Credits
Just list them like in the example.
Tasks will be grouped automatically like this:
Code: Select all
credits = ('Backgrounds', 'Airgoof'), ('Backgrounds', 'Dorktwerp'), ...
Backgrounds
Airgoof
Dorktwerp
Airgoof
Dorktwerp