Search found 1406 matches

by xavimat
Wed Jun 26, 2019 9:05 am
Forum: Creator Discussion
Topic: A multiplayer visual novel/dating sim
Replies: 5
Views: 1038

Re: A multiplayer visual novel/dating sim

Three years later, there are any new ideas on this? I'm interested.
by xavimat
Fri Jun 21, 2019 10:21 am
Forum: Ren'Py Questions and Announcements
Topic: How to flip images?
Replies: 7
Views: 242

Re: How to flip images?

For the very, very fussy: Note that flipping the image of a person that has clothes with buttons on it will change the normal orientation of the buttons. (or has a scar,a tattoo, or a single earring, or any non-symmetrical feature). I'd never thought about it until an artist pointed it out in this f...
by xavimat
Fri Jun 21, 2019 5:11 am
Forum: Ren'Py Questions and Announcements
Topic: Creating an 'active' clock?
Replies: 3
Views: 176

Re: Creating an 'active' clock?

If I understand it correctly, you want a time counter running in the back independently of the actual story you are telling . It's doable, but I'd advise against it.The reason: every player has a different reading speed, your story will change according to that; I think it doesn't really make sense ...
by xavimat
Fri Jun 21, 2019 4:56 am
Forum: Ren'Py Questions and Announcements
Topic: Noob's question about a math game
Replies: 2
Views: 127

Re: Noob's question about a math game

Don't put the random and variables part inside an "init" block ("init" means that it will be executed only once, at init time).
Put the random and variables inside a label, and call that label every time you want fresh numbers.
by xavimat
Fri Jun 21, 2019 4:52 am
Forum: Ren'Py Cookbook
Topic: Affection Points
Replies: 21
Views: 13991

Re: Affection Points

Is there a way to max the affection points? So if I keep on adding affection and want to max it at 30 or 100 is there a way to do so? You can use the min() function. If you add points this way: $ points += 1 there is no max limit. If you add points this way: $ points = min(100, points + 1) it will ...
by xavimat
Fri Jun 21, 2019 4:50 am
Forum: Ren'Py Cookbook
Topic: Affection Points
Replies: 21
Views: 13991

Re: Affection Points

Yes, before your "label start:" type this: init -2 python: Player_affection = 0 max_affection= 100 This start with 0 points. And set max points to 100. You can change both values how you like. Sorry to correct you. Better use "default" to avoid problems with saves: default Player_affection = 0 defa...
by xavimat
Sun Jun 09, 2019 4:37 pm
Forum: Ren'Py Questions and Announcements
Topic: Tutorial on "Status Bars"?
Replies: 5
Views: 360

Re: Tutorial on "Status Bars"?

If I may... I think Per K Grok's code is not totally correct. :oops: - It doesn't use a "bar" at all, but creates a rectangle. The "bar" element of screens has a lot of functionality already included, better use that. https://renpy.org/doc/html/screens.html#bar - It uses a "show screen" and a hard i...
by xavimat
Sun Jun 09, 2019 4:46 am
Forum: Ren'Py Questions and Announcements
Topic: Tutorial on "Status Bars"?
Replies: 5
Views: 360

Re: Tutorial on "Status Bars"?

Are you asking about looks or programming?
VideoGameVet wrote:
Sun Jun 09, 2019 12:54 am
It looks pro
It IS pro. https://en.wikipedia.org/wiki/Celso_Riva

You need to learn screen language and put "bars" into a screen. Every bar informs about a variable. (I guess you know what a variable is, if not, feel free to ask).
by xavimat
Sat May 18, 2019 1:52 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Having text show up on a imagebutton hover
Replies: 5
Views: 167

Re: [Solved] Having text show up on a imagebutton hover

Put the rotate inside a transform and apply the transform to the text with "at".
Note that positioning the rotations is tricky. Probably you'll need "rotate_pad True" in that transform
by xavimat
Fri May 17, 2019 3:41 am
Forum: Ren'Py Questions and Announcements
Topic: Imagebutton clicking is advancing the story
Replies: 3
Views: 150

Re: Imagebutton clicking is advancing the story

Screens are usually used in two ways, with "show screen" or "call screen": 1. To show information to the user, without stopping the flow of the label. show screen myscreen 2. To stop the play until the user has done something in that screen (like clicking on a button). call screen myscreen In your c...
by xavimat
Fri May 17, 2019 3:32 am
Forum: Ren'Py Questions and Announcements
Topic: Objectives screen?
Replies: 3
Views: 134

Re: Objectives screen?

Hi all! I’m trying to put together a ‘current objectives’ screen for my game but am having problems with getting it to work how I want. The story progression for each character is controlled by a simple numerical value – the character Anna starts off at value 0 and as each step in the story progres...
by xavimat
Fri May 17, 2019 3:24 am
Forum: Ren'Py Questions and Announcements
Topic: Objectives screen?
Replies: 3
Views: 134

Re: Objectives screen?

So if it's set up as a menu it could be like this menu: if anna == 1: "Get Anna repaired.": jump label1 if clea == 3: "Find an object of magical value to bring to the Sanctum.": jump label2 if pg == 4: "Consult Friday at the Foundry.": jump label3 else: jump label4 #incase no one has any of above @...
by xavimat
Thu May 16, 2019 6:25 pm
Forum: Ren'Py Questions and Announcements
Topic: Visual feedback for stats shown on screen
Replies: 2
Views: 110

Re: Visual feedback for stats shown on screen

I give visual feedback in a flashy way, maybe it's not what you need. I add a screen that appears for a couple of seconds and the hides itself. In my screen, the numbers are shown in very big size in the middle of the screen, animated down->up and from transparent to visible. But you can use the sam...
by xavimat
Thu May 16, 2019 5:39 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] SCREEN selections
Replies: 3
Views: 123

Re: SCREEN selections

I suggest you to merge all in only one screen and use the variables to decide what part of the screen is showing as local variables. So, the button use the action SetScreenVariable() and renpy will find easily the selected/unselected buttons. screen myscreen1(): # <- Don't forget the parenthesis, ev...