Just so you know there's
http://eviscerate.net/article/rpg-battle-engine-renpy
It isn't optimized, and you'll notice screen tearing, and some rather odd design choices. But it is at least a framework to work off from.
If you're still looking for help, feel free to me contact me.
Search found 10 matches
- Sun Sep 28, 2014 5:26 pm
- Forum: We are offering Paid Work
- Topic: *PAID* - Coprogrammer searched for red eyes in the darkness
- Replies: 4
- Views: 1547
- Wed Sep 10, 2014 8:18 pm
- Forum: Old Threads (– September 2014)
- Topic: [Paid] Insindious Project Staff Recruitment - Re-Opened!
- Replies: 25
- Views: 8549
Re: [Paid] Insindious Project Staff Recruitment
You're looking to code the game in RGSS? Does that mean you're using one of the versions of RPG Maker instead of using RenPy?
- Fri Mar 07, 2014 6:37 pm
- Forum: Ren'Py Cookbook
- Topic: RPG Battle Engine - Alpha 7.5, downloads in first post
- Replies: 274
- Views: 88998
Re: RPG Battle Engine - Alpha 7.5, downloads in first post
Just wondering, are there any keymaps bound to any of the cancel actions for the battle engine.
To me it just seems like there should be one, instead of just relying on clicking the cancel button.
To me it just seems like there should be one, instead of just relying on clicking the cancel button.
- Tue Mar 04, 2014 4:12 pm
- Forum: Old Threads (– September 2014)
- Topic: The Spirit's Essence project Recruiting [Commercial Project]
- Replies: 4
- Views: 2328
Re: The Spirit's Essence project Recruiting [Commercial Proj
I'm willing to help as a programmer, or even help with some of the art if need be.
12/25/2015 is almost two years, and a lot of time to just complete a visual novel game. Do you think it's possible to complete at least one episode by the end of the year?
12/25/2015 is almost two years, and a lot of time to just complete a visual novel game. Do you think it's possible to complete at least one episode by the end of the year?
- Tue Mar 27, 2012 5:21 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Behind the Background
- Replies: 1
- Views: 338
[Solved] Behind the Background
I've noticed when you use a transition shake effect on a background that is sized to exact size of the game window, it will show the 'transparent' layer of the game screen. The layer where it is a gray checker board, the same one you see if you open up the developer screen (Shift+D). I was wondering...
- Sun Mar 25, 2012 4:18 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Text position problem in textbox
- Replies: 1
- Views: 575
Re: Text position problem in textbox
I don't know why, but for some reason 'pos' in this case does not want to take in absolute values. So you have to define the integer value of the position you want it to fit in. So you want half the window size, which for your case is x 270 and y 112. Remember, it is only taking integer values for t...
- Wed Mar 21, 2012 6:43 am
- Forum: Ren'Py Questions and Announcements
- Topic: Text Styles and New Style
- Replies: 1
- Views: 486
Text Styles and New Style
I'm not sure why the drop shadow for the new style isn't taking priority over the default styling when applied to a selection of text. Such as; init: $ style.default.drop_shadow = (1,1) $ style.default.color = "#fff" $ style.new = Style(style.default) $ style.new.italic = True $ style.new....
- Mon Mar 19, 2012 11:25 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Main Menu Images with In-Game Image Flexibility
- Replies: 4
- Views: 839
Re: Main Menu Images with In-Game Image Flexibility
Thanks. Still trying to figure out the whole language structure of this. Is a bit confusing to follow the documentations. Such as from what I understand, screen language is used for screens. Screens are broken up into pieces to form what the user sees. Such as the menu overlays, to the dialog window...
- Sun Mar 18, 2012 11:09 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Main Menu Images with In-Game Image Flexibility
- Replies: 4
- Views: 839
Re: Main Menu Images with In-Game Image Flexibility
Main objective is having the character image change depending on the state of the persistent data of the game. Like if a certain route was cleared or not. E.G. The first game that comes to my mind which did this was Shin Megami Tensei: Demon Survivor. Other than that, transition/motions would be nic...
- Sun Mar 18, 2012 6:05 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Main Menu Images with In-Game Image Flexibility
- Replies: 4
- Views: 839
Main Menu Images with In-Game Image Flexibility
I'm trying to show each character image on the main menu, with the flexibility they have in the actual game. (e.g. with transitions, transformation, etc.)
Is it possible?
If it isn't, I think my next best option is making those images into button images, and positioning them across the screen.
Is it possible?
If it isn't, I think my next best option is making those images into button images, and positioning them across the screen.