Search found 479 matches

by apricotorange
Tue Oct 28, 2014 1:42 am
Forum: Ren'Py Questions and Announcements
Topic: Randomizer don't work properly.
Replies: 1
Views: 568

Re: Randomizer don't work properly.

The Ren'Py "return" statement sets _return. The Python "return" statement does not; if you don't store the result of a function call into variable, it just disappears. # In Ren'Py code, check whether the attack hit. $ hit = GetIni(player, enemy) if hit: "Du bist schneller&qu...
by apricotorange
Fri Mar 21, 2014 7:56 pm
Forum: Ren'Py Questions and Announcements
Topic: Building Distributions Not Working(Solved)
Replies: 2
Views: 2861

Re: Building Distributions Not Working

In your options.rpy, there should be a line like the following: ## The name that's used for directories and archive files. For example, if ## this is 'mygame-1.0', the windows distribution will be in the ## directory 'mygame-1.0-win', in the 'mygame-1.0-win.zip' file. build.directory_name = "tu...
by apricotorange
Tue Mar 18, 2014 12:49 pm
Forum: Ren'Py Questions and Announcements
Topic: Perspective/Projection Transforms?
Replies: 7
Views: 3136

Re: Perspective/Projection Transforms?

Not available at the moment.
by apricotorange
Tue Mar 18, 2014 12:45 pm
Forum: Ren'Py Questions and Announcements
Topic: Deleting Persistent?
Replies: 9
Views: 13261

Re: Deleting Persistent?

If it's a game you're currently developing, the launcher has a "delete persistent" button. Otherwise, you'll just have to find the files on disk; see http://www.renpy.org/doc/html/config.ht ... _directory .
by apricotorange
Mon Mar 17, 2014 3:32 am
Forum: Ren'Py Questions and Announcements
Topic: Quick Menu??
Replies: 7
Views: 977

Re: Quick Menu??

Why not "HideInterface()"? It's documented to do what you want...
by apricotorange
Sun Mar 16, 2014 5:05 am
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] "Fox, Goose, Beans" puzzle button issues
Replies: 3
Views: 848

Re: "Fox, Goose, Beans" puzzle button issues

1. You should really consider using screen language. It generally makes your code easier to read for complicated UIs, and you're much less likely to make subtle mistakes like you did in this example. 2. After every interaction (when you call renpy.pause(), when you call ui.interact(), when a charact...
by apricotorange
Sun Mar 09, 2014 4:31 am
Forum: Ren'Py Questions and Announcements
Topic: For loop exiting prematurely [solved]
Replies: 2
Views: 538

Re: For loop exiting prematurely

"renpy.call()" is a bit tricky to use: the way control flow functions work in Ren'Py is that they throw exceptions which are caught by the runtime. So everything in a Python block after the first call to "renpy.call()" never runs. Control flow using Ren'Py statements is a bit mor...
by apricotorange
Fri Mar 07, 2014 8:50 pm
Forum: Ren'Py Questions and Announcements
Topic: Game Won't Load?
Replies: 1
Views: 605

Re: Game Won't Load?

There's one more way to force software rendering if you can't get to the graphics acceleration menu: open up a command prompt (Start, Run..., type in cmd.exe), then type the following commands: set RENPY_RENDERER=sw C:\path\to\the\game.exe Replace "C:\path\to\the\game.exe" with the actual ...
by apricotorange
Thu Aug 01, 2013 5:09 pm
Forum: Ren'Py Questions and Announcements
Topic: Resizing Gallery Images
Replies: 2
Views: 934

Re: Resizing Gallery Images

See http://www.renpy.org/doc/html/rooms.htm ... .transform ; you just need to add a call to g.transform() after the call to g.image().
by apricotorange
Tue Jul 23, 2013 11:18 pm
Forum: Ren'Py Questions and Announcements
Topic: A less painful way to handle choiceless menu? {Solved}
Replies: 6
Views: 903

Re: A less painful way to handle choiceless menu?

Here's the more clever solution: # Put this somewhere in your project; in menus with only one choice, # this automatically chooses that choice. init python: def menu(items): if len(items) == 1: return items[0][1] return renpy.display_menu(items) # Example menu. There's another interesting trick here...
by apricotorange
Sun Jul 14, 2013 7:02 pm
Forum: Ren'Py Questions and Announcements
Topic: Buttons always selected in screen
Replies: 1
Views: 590

Re: Buttons always selected in screen

I think you can just replace the 'ShowMenu("preferences")' with 'renpy.restart_interaction'.

Granted, you might want to reconsider having the size preference affect the preferences screen... it's a little bit disorienting for a button to move when you click it.
by apricotorange
Thu Jul 11, 2013 2:44 am
Forum: Ren'Py Questions and Announcements
Topic: Inheritence of Character and doubts about screen language
Replies: 6
Views: 1127

Re: Inheritence of Character and doubts about screen languag

Character is actually a function which returns an object. But you can inherit from ADVCharacter, which is the actual class (although it isn't well documented... if you dig into the Ren'Py source code, NVLCharacter is a good example of what you can do). Or you can just write an independent class with...
by apricotorange
Sun Jul 07, 2013 9:32 pm
Forum: Ren'Py Questions and Announcements
Topic: The button has more than three states
Replies: 2
Views: 469

Re: The button has more than three states

Ren'Py buttons don't really have any builtin support for that, but you can fake it: define mycoolstate = "A" screen multibutton: if mycoolstate == "A": textbutton "A" action SetVariable("mycoolstate", "B") elif mycoolstate == "B": textbutto...
by apricotorange
Sun Jul 07, 2013 2:15 pm
Forum: Ren'Py Questions and Announcements
Topic: "Exception: Could not set video mode"
Replies: 3
Views: 2738

Re: "Exception: Could not set video mode"

In Steam, under the "Steam" menu in the top-left corner. (Or you can go to the AMD website to get the current driver.)