Search found 479 matches
- Tue Oct 28, 2014 1:42 am
- Forum: Ren'Py Questions and Announcements
- Topic: Randomizer don't work properly.
- Replies: 1
- Views: 564
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...
- Fri Mar 21, 2014 7:56 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Building Distributions Not Working(Solved)
- Replies: 2
- Views: 2839
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...
- Wed Mar 19, 2014 1:25 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Adding an image over a screen?
- Replies: 3
- Views: 480
- Tue Mar 18, 2014 12:49 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Perspective/Projection Transforms?
- Replies: 7
- Views: 3118
Re: Perspective/Projection Transforms?
Not available at the moment.
- Tue Mar 18, 2014 12:45 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Deleting Persistent?
- Replies: 9
- Views: 13127
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 .
- Mon Mar 17, 2014 3:32 am
- Forum: Ren'Py Questions and Announcements
- Topic: Quick Menu??
- Replies: 7
- Views: 975
Re: Quick Menu??
Why not "HideInterface()"? It's documented to do what you want...
- Sun Mar 16, 2014 5:05 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] "Fox, Goose, Beans" puzzle button issues
- Replies: 3
- Views: 834
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...
- Sun Mar 09, 2014 4:31 am
- Forum: Ren'Py Questions and Announcements
- Topic: For loop exiting prematurely [solved]
- Replies: 2
- Views: 522
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...
- Fri Mar 07, 2014 8:50 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Game Won't Load?
- Replies: 1
- Views: 599
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 ...
- Thu Aug 01, 2013 5:09 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Resizing Gallery Images
- Replies: 2
- Views: 915
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().
- 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: 886
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...
- Sun Jul 14, 2013 7:02 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Buttons always selected in screen
- Replies: 1
- Views: 581
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.
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.
- 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: 1111
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...
- Sun Jul 07, 2013 9:32 pm
- Forum: Ren'Py Questions and Announcements
- Topic: The button has more than three states
- Replies: 2
- Views: 463
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...
- Sun Jul 07, 2013 2:15 pm
- Forum: Ren'Py Questions and Announcements
- Topic: "Exception: Could not set video mode"
- Replies: 3
- Views: 2705
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.)