Search found 9 matches
- Fri Apr 11, 2014 10:08 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Lint choking on Character wrapper class
- Replies: 3
- Views: 662
Re: Lint choking on Character wrapper class
Whoops, thanks for catching that. There were a couple other typos in there, too. I've edited it accordingly. :oops: Yes, this is in an external .py file. The characters are defined in characters.rpy: label defineCharacters: python: from modules.MtCharacter import MtCharacter # Available POVs ("Playe...
- Fri Apr 11, 2014 9:18 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Lint choking on Character wrapper class
- Replies: 3
- Views: 662
Lint choking on Character wrapper class
The game I'm working on has characters that are bilingual, and we use different notations for each language. For example, "This is some English dialogue" and "<Now I'm speaking Japanese!>". In order to pull this off, I need to write code like bob.what_prefix = '"<' bob.what_suffix = '>"' bob.what_ar...
- Sat Jan 18, 2014 3:00 am
- Forum: Ren'Py Questions and Announcements
- Topic: Building from a command line?
- Replies: 5
- Views: 2440
Re: Building from a command line?
Ah, excellent. Though that builds all the packages in one shot; I'd like to be able to do one at a time depending on who's requesting it. Also, it spit out a couple lines that look like errors to me (repeated twice more often than not), but it continued to do the build anyway: Could not find platfor...
- Sat Jan 18, 2014 1:43 am
- Forum: Ren'Py Questions and Announcements
- Topic: Building from a command line?
- Replies: 5
- Views: 2440
Building from a command line?
I want to set up a build server for my project (using Jenkins ) so the various devs and testers can get the latest version on demand. Obviously, I can't use the Ren'Py Launcher and its handy Build Distributions button since the server is headless and unattended. Is there a way to kick off builds of ...
- Tue Jun 11, 2013 9:00 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Imagemaps affecting other areas of the screen? [RESOLVED]
- Replies: 2
- Views: 499
Re: Imagemaps affecting other areas of the screen?
That works perfect! Thanks!Alex wrote:You could try this - http://lemmasoft.renai.us/forums/viewto ... ip#p181690
- Mon Jun 10, 2013 1:05 am
- Forum: Ren'Py Questions and Announcements
- Topic: Imagemaps affecting other areas of the screen? [RESOLVED]
- Replies: 2
- Views: 499
Imagemaps affecting other areas of the screen? [RESOLVED]
I have a character-select screen in my game as such: screen pick_route: # This ensures that any other menu screen is replaced. tag menu # Do things when keys are pressed key "K_ESCAPE" action Return() # Character select screen imagemap: cache False ground "assets/ui/character_select.png" # (0, 0) is...
- Sun May 12, 2013 4:51 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Changing character art: alternative to callbacks?
- Replies: 1
- Views: 460
Changing character art: alternative to callbacks?
In our project, we'd like to have a character's mouth open at the beginning of a line of dialogue, and then close once the text has finished displaying (but before the player clicks to advance). I'm pretty sure this is something I could do with a callback (using the "begin" and "end" events), but is...
- Sun May 12, 2013 4:12 pm
- Forum: Ren'Py Questions and Announcements
- Topic: init -1 python hide
- Replies: 2
- Views: 1370
Re: init -1 python hide
Ah, thanks. Hard to find things in those wiki pages sometimes. >_>
- Thu May 09, 2013 11:17 pm
- Forum: Ren'Py Questions and Announcements
- Topic: init -1 python hide
- Replies: 2
- Views: 1370
init -1 python hide
Looking over the options.rpy file that gets auto-generated for a new project, I noticed that it starts with init -1 python hide: I understand what the first three parts of that syntax do (at least, I think I understand it), but I can't find anything in the documentation about that hide keyword. Help?