Search found 163 matches
- Tue Dec 30, 2014 3:06 pm
- Forum: Ren'Py Cookbook
- Topic: Basic Message System
- Replies: 93
- Views: 59761
Re: Basic Message System
Basically, the original code uses Ren'Py's "textbutton" function. I swapped that out with an imagemap and hotspots, Just curious: Would it also be possible to use an imagebutton for that? Uh, I didn't even know Ren'Py had an imagebutton option. I'm sure that would've saved a few minutes o...
- Tue Dec 30, 2014 3:53 am
- Forum: General Discussion
- Topic: Unemployed... Should you get a job or Sell Visual Novel?
- Replies: 41
- Views: 10486
Re: Unemployed... Should you get a job or Sell Visual Novel?
Get job. Make money. Keep saving. Have lots of money. Use some money to better your visual novels. Make stunning VNs as a result. Sell them. Make crowds go wild. Make even more money a.k.a profit. Retire at the ripe age of 20+~ish. Enjoy the good life.
- Tue Dec 30, 2014 12:15 am
- Forum: Ren'Py Cookbook
- Topic: Basic Message System
- Replies: 93
- Views: 59761
Re: Basic Message System
Wanted to change the textbutton to an image of a phone that changes screen color and shows the number of new mail when a message is received. I'm sure this isn't the best way to do this, but for those wanting to do similar here's how to (images included): screen my_valuee: text "[v] New" x...
- Fri Feb 07, 2014 8:26 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Unexpected EOF error with ConditionSwitch
- Replies: 5
- Views: 1035
Re: Unexpected EOF error with ConditionSwitch
It is, but different positions call for different heights/widths and the system I'm using to make sprites exports them with tons of "whitespace" so cropping isn't the same everytime. If I resize them now, they will all end up still looking different creating that "layered or stacked&q...
- Fri Feb 07, 2014 6:37 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Unexpected EOF error with ConditionSwitch
- Replies: 5
- Views: 1035
Re: Unexpected EOF error with ConditionSwitch
I'm trying to find a solution to bundle a set of sprites to one character and display them without them showing layering as if regular images just because they have slightly different widths/heights. It's really holding me back on development at this point, because there are a lot of character sprit...
- Wed Feb 05, 2014 11:41 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Unexpected EOF error with ConditionSwitch
- Replies: 5
- Views: 1035
Unexpected EOF error with ConditionSwitch
Hello everyone. Recently, I've tried using a ConditionSwitch to give my characters multiple layers so they aren't just "over-lapping images" on the screen like they have been for a while. So I took some code from the demonstration on it and changed it to just the sprites as different emoti...
- Tue Feb 04, 2014 3:45 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Placing variable based values in a imagemap
- Replies: 7
- Views: 1908
Re: Placing variable based values in a imagemap
Thanks for the help everyone, I managed to do what I was aiming for
- Tue Feb 04, 2014 1:52 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Placing variable based values in a imagemap
- Replies: 7
- Views: 1908
Re: Placing variable based values in a imagemap
When you were editing the code, did you try something like: screen my_value: text "[v]" rotate 45 ? I just did now, but the rotate thing is still seen as an unknown argument to the string, so I removed it for the time being and now this is my current error: File "renpy/common/00defau...
- Tue Feb 04, 2014 1:12 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Placing variable based values in a imagemap
- Replies: 7
- Views: 1908
Re: Placing variable based values in a imagemap
Not tested, but try to do it the way similar to imagemap save slots made, something like screen my_value: text v rotate 45 screen my_stat_imgmap: idle "img.png" hover "img.png" hotspot (100, 10, 50, 50) action None: use my_value(v=strength_var) hotspot (100, 70, 50, 50) action N...
- Tue Feb 04, 2014 2:42 am
- Forum: Ren'Py Questions and Announcements
- Topic: Placing variable based values in a imagemap
- Replies: 7
- Views: 1908
Placing variable based values in a imagemap
I decided to add some sort of 'skills HUD' to the top left of the screen of my game, and it is basically an image with the words Strength: Charisma: and Study:. I have it placed in the area I want it on the screen, the problem I'm facing is adding the values next to the right words. Basically, I wan...
- Wed Jan 29, 2014 8:40 am
- Forum: Ren'Py Questions and Announcements
- Topic: Special Characters in Dialogue
- Replies: 4
- Views: 3724
Re: Special Characters in Dialogue
Python and renpy both use UTF-8 as default. But that doesn't mean the text editor you use does. Look in the options of your text editor to see if you find and set the 'default encoding' to UTF-8. If not you can either use a different editor, you can use 'alt codes' where you hold alt and type the u...
- Mon Jan 27, 2014 7:06 am
- Forum: Ren'Py Questions and Announcements
- Topic: Special Characters in Dialogue
- Replies: 4
- Views: 3724
Special Characters in Dialogue
I've been searching a lot and a lot on this, and re-read the documents but I'm not too sure what to do at this moment. Basically, as the title says, I want to know specifically how Ren'Py goes about to include 'special characters' in dialogue? Things like the yen (¥) symbol, Euro (€), etc. Being a w...
- Sun Jan 26, 2014 3:04 am
- Forum: Ren'Py Questions and Announcements
- Topic: Is it possible to remove persistent from seen_label?
- Replies: 2
- Views: 1364
Re: Is it possible to remove persistent from seen_label?
Thanks for the answer PyTom, now that you mention it using simple if statements, flags, etc. would be easier. I don't know why I didn't think of something like that earlier o.o
- Sun Jan 26, 2014 12:42 am
- Forum: Ren'Py Questions and Announcements
- Topic: Is it possible to remove persistent from seen_label?
- Replies: 2
- Views: 1364
Is it possible to remove persistent from seen_label?
I'm not confirmed on this but; I believe the renpy.seen_label() function uses persistent data. When I test a little set up, it seems to strictly work as is. The problem with this is that it happens even when you make a new game. Is there any sort of way to not have persistent data registered with th...
- Fri Jan 24, 2014 8:44 pm
- Forum: Creator Discussion
- Topic: ''Gameplay'' in Visual Novels
- Replies: 11
- Views: 5586
Re: ''Gameplay'' in Visual Novels
I believe if the gameplay always contributes either negative or positive effects to shifts and possibilities in the story line; than it's perfect for it's VN. Though, I think it get's bad with games that throw it in just for the sake of well...throwing it in. I don't want to be playing a Visual Nove...