Search found 39 matches
- Wed Jul 13, 2016 8:18 am
- Forum: Ren'Py Questions and Announcements
- Topic: [solved] problem with saving and loading
- Replies: 0
- Views: 633
[solved] problem with saving and loading
EDIT: turned out I didn't put a return statement at the end of an after_load label. D'OH! I'm using the in-built spritemanager to make a minigame combining pygame, custom displayables and unit objects (using python quite heavily), but when I end the interaction and tell renpy to save and load, all s...
- Fri Jun 03, 2016 4:26 am
- Forum: Ren'Py Questions and Announcements
- Topic: caching render objects safely
- Replies: 3
- Views: 535
Re: caching render objects safely
thanks for the answer, man.
main advantage I'd hope to get was to not just cache a single render but multiple, basically caching a simple animation. I don't suppose you've got any ideas about that?
main advantage I'd hope to get was to not just cache a single render but multiple, basically caching a simple animation. I don't suppose you've got any ideas about that?
- Wed Jun 01, 2016 2:24 pm
- Forum: Ren'Py Questions and Announcements
- Topic: caching render objects safely
- Replies: 3
- Views: 535
caching render objects safely
I was thinking that maybe showing a lot of displaybles on screen could be sped up by storing a render object inside the displayable instance and have the render method return that if nothing's changed, or maybe store a couple of different renders and just return the one that's needed rather than rer...
- Sat Feb 13, 2016 8:06 am
- Forum: Ren'Py Questions and Announcements
- Topic: memory error on using deepcopy
- Replies: 3
- Views: 1753
Re: memory error on using deepcopy
Thanks for the reply! I think each unit has a 'brain' which constitutes its AI which also references itself, as do the weapons attached to a ship, but this usually is not problem. I use this function all the time without issue even with that. however, I guess it's a hint as to what sort of thing to ...
- Sat Feb 13, 2016 4:16 am
- Forum: Ren'Py Questions and Announcements
- Topic: memory error on using deepcopy
- Replies: 3
- Views: 1753
memory error on using deepcopy
I'm not even sure if this is the right place to ask about this issue, but I can't think of another. A user reported the following exception which I haven't seen happen before: I'm sorry, but an uncaught exception occurred. While running game code: File "game/script.rpy", line 2399, in scri...
- Fri Feb 05, 2016 4:19 am
- Forum: Development of Ren'Py
- Topic: Movie Sprites
- Replies: 42
- Views: 18207
Re: Movie Sprites
To what extent can movie sprites be manipulated as with static displayables, and can a loop point be defined so as to not replay the entire video as shown in the example? asking the important questions! If I can use this inside a dynamic displayable there are so many neat things possible :D this is...
- Thu Feb 04, 2016 8:33 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Costumizing my two health bars?!
- Replies: 11
- Views: 3327
Re: Costumizing my two health bars?!
I'm not sure what you're doing with the style lines inside the screen, but it seems it crashes without a $ in front of them denoting they're not screen language but python lines. I don't think they should be there at all, though. then again, I know nothing about styles as I never use them :/ I'm als...
- Thu Feb 04, 2016 8:22 pm
- Forum: Development of Ren'Py
- Topic: Ren'Py Gripes
- Replies: 556
- Views: 563293
Re: Ren'Py Gripes
I'd love if the renpy.music.play function accepted a delay. I can time animations with ATL just fine but timing multiple sounds is pretty annoying.
- Thu Feb 04, 2016 8:17 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Fixing a bug / patching a game without breaking saves
- Replies: 8
- Views: 1638
Re: Fixing a bug / patching a game without breaking saves
in my experience things will usually be okay though changing label names and removing lines can get problematic. Particularly if you use a lot of python stuff (your own classes etc) it may be a good idea to use the 'after_load' label which can fix/update some stuff before a save finishes loading and...
- Fri Dec 18, 2015 9:22 pm
- Forum: Ren'Py Questions and Announcements
- Topic: repeat action of 'Key' screen element [solved]
- Replies: 5
- Views: 910
Re: repeat action of 'Key' screen element [solved]
that's really interesting thanks again!
- Fri Dec 18, 2015 8:22 pm
- Forum: Ren'Py Questions and Announcements
- Topic: repeat action of 'Key' screen element [solved]
- Replies: 5
- Views: 910
Re: repeat action of 'Key' screen element while key is held
alright, I'll have to make that then thanks!
- Fri Dec 18, 2015 8:07 pm
- Forum: Ren'Py Questions and Announcements
- Topic: repeat action of 'Key' screen element [solved]
- Replies: 5
- Views: 910
repeat action of 'Key' screen element [solved]
see subject. is this possible? I could probably do something like that by using pygame more closely but I was wondering if there's an easier way to do this that I'm not seeing. in this case I want to use the WASD keys to scroll a viewport. it works now but you have to tap the button to scroll, which...
- Mon Nov 02, 2015 7:14 pm
- Forum: Ren'Py Questions and Announcements
- Topic: reshow 'say' window as button Action
- Replies: 3
- Views: 529
Re: reshow 'say' window as button Action
since the store screen is shown by the user pressing a button I have to use an Action to do it instead of regular statements, and there only seems to be the Show action and no call screen equivalent. I could write a custom action, though.
thanks for the reply!
thanks for the reply!
- Mon Nov 02, 2015 9:12 am
- Forum: Ren'Py Questions and Announcements
- Topic: reshow 'say' window as button Action
- Replies: 3
- Views: 529
reshow 'say' window as button Action
So during dialogue I have a button that shows a full-screen store, but I'm not sure if having it on a higher zorder than the say window is recommended. therefore I tried hiding the say screen and showing it after, but Show('say') doesn't work as it requires 2 extra values (who and what) which is not...
- Tue Sep 23, 2014 12:31 am
- Forum: Creator Discussion
- Topic: VN Developer's Hangout
- Replies: 35
- Views: 4911
Re: VN Developer's Hangout
This does have potential, I think. I'm willing to try it if nothing else.