Search found 12 matches
- Mon Mar 03, 2014 6:00 am
- Forum: Ren'Py Cookbook
- Topic: Encyclopaedia / Bestiary Framework
- Replies: 118
- Views: 55858
Re: Encyclopaedia / Bestiary Framework (Functional Prototype
Thanks for working on this! It's something I was putting off until much later in development. I'm sure this will help tremendously, and I'll be following your work closely.
- Mon Feb 24, 2014 2:15 am
- Forum: Creator Discussion
- Topic: Interface (GUI) Design Opinions?
- Replies: 7
- Views: 1375
Re: Interface (GUI) Design Opinions?
That's getting to be a lot to fit into a small icon. 'though, the kneeling figure icon could be a bit smaller than what would be easily recognized, since there's a larger version on the Submit/Surrender button. So could get away with cramming more in because of that. Maybe just a hand over the kneel...
- Sun Feb 23, 2014 1:50 pm
- Forum: Creator Discussion
- Topic: Interface (GUI) Design Opinions?
- Replies: 7
- Views: 1375
Re: Interface (GUI) Design Opinions?
I'd hoped for a bit more input for the decision making process. Your thinking mirrors mine quite closely in most respects. Your icon suggestions mostly match mine (stick figure fleeing instead of boots) , but still stuck for an icon for 'Dominate'. (Attack to wound - Dominate to control) A stick fig...
- Fri Feb 21, 2014 3:59 pm
- Forum: Creator Discussion
- Topic: Interface (GUI) Design Opinions?
- Replies: 7
- Views: 1375
Re: Interface (GUI) Design Opinions?
Yeah, button clutter is what originally led to the text labels. Especially after looking at some Japanese language games and painfully wracking my brain trying to decipher what the designer was trying to indicate with that strange icon. The other combat system I'm debating is considerably simpler, a...
- Fri Feb 21, 2014 3:54 pm
- Forum: Creator Discussion
- Topic: Would you play a game without CGs?
- Replies: 31
- Views: 3871
Re: Would you play a game without CGs?
The last time i created a game it was with TADS (Text Adventure Development System), which is designed for text only games. So, I might not be the typical player around here, but sure - no problem with a good game that doesn't present everything visually. Just tell them you focused on the 'Novel' pa...
- Fri Feb 21, 2014 3:48 pm
- Forum: Creator Discussion
- Topic: Interface (GUI) Design Opinions?
- Replies: 7
- Views: 1375
Interface (GUI) Design Opinions?
I'm still debating a couple different combat systems, but for the one I'm leaning towards, I have a need for some outside perspective. First, here's a visual reference for the question: GUIquestion01.png The question is, if I decide to go with lettering on the buttons like that, instead of icons, wi...
- Sun Feb 09, 2014 1:28 am
- Forum: Ren'Py Questions and Announcements
- Topic: text/event display on first time label called only?[SOLVED]
- Replies: 14
- Views: 2968
Re: text/event display on first time label called only? [SOL
Actually, I think there is something like that, is_seen label tutorial: if renpy.is_seen(ever=False): jump after_tutorial "Bruce Campbell" "This looks like a job for... Bruce Campbell!" label after_tutorial: "And now for the actual game." (Untested code) Ah, HA! Now th...
- Sat Feb 08, 2014 11:57 pm
- Forum: Ren'Py Questions and Announcements
- Topic: text/event display on first time label called only?[SOLVED]
- Replies: 14
- Views: 2968
Re: text/event display on first time label called only?
Yeah, I understand how to do that. That's what I'm doing for the current test version. But I was trying to avoid having to create a separate variable for each location instance. I was hoping there was something like an onFirst command that would handle it all-in-one like some languages I've used bef...
- Sat Feb 08, 2014 8:44 pm
- Forum: Ren'Py Questions and Announcements
- Topic: text/event display on first time label called only?[SOLVED]
- Replies: 14
- Views: 2968
text/event display on first time label called only?[SOLVED]
Once again I have what is probably a very simple syntax question. But I've been having no luck finding the answer (though learning many other things about Ren'Py along the way) , so here I am with another question about language/syntax. Is there a simple command that tells Ren'Py to display text or ...
- Thu Jan 30, 2014 8:54 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Syntax? call variable label [SOLVED]
- Replies: 3
- Views: 530
Re: Syntax? call variable label
Thanks for your solution, xela.
Asceai, that was just what i was looking for. I knew there should be something to tell the command statement to treat it as a variable instead of a label.
I suspect that both of your solutions will be put to use at different points.
Much thanks to you both!
Asceai, that was just what i was looking for. I knew there should be something to tell the command statement to treat it as a variable instead of a label.
I suspect that both of your solutions will be put to use at different points.
Much thanks to you both!
- Thu Jan 30, 2014 7:23 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Syntax? call variable label [SOLVED]
- Replies: 3
- Views: 530
Syntax? call variable label [SOLVED]
I'm trying to put a modular combat engine into my project, and it's coming along okay except for one thing. Before the combat I set a variable winlocation so the code knows where to go after the combat. But I can't seem to find the syntax to tell the call (or jump) command that winlocation is a vari...
- Wed Jan 29, 2014 5:42 pm
- Forum: Ren'Py Cookbook
- Topic: [Tutorial] Making a Contents page / screen
- Replies: 30
- Views: 22866
Re: [Tutorial] Making a Contents page / screen
Thank you for this. I was just starting to think about building a navigation menu based on a map with learned locations only showing. This should give me a nice head start to sort out the basics.