Search found 28 matches
- Sat Jan 03, 2015 5:56 am
- Forum: Ren'Py Questions and Announcements
- Topic: Preserving opacity when crossfading images
- Replies: 1
- Views: 781
Preserving opacity when crossfading images
This is more of a general programming question. In renpy, I can smoothly transition between character portraits by using transforms and linear alpha transitions: transform left: ypos 0.0 xcenter 0.18 on show: alpha 0.0 linear 0.3 alpha 1.0 on hide: linear 0.3 alpha 0.0 on replace: linear 0.3 alpha 1...
- Mon Sep 15, 2014 5:28 pm
- Forum: Development of Ren'Py
- Topic: 6.18 Wait & Call Bug
- Replies: 2
- Views: 883
Re: 6.18 Wait & Call Bug
Thanks!
- Mon Sep 15, 2014 5:24 am
- Forum: Development of Ren'Py
- Topic: 6.18 Wait & Call Bug
- Replies: 2
- Views: 883
6.18 Wait & Call Bug
I encountered this bug when updating to the new Renpy version. This bug occurs when you have text that types out one character at a time (cps is not equal to 0). If you call a label immediately after a line that includes a wait tag, the game types out the sentence multiple times instead of just movi...
- Sat Jul 19, 2014 5:44 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Make animation repeat for a set period of time
- Replies: 6
- Views: 903
Re: How to make an animation repeat for a set period of time
That's exactly what I was looking for. I didn't know about the "show expression" command so I thought it had to be an image in order for me to show it. Thanks a bunch!Asceai wrote:Why does it need to be an image declaration? Transform looks good to me.
show expression Walk(1.0)
- Fri Jul 18, 2014 5:29 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Make animation repeat for a set period of time
- Replies: 6
- Views: 903
Re: How to make an animation repeat for a set period of time
Would this perhaps be possible using condition switches? I simply need to be able to have an animation repeat a specified number of times without having to hard code it for each possible number.
- Mon Jul 14, 2014 6:58 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Sounds don't stop looping on custom channels
- Replies: 3
- Views: 441
Re: Sounds don't stop looping on custom channels
While I was condensing the project down, I managed to isolate the problem. I registered my custom audio channels in my options.rpy file. It seems that because my team collaborates on the project through google drive, a syncing issue created two versions of the options.rpyc file: options.rpyc and opt...
- Sun Jul 13, 2014 6:25 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Sounds don't stop looping on custom channels
- Replies: 3
- Views: 441
[Solved] Sounds don't stop looping on custom channels
My custom channels used to work fine. But suddenly any sound effect I play looping on a channel will keep on looping even if I call stop play ambient rain.ogg loop stop ambient ## does nothing Also playing sounds on the same channel don't cause the other previous sound to stop. They seem to play sim...
- Mon Jul 07, 2014 4:17 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Play sound whenever space is clicked to advance dialogue
- Replies: 5
- Views: 691
Re: Play sound whenever space is clicked to advance dialogue
Try key "dismiss" action [Play("sound", "Click.wav"), renpy.ui.saybehavior] This works, but whenever the player gets to a choice and tries to click space instead of selecting the choice, the game throws an error: "list indices must be integers, not SayBehavior" Is there any way to disable the dismi...
- Sun Jul 06, 2014 10:02 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Play sound whenever space is clicked to advance dialogue
- Replies: 5
- Views: 691
Play sound whenever space is clicked to advance dialogue
I added this code to the say screen. But for extended dialogue lines (using the "extend" character) or dialogues that contain a {wait} tag, it is playing the click noise even though the player has not yet clicked to advance to the next dialogue box. Is there any way to only play a sound effect when ...
- Sun Jul 06, 2014 1:38 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Make animation repeat for a set period of time
- Replies: 6
- Views: 903
Re: How to make an animation repeat for a set period of time
With a transform, I can do it this way: transform Walk(t=.6): block: "Walk LEFT FOOT" pause .15 "Walk FEET TOGETHER" pause .15 "Walk RIGHT FOOT" pause .15 "Walk FEET TOGETHER" pause .15 repeat time t "Walk FEET TOGETHER" Is there any way I could do this in an image declaration? image Walk(t=.6): blo...
- Sat Jul 05, 2014 11:50 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to pass a parameter in an image?
- Replies: 2
- Views: 1239
How to pass a parameter in an image?
How can you pass a parameter in an image like passing parameters for transforms? Is there any way to access a variable inside an image declaration?
Code: Select all
image test(numRepeats=0):
"image1"
pause .3
"image2"
pause .3
repeat numRepeats
- Sat Jul 05, 2014 7:23 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Make animation repeat for a set period of time
- Replies: 6
- Views: 903
Re: How to make an animation repeat for a set period of time
depending on the context... you could just... image Walk SOUTH: (Insert most of the code here) "Walk SOUTH M" image pauseframe = "Walk SOUTH M" start: Show Walk SOUTH pause (Insert total amount of time for one playthrough) show pauseframe (Repeat as many times as you feel like it) Yes, I know. I di...
- Sat Jul 05, 2014 7:07 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Make animation repeat for a set period of time
- Replies: 6
- Views: 903
[SOLVED] Make animation repeat for a set period of time
image Walk: "Walk LEFT FOOT" pause .15 "Walk FEET TOGETHER" pause .15 "Walk RIGHT FOOT" pause .15 "Walk FEET TOGETHER" pause .15 repeat I have this walk cycle animation, but I want it to stop repeating and stay on the "Walk FEET TOGETHER" image after a specified period of time. Since I can't pass p...
- Sat Jul 05, 2014 5:46 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] How to move an image at a fixed speed?
- Replies: 4
- Views: 356
Re: How to move an image at a fixed speed?
Here's a possibility: init python: class MOVE_TO_functor(object): def __init__(self, x, y, speed=100): self.x = x self.y = y self.speed = speed def __call__(self, trans, st, at): if not hasattr(self, "initial_xoffset"): self.initial_xoffset = getattr(trans, "xoffset", 0) self.initial_yoffset = geta...
- Sat Jul 05, 2014 4:47 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] How to move an image at a fixed speed?
- Replies: 4
- Views: 356
Re: How to move an image at a fixed speed?
(I assume the intended behaviour here is to move horizontally, then vertically?) Not easily. The easiest way is to keep track of the old X and Y coordinates, then calculate the time on the fly: transform MOVE_TO(OLDX, OLDY, X, Y, SPEED=0.3): linear (1.0 * abs(OLDX-X) / SPEED) xoffset X linear (1.0 ...