Search found 19 matches

by bimb2212
Sun Nov 30, 2014 9:06 am
Forum: Ren'Py Questions and Announcements
Topic: Remembering user choices
Replies: 4
Views: 1078

Re: Remembering user choices

As you can check your code in-game use:
for example:

Code: Select all

"Help Radomir: [meet] ":
and result
Help Radomir: Adrian/Radomir (or something that make your "$ meet "go wrong)

I tested your code, and "Go and talk to them" appear.
by bimb2212
Sat Nov 29, 2014 1:41 am
Forum: Ren'Py Questions and Announcements
Topic: Problem when "Jump" from a button in "screen say" and return
Replies: 2
Views: 556

Re: Problem when "Jump" from a button in "screen say" and re

Okay, I understand the problem now, thanks for the reply.
by bimb2212
Fri Nov 28, 2014 3:28 pm
Forum: Ren'Py Questions and Announcements
Topic: Problem when "Jump" from a button in "screen say" and return
Replies: 2
Views: 556

Problem when "Jump" from a button in "screen say" and return

screen say: .... textbutton ("Phone") action Jump("contacts") ... label contacts: menu: "Call Mr.A": "No signal." "Call Mrs.B": "Not at home." "Back": return return When the call end or I press "Back" to return, it didn...
by bimb2212
Tue Nov 04, 2014 9:13 am
Forum: Ren'Py Questions and Announcements
Topic: Code about add/remove item in period of time?
Replies: 6
Views: 1205

Re: Code about add/remove item in period of time?

As the code that means we need to "call updateBooks" every new day right? If not jump back to DayStart, and jump to another new label ("label Day_Two" for example), so I need to use "call updateBooks" again? And I still don't know how to setup "$daytoDeliver = 3&q...
by bimb2212
Mon Nov 03, 2014 1:27 pm
Forum: Ren'Py Questions and Announcements
Topic: Code about add/remove item in period of time?
Replies: 6
Views: 1205

Re: Code about add/remove item in period of time?

#assuming can buy up to 7 books init: $book_array[0,0,0,0,0,0,0] $booksOwned = 0; label buy_book: $buyBook = 1 $daysToDeliver = 3 $i = 0 for each ibook in book_array: if (ibook == 0 and buyBook == 1): $book_array[i] = daysToDeliver $i = i+1 if buyBook == 1: "failed to buy book" return lab...
by bimb2212
Mon Nov 03, 2014 5:25 am
Forum: Ren'Py Questions and Announcements
Topic: Code about add/remove item in period of time?
Replies: 6
Views: 1205

Re: Code about add/remove item in period of time?

I don't know much about your calender code, but you could just have an item (like a reciept) that acts like a counter, with its value at the number of days till delivery, and each day that passes it either decreases the value by one or if the counter hits 0 replace the item with your book. I use di...
by bimb2212
Sat Nov 01, 2014 11:43 am
Forum: Ren'Py Questions and Announcements
Topic: Code about add/remove item in period of time?
Replies: 6
Views: 1205

Code about add/remove item in period of time?

Like Fading Heart game, when you buy a book, it will be delivered in the next 3 days. I don't know how to make the code like that if we buy the book regardless of the date and time of calendar.
by bimb2212
Fri Oct 31, 2014 3:25 pm
Forum: Ren'Py Questions and Announcements
Topic: Another way to make Show,Hide in one button only?(SOLVED)
Replies: 2
Views: 4139

Re: Are there another ways to make Show,Hide in one button o

If you want player to be able to interact with the screen only (clicking outside it won't progress the game) then just set the modal parameter to True (and don't forget to make the close button for this screen). To make one button show and hide the screen you can use such an action textbutton "...
by bimb2212
Fri Oct 31, 2014 12:02 pm
Forum: Ren'Py Questions and Announcements
Topic: Another way to make Show,Hide in one button only?(SOLVED)
Replies: 2
Views: 4139

Another way to make Show,Hide in one button only?(SOLVED)

This is my code, but it doesn't good. If I click on outside of inven_screen, and when the choices menu appear, it won't hide the inven_screen (only say screen hide). So, that can make look really buggy. if inven_button == 1: textbutton ("Inventory") action [Show("inven_screen"), ...
by bimb2212
Thu Oct 30, 2014 11:16 pm
Forum: Ren'Py Questions and Announcements
Topic: Make something appear above dialogue window (SOLVED)
Replies: 14
Views: 2687

Re: Make something appear above dialogue window.

Woa, so if every def statement that I call with a frame in it, I need to specify the 'screens' layer to make it appear in front of the say screen. Thanks for your help!
by bimb2212
Thu Oct 30, 2014 1:46 pm
Forum: Ren'Py Questions and Announcements
Topic: Make something appear above dialogue window (SOLVED)
Replies: 14
Views: 2687

Re: Make something appear above dialogue window.

I mean that I press "create new project" in Ren'py, without touch anything about Eileen's welcome, then I paste the digital calendar code... I use lastest version of ren'py.
Testing.rar
(143.47 KiB) Downloaded 53 times
by bimb2212
Wed Oct 29, 2014 11:26 pm
Forum: Ren'Py Questions and Announcements
Topic: Make something appear above dialogue window (SOLVED)
Replies: 14
Views: 2687

Re: Make something appear above dialogue window.

Alex wrote:So, how do you show the calendar and clock then?
I was expecting to see something like:
Ya, I place it at there, still appears behind the say box. Even I created fresh new renpy game, copy and paste code, the same result :(
by bimb2212
Tue Oct 28, 2014 2:57 am
Forum: Ren'Py Questions and Announcements
Topic: Make something appear above dialogue window (SOLVED)
Replies: 14
Views: 2687

Re: Make something appear above dialogue window.

Hm, it worked for me... Show your code for say screen then (or upload the project to let people test it). Sorry for slow reply, this is my say screen: screen say: default side_image = None window: id "window" has vbox: style "say_vbox" if who: text who id "who" text wh...
by bimb2212
Sun Oct 26, 2014 7:45 am
Forum: Ren'Py Questions and Announcements
Topic: Make something appear above dialogue window (SOLVED)
Replies: 14
Views: 2687

Re: Make something appear above dialogue window.

The zorder is used when you show separate screens or displayables, but in this recipe calendar and clock are added into the say screen. The elements of a screen appears onscreen in the order you added them in your code. So if you added if(clock): $ Calendar() $ Clocks() part right at the beginning ...
by bimb2212
Sat Oct 25, 2014 10:30 am
Forum: Ren'Py Questions and Announcements
Topic: Make something appear above dialogue window (SOLVED)
Replies: 14
Views: 2687

Re: Make something appear above dialogue window.

Yeah, I don't know how to change the z-order when use def statement in init python. But I use a quick fix: remove the def Calendar(), def Clock(), ui, copy and change these codes that fit screen statement, and it appear in-front. For now, I only know that the dialogue box appears behind screen state...