Search found 47 matches
- Thu Dec 11, 2014 9:12 pm
- Forum: General Discussion
- Topic: 2014 PyTom Birthday Thread!
- Replies: 27
- Views: 6987
Re: 2014 PyTom Birthday Thread!
Happy Birthday. Thank you for creating Ren'Py.
- Thu Nov 20, 2014 10:14 am
- Forum: Creator Discussion
- Topic: What fonts do you use/like in a visual novel?
- Replies: 15
- Views: 21237
Re: What fonts do you use/like in a visual novel?
Here's a couple of sites I've used that create a font from my handwriting: http://www.myscriptfont.com/ http://www.paintfont.com/ A lot of those "free" fonts include a license that states the creator requires payment for the font's use in commercial works. Even if you don't plan on sellin...
- Wed Nov 19, 2014 10:31 pm
- Forum: Creator Discussion
- Topic: What fonts do you use/like in a visual novel?
- Replies: 15
- Views: 21237
Re: What fonts do you use/like in a visual novel?
Here's a couple of sites I've used that create a font from my handwriting: http://www.myscriptfont.com/ http://www.paintfont.com/ A lot of those "free" fonts include a license that states the creator requires payment for the font's use in commercial works. Even if you don't plan on selling...
- Wed Nov 19, 2014 10:25 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Launching Editra Failed?
- Replies: 2
- Views: 1147
Re: Launching Editra Failed?
Okay so I opened up renpy and then when I clicked on the script for one of my games it was blank. But when I clicked on launch project the game worked fine (complete with all of the script I wrote) I went through all of my games and it's the same for every one. I'm just so confused though because w...
- Fri Nov 07, 2014 9:25 pm
- Forum: Asset Creation: Music, Sound, and Movies
- Topic: Sad Song Critique
- Replies: 5
- Views: 1556
Re: Sad Song Critique
If you include chords into your song, that would make it sound more complete. I think it would also help you make more sense of your melody and it won't "meander" so much. As for the reason I asked about your Japanese ability: 私も日本語が読めるけど、上手に読めない。soundcloudで日本語を気づいたんだ。 Yerp, that's from a...
- Fri Nov 07, 2014 11:09 am
- Forum: Asset Creation: Music, Sound, and Movies
- Topic: Sad Song Critique
- Replies: 5
- Views: 1556
Re: Sad Song Critique
Like you said, it meanders. I would recommend that you be more mindful of where you want the melody to go when you write. What is the destination of each phrase? Also, you only played a simple bass line and the melody. That isn't necessarily a bad thing, but in this piece, the lack of chords makes ...
- Fri Nov 07, 2014 10:54 am
- Forum: Creator Discussion
- Topic: Protecting a Game in Progress: How?
- Replies: 11
- Views: 2302
Re: Protecting a Game in Progress: How?
How much information can you leak out about your game during production without worrying about your basic game story/characters/ideas being stolen? I'm sure every ones' criticism would be helpful, so I've been considering announcing my game in lemma soft forums in the near future, but... you know. ...
- Thu Nov 06, 2014 10:42 pm
- Forum: Asset Creation: Music, Sound, and Movies
- Topic: Sad Song Critique
- Replies: 5
- Views: 1556
Re: Sad Song Critique
https://soundcloud.com/mudgorillaed/merry-go-round All right, so I dabbled in trying to make a song. Had to refresh myself on my music reading and theorizing, and while I like the first half or so, I feel like it meanders going towards the end. Any tips there? And I guess critique on anything else ...
- Thu Nov 06, 2014 9:14 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Show change in UI meter automatically [Solved]
- Replies: 12
- Views: 2218
Re: Show change in UI meter automatically?
Honestly, I'm pretty new to coding, so this ui stuff and bar customization is something I don't know much about. However, you did ask about using your current code and showing the variable change, and that's something I can help you with. You just have to add another variable. Here's what I did with...
- Wed Nov 05, 2014 8:37 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Show change in UI meter automatically [Solved]
- Replies: 12
- Views: 2218
Re: Show change in UI meter automatically?
I'm sorry, I don't quite get how that screen will help. Could you explain more specifically? This screen shows the meter and then when the player clicks the screen, the variable is increased and the bar increases. After the bar increases, the player has to press again and then the screen is hidden ...
- Tue Nov 04, 2014 11:01 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Go back to menu after choosing a choice? [SOLVED]
- Replies: 4
- Views: 750
Re: Go back to menu after choosing a choice?
Just for your own knowledge, you can label menus. menu an_end_good_decision: "01" if choice01 == False: $ choice01 = True "Wrong choice" jump an_end_good_decision "02": "Right choice" "03" if choice03 == False: $ choice03 = True "Wrong choice&q...
- Tue Nov 04, 2014 10:52 pm
- Forum: Ren'Py Cookbook
- Topic: ATL transitions
- Replies: 3
- Views: 4246
Re: ATL transitions
I like it. I'll have to use it in my game. Thanks.
- Tue Nov 04, 2014 10:39 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Motion Trampoline Function is glitchy? [SOLVED]
- Replies: 4
- Views: 809
Re: Motion Trampoline Function is glitchy?
I see what you mean. It briefly appears right in the top left hand corner for me too. Why don't you try using ATL like the top of the "motion" page suggest?
- Tue Nov 04, 2014 10:22 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Show change in UI meter automatically [Solved]
- Replies: 12
- Views: 2218
Re: Show change in UI meter automatically?
How would I go about using a screen to show the bar increasing, though? Try this: In the script file: e "xxx" $ mi = 0 e "continue story" window hide show screen expr $ renpy.pause() $ mi += 8 $ renpy.pause() hide screen expr window show e "x" Here's the screen: screen...
- Tue Nov 04, 2014 9:51 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Go back to menu after choosing a choice? [SOLVED]
- Replies: 4
- Views: 750
Re: Go back to menu after choosing a choice?
Here's what you could do: label start: e "zz" $ choice2 = False label decision: if choice2: menu: "Choice 1": "right choice" else: menu: "Choice 1": "right choice" "Choice 2": "wrong choice." $ choice2 = True jump decision e "...