Search found 191 matches

by Evildumdum
Thu Sep 14, 2017 6:45 am
Forum: Ren'Py Questions and Announcements
Topic: Possible to create transforms mid code?
Replies: 4
Views: 680

Re: Possible to create transforms mid code?

Both brilliant pieces of advice. That function looks worth digging into in earnest. In terms of the way i structure the movement, its based on a grid and the path is a list of grid co-ordinates.
by Evildumdum
Wed Sep 13, 2017 7:25 am
Forum: Ren'Py Questions and Announcements
Topic: Possible to create transforms mid code?
Replies: 4
Views: 680

Possible to create transforms mid code?

So i have a need to make transforms that have an numerous changes of direction. I need to be able to create transforms to show movement paths, but since the route taken is not decided until the start point and end point of any given path is determined it is impossible to define a transform in an ini...
by Evildumdum
Tue Jul 18, 2017 5:19 pm
Forum: Ren'Py Questions and Announcements
Topic: problem with RPG battle engine
Replies: 4
Views: 909

Re: problem with RPG battle engine

I'll say to you the same thing i say to everyone that wants to have some sort of battle system. There is no magic cut and paste solution. You need to learn at least basic python and apply it. Here is a good series. Watch up to at least episode 4 (i'd love to reccomend going beyond that, but honestly...
by Evildumdum
Mon Jul 17, 2017 2:33 am
Forum: Ren'Py Questions and Announcements
Topic: Question about stats reset after the battle
Replies: 6
Views: 716

Re: Question about stats reset after the battle

Again, class instances hold functions. Simply put two functions in the Item class. Equip(self, wearer) and Unequip(self, wearer). All you gotta do is have a list of in the player class that stores the class instances of the items he has equipped. Here's some code from a stat adjusting effect class i...
by Evildumdum
Sun Jul 16, 2017 9:38 am
Forum: Ren'Py Questions and Announcements
Topic: Question about stats reset after the battle
Replies: 6
Views: 716

Re: Question about stats reset after the battle

No, no that is not the case. You build the reset function into the class. The whole point is that it reduces code significantly.
by Evildumdum
Sun Jul 16, 2017 7:22 am
Forum: Ren'Py Questions and Announcements
Topic: Question about stats reset after the battle
Replies: 6
Views: 716

Re: Question about stats reset after the battle

It looks like you are using a class. Classes support functions inside themselves. All you need to do is define a stat reset function inside the Player() class and then call it. I've no idea what you've structured you class like but imagine you'll need something like this. class Player(object): def _...
by Evildumdum
Sat Jul 15, 2017 2:58 pm
Forum: Ren'Py Questions and Announcements
Topic: Move an image that is already shown on screen [SOLVED]
Replies: 4
Views: 1528

Re: Move an image that is already shown on screen...

There's also a slightly simpler method that involves using a while loop.

Code: Select all

init python:
    toggle = True

label start:
    while toggle == True:
        show Example_image at Position1
    else:
        show Example_image at Position2

    $ renpy.pause(20)

    $ toggle = False
by Evildumdum
Sat Jul 15, 2017 1:01 pm
Forum: Ren'Py Questions and Announcements
Topic: Move an image that is already shown on screen [SOLVED]
Replies: 4
Views: 1528

Re: Move an image that is already shown on screen...

There was a question very similar to this asked not too long back. The example code i use in this uses a screen, but it should translate over to good ol' renpy show commands (you can use variables with the "show command just like you can with the "at" command in screens) https://lemma...
by Evildumdum
Tue Jul 11, 2017 2:03 am
Forum: Ren'Py Questions and Announcements
Topic: Gameplay For An RPG Horror
Replies: 5
Views: 918

Re: Gameplay For An RPG Horror

You will need an advanced knowledge of python in order to use ren'py to do what you want.
by Evildumdum
Mon Jul 10, 2017 4:10 pm
Forum: Ren'Py Questions and Announcements
Topic: Gameplay For An RPG Horror
Replies: 5
Views: 918

Re: Gameplay For An RPG Horror

Take it from someone that uses renpy to do sprite movement as my main function. Renpy is a bad choice for the type of game you are describing. Milky is correct. RPGmaker is a better bet.
by Evildumdum
Mon Jul 10, 2017 10:59 am
Forum: Ren'Py Questions and Announcements
Topic: Creating classes? [SOLVED]
Replies: 3
Views: 602

Re: Creating classes?

Try watching this before you continue.

https://www.youtube.com/watch?v=trOZBgZ8F_c
by Evildumdum
Sun Jul 09, 2017 10:19 am
Forum: Ren'Py Questions and Announcements
Topic: Imagemap - show naame
Replies: 3
Views: 711

Re: Imagemap - show naame

hmmm, all i can say is that an imagemap is a very old and inefficient way of going about things. I suggest you look up screens.
by Evildumdum
Sun Jul 09, 2017 6:46 am
Forum: Ren'Py Questions and Announcements
Topic: How i can make gacha?
Replies: 5
Views: 2349

Re: How i can make gacha?

The correct response to "I don't know how to do this", is "I will learn how to do this". That is the purpose of this forum. It is not a place where the correct response to "I do not know how to do this" is "I will get someone else to do this". But since you in...
by Evildumdum
Sat Jul 08, 2017 5:07 pm
Forum: Ren'Py Questions and Announcements
Topic: [solved] How to use transformations on pre-existing windows.
Replies: 4
Views: 758

Re: How to use transformations on pre-existing windows.

When you say windows, do you mean screens? If so, you can set the transform to a variable and change the transform attached to it, the use renpy.restart_interaction() Simple example: init: transform number_one: xpos 0.5 ypos 0.5 linear 1.0 xpos 1.0 ypos 0.5 transform number_two: xpos 1.0 ypos 0.5 li...
by Evildumdum
Sat Jul 08, 2017 9:24 am
Forum: Ren'Py Questions and Announcements
Topic: ATL vs Motion()
Replies: 5
Views: 801

Re: ATL vs Motion()

That thread you linked me to is super helpful. I'm not 100% sure of the purpose of the bezier_point function that you have defined in your code though.