Search found 635 matches
- Tue Nov 22, 2016 12:10 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]How to add characters to an already defined variable
- Replies: 1
- Views: 355
Re: How to add characters to an already defined variable
An attribute is anything a python object might have as part of it. In the case of that message, it's just telling you that python strings (called by the class name str) don't have an add() function. The technical term for what you're trying to do is "concatenate", which just means to combi...
- Sun Nov 20, 2016 1:23 pm
- Forum: Other Visual Novel Engines
- Topic: game maker studio VN object
- Replies: 1
- Views: 1300
game maker studio VN object
One of my friends and I recently made this GM:S object that handles dialogue and defaults to a typical ADV style. It uses a mini-scripting language in separate files that can be written in whatever simple text program you want (I've been using notepad), which are then imported and processed when the...
- Wed Jul 29, 2015 6:17 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Drag & Drop problem
- Replies: 4
- Views: 1224
Re: Drag & Drop problem
The result of moving a piece is controlled by the piece_dragged function. If you want to have a piece move back to where it was when it's not touching a spot at all, this section will need to be changed. if not drop: store.piecelist[(int(drags[0].drag_name[0]) * 10 + int(drags[0].drag_name[1]))][0] ...
- Fri Jun 20, 2014 3:30 am
- Forum: Ren'Py Questions and Announcements
- Topic: combining the sprite manager and a CCD
- Replies: 1
- Views: 461
combining the sprite manager and a CCD
I'm trying to make a game with bullet hell elements in it. I would like to use the sprite manager to speed up the rendering of any bullets that don't need anything fancy done to them, but I would also like to use the canvas object to draw lasers on the fly. While I know I could just add them both to...
- Thu Jun 19, 2014 7:54 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Monmusu quest style battle system
- Replies: 2
- Views: 649
Re: Monmusu quest style battle system
if you just mean the interface, then all you really have to do is play around with the screen language stuff and make variables for each stat and bar to keep track of everything. once you have a screen that looks right, you can put it in a loop (either a while loop or just a label that jumps to itse...
- Mon May 26, 2014 12:10 am
- Forum: Ren'Py Cookbook
- Topic: custom mouse cursor code
- Replies: 13
- Views: 11151
Re: custom mouse cursor code
Oh, whoops. That was my fault. The line for changing config.mouse should be a python statement:
hopefully I didn't forget anything else...
Code: Select all
init:
$ config.mouse = {"default" : ("GUI/light-red-cursor.png", 0, 0)}
- Sun May 25, 2014 6:54 am
- Forum: Ren'Py Cookbook
- Topic: custom mouse cursor code
- Replies: 13
- Views: 11151
Re: custom mouse cursor code
I got the "expected statement" error. I think that's because the "add" statement is specific to screen language. I'm not sure what you're trying to do, but it isn't a good idea to use this code during an init block. The point behind this code is to be able to change the cursor d...
- Sun Feb 09, 2014 8:20 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] "this is [x]" fully when x= "a bag of [fruit]"
- Replies: 2
- Views: 593
Re: displaying "this is [x]" fully when x= "a bag of [fruit]
$ fruit = "apples" # or inputted dynamically $ basket = "a bag of [fruit]" e "this is [basket]" strings used in say statements aren't always treated the same way as strings in python expression. I'm actually surprised your code didn't work anyway, since I thought the e...
- Fri Feb 07, 2014 11:34 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Creating a Drag and Drop planner
- Replies: 2
- Views: 785
Re: Creating a Drag and Drop planner
to make them go into a specific location, use the snap() function in combination with the x and y cooridinate of your drops. to make them snap back when they aren't dropped on anything, you need to first check if the dragged rectangle was dropped on any of the drops and then snap it back to where ev...
- Fri Feb 07, 2014 5:18 am
- Forum: Ren'Py Questions and Announcements
- Topic: prevent skipping for credits?
- Replies: 5
- Views: 1902
Re: prevent skipping for credits?
a quick suggestion: if your game has any replay value or has multiple endings it's a good idea to only make the credits unskippable the first time the player goes through them. having to sit through them every time can be incredibly annoying one way to do this is to use $ renpy.pause(pause_time, har...
- Wed Feb 05, 2014 7:31 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]Show images above a screen?
- Replies: 7
- Views: 5442
Re: Show images above a screen?
Assuming I'm reading your code correctly, having images with parallax on top of the screens would require having another set of layers that are added to config.layers after the default ones. if that is correct, then an adjustment like this would work: # Controls the movement of the image according t...
- Wed Feb 05, 2014 5:05 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]Show images above a screen?
- Replies: 7
- Views: 5442
Re: Show images above a screen?
that's strange. did you try using zorder on the new screen as well?
- Wed Feb 05, 2014 12:11 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]Show images above a screen?
- Replies: 7
- Views: 5442
Re: Show images above a screen?
the first solution that comes to mind is to add a screen adds images based on a list, but I'm not sure if renpy's prediction would still work. if you want to try that, it would be something like this: screen top_images: for i in imagelist: add i[0]: pos i[1] label start: $ imagelist = [["zei.pn...
- Tue Jan 21, 2014 7:06 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Visual novel and Point'n'click adventure? How?
- Replies: 6
- Views: 5530
Re: Visual novel and Point'n'click adventure? How?
the easiest ways to go about using renpy for a point and click adventure would be either to avoid showing the main character (as with games such as myst) or to have the character only move when the player clicks on something (as with games like gabrial knight: the beast within). for the former, you ...
- Mon Jan 13, 2014 9:18 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Dynamic Cursor Config
- Replies: 3
- Views: 885
Re: Dynamic Cursor Config
try using this to make the cursor invisible:
http://www.pygame.org/docs/ref/mouse.ht ... et_visible
if that works, they you can use the pos value from any MOUSEMOTION events to check where the cursor is and place whatever image you want there.
http://www.pygame.org/docs/ref/mouse.ht ... et_visible
if that works, they you can use the pos value from any MOUSEMOTION events to check where the cursor is and place whatever image you want there.