Search found 130 matches
- Mon May 08, 2017 9:04 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How do I get rid of a dialogue option? [SOLVED]
- Replies: 3
- Views: 508
Re: How do I get rid of a dialogue option?
Here, try something like this: label park_night_bench: default optiona = False default optionb = False "Here you are at a park bench." menu: "Option A" if not optiona: $optiona = True "You chose Option A." jump park_night_setup "Option B" if not optionb: $opti...
- Sat Nov 12, 2016 6:38 pm
- Forum: Creator Discussion
- Topic: A Massive, Collaborative Visual Novel-- with a twist!
- Replies: 49
- Views: 6003
Re: A Massive, Collaborative Visual Novel-- with a twist!
Hi, everyone. Sorry for running late. I didn't get any script updates, but I took the script of Part 1 and added character sprites to it. If you need the source files for the art, you can find them in the 'arts' folder of the game project. You can get the latest version of the project here: https://...
- Wed Oct 26, 2016 11:35 am
- Forum: Creator Discussion
- Topic: A Massive, Collaborative Visual Novel-- with a twist!
- Replies: 49
- Views: 6003
Re: A Massive, Collaborative Visual Novel-- with a twist!
So for the first few days, I'll do character art for Part 1 while I wait for the script of Part 2. (EDIT: Just to be clear, I'm fine with that, and I like that I'll get the chance to do character design.) Edel, just let me know when you've got something. Since I'm handling coding, I'll also handle f...
- Sat Oct 15, 2016 4:08 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to hide namebox from narrator? [solved]
- Replies: 7
- Views: 2189
Re: How to hide namebox from narrator?
Was there a special reason you made the narrator a character? If you just write dialogue without a name, it's assumed to be the default narrator, and you won't get a namebox.
- Sat Oct 15, 2016 11:29 am
- Forum: Creator Discussion
- Topic: A Massive, Collaborative Visual Novel-- with a twist!
- Replies: 49
- Views: 6003
Re: A Massive, Collaborative Visual Novel-- with a twist!
Thanks, Divona.
I can handle coding for Team Two if nobody else shows up, and I don't mind being asked to do things for Team One.
I'd recommend Google Drive for hosting the project, since we don't really need fancy features like version history or forking, and using Drive is less technical.
I can handle coding for Team Two if nobody else shows up, and I don't mind being asked to do things for Team One.
I'd recommend Google Drive for hosting the project, since we don't really need fancy features like version history or forking, and using Drive is less technical.
- Fri Oct 14, 2016 2:47 pm
- Forum: Creator Discussion
- Topic: A Massive, Collaborative Visual Novel-- with a twist!
- Replies: 49
- Views: 6003
Re: A Massive, Collaborative Visual Novel-- with a twist!
Hi, could I be added to the list? There used to be some old websites I visited, "Impromanga" and "Improfanfic", that artists signed up for pretty much what's being described here. I'd love a chance to do this for a VN. I'm probably better as a writer/programmer, but I know enough...
- Fri Mar 11, 2016 3:28 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Arrays not affected by rollback?
- Replies: 2
- Views: 376
Re: Arrays not affected by rollback?
I had a problem like that a little while back - I solved it when I realized that I originally defined the variables in an 'init:' block. Making sure they were defined as 'default' solved my problem. (Note: If you're doing serious Python coding, you might need to declare the variable twice - once as ...
- Fri Mar 11, 2016 8:25 am
- Forum: Ren'Py Questions and Announcements
- Topic: Taking a screenshot that isn't actually seen?
- Replies: 3
- Views: 446
Re: Taking a screenshot that isn't actually seen?
Unless you specifically want an image that can be seen outside the game, it might be enough to just write a function that defines a Composite, and then store your Composites in game variables until later.
- Fri Feb 12, 2016 10:54 am
- Forum: Ren'Py Questions and Announcements
- Topic: Live Composite and Text
- Replies: 12
- Views: 2906
Re: Live Composite and Text
While images are defined before the game starts, you can create displayables at any time. python: def create_marker(chibi,name): lc = LiveComposite( (0,0), (0,0), "images/map/map_info_hover.png", (40,70), chibi, (0,0), "images/map/map_info_normal.png", (0,0), Text(name) ) return ...
- Fri Feb 12, 2016 10:01 am
- Forum: Ren'Py Questions and Announcements
- Topic: Is it possible to have a looping background?
- Replies: 2
- Views: 424
Re: Is it possible to have a looping background?
You can tile your heart graphic with an image manipulator, and use ATL to animate it scrolling. # Let's assume the image is 256x256, and the screen is 1280x720 image heartscroll: im.Tile("images/heart.png",size=(1280,720+256)) # i.e. big enough to fill the screen and then add one more row ...
- Mon Jan 25, 2016 3:30 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Is there any way to define button styles in choice menus?
- Replies: 4
- Views: 648
Re: Is there any way to define button styles in choice menus
If you want to use a screen, you can get what you want with a little bit of Python code. This code takes the regular choice screen and adds a few lines: screen choice(items): window: style "menu_window" xalign 0.5 yalign 0.5 vbox: style "menu" spacing 2 for caption, action, chose...
- Mon Jan 25, 2016 1:25 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Can it be done? (Issue with fonts) [SOLVED]
- Replies: 2
- Views: 646
Re: Can it be done? (Issue with fonts)
Yes, you can use the configuration variable 'say_menu_text_filter', and write a Python function that will edit text before you display it. You can use it to insert different font tags for the characters you want to replace: init python: def quotereplace(txt): new_txt = txt.replace("'",&quo...
- Tue Jan 12, 2016 11:25 am
- Forum: Ren'Py Questions and Announcements
- Topic: Need function/transformation to fade between two sprites
- Replies: 8
- Views: 2727
Re: Need function/transformation to fade between two sprites
The key behind side images is that they use image tagging. In Ren'Py, you can give a tag to an image, and any image you give with the same tag replaces the old image. The 'as' clause in the show statement is useful for retagging an image: show bill at left as leftchar show dave as leftchar with Diss...
- Fri Nov 27, 2015 2:17 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Make the screen have a constant sway/floating movement?
- Replies: 7
- Views: 2320
Re: Make the screen have a constant sway/floating movement?
You can add extra layers to your Ren'Py game by changing what's in config.layers. # Add a "backdrop" layer behind the master layer init python: config.layers = [ 'backdrop', 'master', 'transient', 'screens', 'overlay' ] # Later in your script.. show layer master at ship_sway show cloudy_sk...
- Tue Oct 06, 2015 9:53 pm
- Forum: Ren'Py Cookbook
- Topic: Flash -> Ren'Py Exporter [v 1.4, 26/4/2013]
- Replies: 15
- Views: 8048
Re: Flash -> Ren'Py Exporter [v 1.4, 26/4/2013]
Hi, TARDISam.
My guess is that your artist, since he's using the later versions of Flash, is also using the newer tweening system. The exporter can handle "classic" tweens, but not the newer kind.
My guess is that your artist, since he's using the later versions of Flash, is also using the newer tweening system. The exporter can handle "classic" tweens, but not the newer kind.