Search found 20 matches
- Sat Mar 03, 2018 8:22 pm
- Forum: Works in Progress
- Topic: Soulshine [RPG] [Fantasy] [Near-future] [Mystery]
- Replies: 4
- Views: 1755
Re: Soulshine [RPG] [Fantasy] [Near-future] [Mystery]
Update 1 Minor update this time as the last two weeks hit my freetime in the face with a baseball bat. I did manage a [small musical loop for a friendly fat raben who you meet towards the end of the game. Soulshine will follow in the footsteps of other RPGs and giving each character their own uniqu...
- Fri Feb 16, 2018 5:05 pm
- Forum: Works in Progress
- Topic: Soulshine [RPG] [Fantasy] [Near-future] [Mystery]
- Replies: 4
- Views: 1755
Re: Soulshine [RPG] [Fantasy] [Near-future] [Mystery]
Thanks for the feedback, it means a lot to me and is a great help! For Zelan, Does the premise interest you? What part grabs you the most?: It does! The war itself is what intrigues me the most; I'm curious about what started it? Yes, the war is exciting! It was put in motion when a group of monster...
- Thu Feb 15, 2018 12:49 am
- Forum: Works in Progress
- Topic: Soulshine [RPG] [Fantasy] [Near-future] [Mystery]
- Replies: 4
- Views: 1755
Soulshine [RPG] [Fantasy] [Near-future] [Mystery]
https://i.imgur.com/bOwnNlg.png Soulshine Genres: RPG, Fantasy, Near-future, Mystery Estimated Playtime: 20-30 hrs Endings: 3 Features A modern Earth soon after magic was discovered, with an underground world to venture into. A grand mystery to unravel. Story and character first gameplay. Tactical ...
- Fri Oct 20, 2017 2:00 am
- Forum: Asset Creation: Writing
- Topic: Switching POV for one scene?
- Replies: 7
- Views: 1756
Re: Switching POV for one scene?
A separate POV for the prologue is fine, and is often done in novels and movies. Same with epilogues. Just be careful about changing it later on. If you've done only one POV throughout and you suddenly switch it is jarring and breaks immersion. This is because you've established a pattern and have b...
- Sat Feb 04, 2017 8:45 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Letting player stay at area without dialogue
- Replies: 7
- Views: 1209
Re: Letting player stay at area without dialogue
You can try creating the screen you need and sticking it out of the viewing area. I had to do a similar thing to display an empty choice menu. screen choice(items): window: style "menu_window" if show_menu: # This is a variable you set elsewhere # normal menu code here # If we don't show t...
- Sat Dec 24, 2016 2:12 am
- Forum: Ren'Py Questions and Announcements
- Topic: Select Names from Random List
- Replies: 2
- Views: 1583
Re: Select Names from Random List
You can generate menus based off a tuple list with renpy.display_menu . Ninja Edit: The menu function you use does the same thing. For both you must give a list of tuples. The first value of the tuple is the text for the button. The second value is what the button returns when you select it. label n...
- Fri Dec 23, 2016 11:23 pm
- Forum: Development of Ren'Py
- Topic: Ren'Py Gripes
- Replies: 556
- Views: 562401
Re: Ren'Py Gripes
I've recently had some headaches with Ren'py overwriting functions when passing keywords to labels. For example, I have a JRPG-esque battle engine. I define a function to start a battle within Ren'py. # File: tern_functions.rpy # This functions are used only in the renpy script. init -19 python: def...
- Mon Oct 17, 2016 1:10 am
- Forum: Ren'Py Questions and Announcements
- Topic: How do i get code from an init priority over an init python
- Replies: 3
- Views: 702
Re: How do i get code from an init priority over an init pyt
Huh, that's weird. Hopefully you solved it by now, but in case you haven't, do you have your game split up into multiple rpy files? I have my game split up into many rpy files. IIRC I had your same problem once because 1. Had the init priorities mixed up in file_1.rpy. 2. Ran the game and because of...
- Sun Oct 02, 2016 1:18 am
- Forum: Ren'Py Questions and Announcements
- Topic: How do i get code from an init priority over an init python
- Replies: 3
- Views: 702
Re: How do i get code from an init priority over an init pyt
You can add a number after init to set the priority.
Here the init -2 block should run first, as the priority number is lower. If you don't put a priority number, then it is set to 0.
https://www.renpy.org/doc/html/quickstart.html#init
Code: Select all
init 1 python:
a = b
init -2:
b = 1
https://www.renpy.org/doc/html/quickstart.html#init
- Sun Jul 24, 2016 3:45 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]renpy.notify x2 in diff pos at = time.
- Replies: 10
- Views: 3475
Re: renpy.notify duplicated in different positions at same t
If you make your own versions of the notify screen you can have two at the same time. It's only the default notify that there must be only one of. How many different types of points are you going to have? If it is a few then my solution or trooper's would work fine. But if you will have many differe...
- Sat Jul 23, 2016 11:02 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]renpy.notify x2 in diff pos at = time.
- Replies: 10
- Views: 3475
Re: renpy.notify duplicated in different positions at same t
I only have time to glance at your code right now, but I believe you are having problems because there can be only one notify at a time. "Only one notification is displayed at a time. If a second notification is displayed, the first notification is replaced." - The documentation What my co...
- Tue Jul 19, 2016 12:29 am
- Forum: Ren'Py Questions and Announcements
- Topic: making game with visual novel and shooting game
- Replies: 1
- Views: 327
Re: making game with visual novel and shooting game
Ren'py lets you to directly program in python and pygame. Considering you already have the shooting game, it should be easy to put it into renpy and then make the visual novel parts with renpy. (As long as you aren't using lots of unsupported libraries...) Honestly, renpy may be the best choice of e...
- Tue Jul 19, 2016 12:13 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]renpy.notify x2 in diff pos at = time.
- Replies: 10
- Views: 3475
Re: renpy.notify duplicated in different positions at same t
I'm not exactly sure what you were trying for in your code, but here is a quick way to do what you want with the default notify system. Explanation is commented in with the code. default fupk = FuckingPointKeeper() init python: class FuckingPointKeeper(object): # Init all points to be 0. def __init_...
- Sat Jul 16, 2016 4:06 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]Pop-Up Points on screen and later disapear.
- Replies: 3
- Views: 706
Re: Pop-Up Points on screen and later disapear offscreen.
The notify function does this. If you want to be extra fancy you can create a function to automatically add the points and notify. init python: # This class keeps all the points, # allowing the variables to be acessed # in functions. class PointKeeper(object): def __init__(self): self.np = 0 # Make ...
- Fri Jul 15, 2016 4:57 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Thinking about using this engine, but have questions.
- Replies: 6
- Views: 1215
Re: Thinking about using this engine, but have questions.
I'm been working a few months now on a text-based rpg, so perhaps I can give some insight. I'll need text scrolling in windows for a text rpg... If you mean text popping up one letter at a time like in traditional rpgs then Ren'py has a characters per second setting . (It might be hard to make chara...