Search found 26 matches
- Fri Dec 30, 2016 4:54 pm
- Forum: Asset Creation: Art
- Topic: A Bouncy Character Introduction - (With Quick How To)
- Replies: 7
- Views: 4080
Re: A Bouncy Character Introduction - (With Quick How To)
Hi, I learned about RenPy some months ago. I'm one of those people that want to do more creative things than what is taught by the standard tutorials, so I set out to read the documentation. Turned out the documentation was a pretty big pill to swallow, especially for a beginner. So someone recommen...
- Thu Dec 08, 2016 11:24 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Can any1 comfortable with coding reshape my brain? dissolve
- Replies: 2
- Views: 1030
Re: Can any1 comfortable with coding reshape my brain? disso
*facepalm* Welp, being so close to solving that makes me feel better.
Thanks for all the info Ocelot
Also I saw in that other post that I didn't even have to define Dissolve in first place to make it shorter?
Thanks for all the info Ocelot
Also I saw in that other post that I didn't even have to define Dissolve in first place to make it shorter?
- Thu Dec 08, 2016 4:02 am
- Forum: Ren'Py Questions and Announcements
- Topic: Can any1 comfortable with coding reshape my brain? dissolve
- Replies: 2
- Views: 1030
Can any1 comfortable with coding reshape my brain? dissolve
Using Ren'Py 6.99.11 Wondering if whoever's reading this can take a look at my noob thought process and maybe try to do what my subject asks. This might be a long or confusing post so bear with me. I want you to know exactly how I think so you can say, "no no no." So, here's how I think, h...
- Thu Dec 08, 2016 2:18 am
- Forum: Ren'Py Questions and Announcements
- Topic: Do you have to write "init" to start your init block?
- Replies: 3
- Views: 624
Re: Do you have to write "init" to start your init block?
Hmm, okay cool. Thanks for these answers. Also, PyTom. Out of frustration I may have mentioned in some of my posts that the documentation was hard to understand. Just wanted to clarify that, first and foremost, I'm really glad it's there, if not simply because smarter people can understand it and ex...
- Thu Dec 08, 2016 1:14 am
- Forum: Ren'Py Questions and Announcements
- Topic: Do you have to write "init" to start your init block?
- Replies: 3
- Views: 624
Do you have to write "init" to start your init block?
Using Ren'Py 6.99.11 Getting ready to ask my next real question, but this is something I've wanted to ask for a while. In my game I have images and characters defined before the "label start" statement (if "statement" is the right word to use), and my game seems to work fine, so...
- Mon Nov 28, 2016 3:49 am
- Forum: Ren'Py Questions and Announcements
- Topic: Can anyone help me understand screens? Any input is welcome
- Replies: 2
- Views: 494
Re: Can anyone help me understand screens? Any input is welc
thank you kia, this is good info. That one colon just made everything below work. a good rule of thumb is: whenever a line is ended a colon, the next related lines should be indented. imagine every line with colon as a container, anything that goes in it should be indented a bit more than the contai...
- Mon Nov 28, 2016 1:20 am
- Forum: Ren'Py Questions and Announcements
- Topic: Can anyone help me understand screens? Any input is welcome
- Replies: 2
- Views: 494
Can anyone help me understand screens? Any input is welcome
Using Ren'Py 6.99.11 .1749 Hi all. Starting from the ground up here, not even standing, face is pretty much flat on the ground and i'm breathing in dirt. I was wondering If you all can help me understand screens. I always check out the documentation first before I ask stuff, but I'm not experienced...
- Fri Nov 25, 2016 5:56 am
- Forum: Ren'Py Questions and Announcements
- Topic: How would i set up a custom mouse pointer in renpy 6.99.11?
- Replies: 3
- Views: 2015
Re: How would i set up a custom mouse pointer in renpy 6.99.
It does stated in the documentation that it take Python dictionaries. https://docs.python.org/2/tutorial/datastructures.html#dictionaries define config.mouse = { "default" : [("gui/cursor_default.png", 0, 0)], "say" : [("gui/cursor_say.png", 0, 0)] } I'm stil...
- Fri Nov 25, 2016 5:51 am
- Forum: Ren'Py Questions and Announcements
- Topic: Need advice on making sharp buttons that look good in Ren'Py
- Replies: 2
- Views: 418
Re: Need advice on making sharp buttons that look good in Re
You know, I just messed around with the darks and lights of the button and made the drop shadow I was using as solid as the text drop shadow and that seemed to help it match. It was strange because I actually went from a larger image to a smaller one. Didn't realize that would blur things just a bit...
- Fri Nov 25, 2016 2:59 am
- Forum: Ren'Py Questions and Announcements
- Topic: How would i set up a custom mouse pointer in renpy 6.99.11?
- Replies: 3
- Views: 2015
How would i set up a custom mouse pointer in renpy 6.99.11?
Found this section in the documentation, but I don't see any specifics about what to type. define config.mouse = None This variable controls the use of user-defined mouse cursors. If None, the system mouse is used, which is usually a black-and-white mouse cursor. Otherwise, this should be a dictiona...
- Thu Nov 24, 2016 8:55 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Need advice on making sharp buttons that look good in Ren'Py
- Replies: 2
- Views: 418
Need advice on making sharp buttons that look good in Ren'Py
I'm currently working on replacing the text with image buttons, but compared to the smooth text my buttons look less focused, a bit blurry. I've never really had to make sharp buttons before, or just buttons that look pleasing in visual novels, so I'm wondering if anyone has any suggestions. Wonderi...
- Wed Nov 23, 2016 10:06 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Help Turning Quick Menu into Imagebuttons
- Replies: 11
- Views: 2338
Re: Help Turning Quick Menu into Imagebuttons
Hey, I'm the guy from the similar thread Ocelot linked. He helped me with this too. I've only gotten as far as replacing the textbutton with the imagebutton, so I can't really explain further than that. One thing i can bring though is a beginner's perspective. I got the image to show up where the te...
- Wed Nov 23, 2016 5:17 am
- Forum: Ren'Py Questions and Announcements
- Topic: Looking for help replacing the textbx gui with image buttons
- Replies: 8
- Views: 873
Re: Looking for help replacing the textbx gui with image but
Welp, hopefully messing with this enough will make me think like you do. For some reason I look at all that information and the idea to *okay step number 1: at the end of your file name you type an underscore and the name of the property.* doesn't pop up. I'll definitely be using the forums to bridg...
- Wed Nov 23, 2016 4:36 am
- Forum: Ren'Py Questions and Announcements
- Topic: Looking for help replacing the textbx gui with image buttons
- Replies: 8
- Views: 873
Re: Looking for help replacing the textbx gui with image but
Okay changing it to button 2_idle.png worked. But here's my question. How in this paragraph Used to automatically define the images used by this button. This should be a string that contains %s in it. If it is, and one of the image properties is omitted, %s is replaced with the name of that property...
- Wed Nov 23, 2016 2:05 am
- Forum: Ren'Py Questions and Announcements
- Topic: Looking for help replacing the textbx gui with image buttons
- Replies: 8
- Views: 873
Re: Looking for help replacing the textbx gui with image but
Yes, something like that. Yes, you need to have %s in your name string, if you are using 'auto' property: it will be replaced by other strings to get image name. Here is a documentation for imagebuttons. quick_menu is nothing special. It is just a screen. Not even a special one (like 'say' screen)....