Did anyone tries to make a co-op game, or multi-player game? What do we need for such thing?
I could only find examples in Unity...
Thx for any apply and sorry for disturbing
Search found 9 matches
- Thu Mar 15, 2018 2:28 am
- Forum: Ren'Py Questions and Announcements
- Topic: A silly question
- Replies: 8
- Views: 1110
- Tue Jul 18, 2017 10:27 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]how to return the position call screen?
- Replies: 3
- Views: 511
Re: how to return the position call screen?
Now I figure out that I misunderstood the way of using Screen. I change the way like this: label fight: show screen fight_screen "HP is [HP]" while HP > 200: $HP = HP -100 pause while HP <= 200: #else: hide screen fight_screen return and problem solved!
- Mon Jul 17, 2017 9:38 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]how to return the position call screen?
- Replies: 3
- Views: 511
Re: how to return the position call screen?
I'm not 100% sure on what you're asking? You can use Return() to return from a screen, or Hide("my_screen") though hide won't return you back where you were. (you might want to place your code in brackets --> [ code ] [/ code ] (without the spaces) makes it easier to read. I'm also not su...
- Mon Jul 17, 2017 9:11 pm
- Forum: Ren'Py Questions and Announcements
- Topic: how to return the position call screen?
- Replies: 0
- Views: 345
how to return the position call screen?
I wrote a call screen in a label. The screen is used to display the rpg battle. However,I got problem in quitting the screen and return to the CALL position. I tried to use IF to make it happen: screen battle: #(The other statements are notshows here) if HP<0: text [HP] actionJump("end")...
- Mon Jul 17, 2017 7:45 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]how to return the position call screen?
- Replies: 3
- Views: 511
[SOLVED]how to return the position call screen?
I wrote a call screen in a label. The screen is used to display the rpg battle. However,I got problem in quitting the screen and return to the CALL position. I tried to use IF to make it happen: screen battle: #(The other statements are notshows here) if HP<0: text [HP] actionJump("end") #...
- Thu Mar 23, 2017 10:30 am
- Forum: Ren'Py Cookbook
- Topic: Ren'Py Cookbook Directory
- Replies: 9
- Views: 171952
Re: Ren'Py Cookbook Directory
It's really helpful! Thank you very muuuuuuuuuuch!!
- Sun Mar 12, 2017 7:33 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [HELP]How to use the customized screen?
- Replies: 3
- Views: 745
Re: [HELP]How to use the customized screen?
THX, after studied this, your opinion is like down below? ### define lj = Character(("lily joe"), color="#000000",screen="battle") ### I tried this ,yes, there's no more error. However, if I try to open the battle screen, like a RPG game , the whole layout is changed, I...
- Sun Mar 12, 2017 11:36 am
- Forum: Ren'Py Questions and Announcements
- Topic: [HELP]How to use the customized screen?
- Replies: 3
- Views: 745
Re: [HELP]How to use the customized screen?
So, the right way to invoke the screen is : ________________________________________ hide screen say show screen battle lj "111111" hide screen battle show scren say jump back01 ________________________________ But new problems occured: " While running game code: File "game/battl...
- Sun Mar 12, 2017 11:08 am
- Forum: Ren'Py Questions and Announcements
- Topic: [HELP]How to use the customized screen?
- Replies: 3
- Views: 745
[HELP]How to use the customized screen?
Thanks for ready. I defined a customized screen, —————————————————————————— screen battle(what,how): style_prefix "battle" window: id "window" if what is not None: window: style "namebox" text what id "what" text how id "what" ———————————————————————...