Search found 358 matches

by herenvardo
Wed Dec 07, 2011 10:32 am
Forum: Creator Discussion
Topic: About GUIs.
Replies: 2
Views: 579

Re: About GUIs.

Here is what I can share from some years of experience with this topic, and it's not limited to games or Ren'Py but applies to all kinds of GUIs: A GUI should be as intuitive and self- discoverable as possible. In other words, the user should be able to understand what each widget is for, and which ...
by herenvardo
Mon Dec 05, 2011 8:55 pm
Forum: Ren'Py Questions and Announcements
Topic: Bug? Lists cause the Variable Viewer to crash
Replies: 0
Views: 518

Bug? Lists cause the Variable Viewer to crash

Maybe this has been reported before, but I think I should mention it: when the Variable Viewer in the Developer Menu attempts to show a variable that contains a python list, the game crashes. This snippet is enough to show the issue: define e = Character('Eileen', color="#c8ffc8") # The game starts ...
by herenvardo
Mon Dec 05, 2011 7:15 pm
Forum: Ren'Py Questions and Announcements
Topic: Zoom "on the fly"
Replies: 2
Views: 516

Re: Zoom "on the fly"

Yay! That looks "good" and "renpyish" enough, thanks.

Another function whose entry in the documentation has earned a slot in my bookmarks :D
by herenvardo
Mon Dec 05, 2011 5:07 pm
Forum: Ren'Py Questions and Announcements
Topic: Zoom "on the fly"
Replies: 2
Views: 516

Zoom "on the fly"

I'll try to go straight to the point. I have a chunk of code like this within one of my screens: grid 3 2: area (62, 120, 900, 700) for c in charDesc.iterkeys(): imagebutton action SetScreenVariable('currSelection', c): idle ("img/portrait.%s.png"%(c)) hover ("img/portrait.%s.png"%(c)) area (50, 25,...
by herenvardo
Sun Dec 04, 2011 3:08 pm
Forum: Creator Discussion
Topic: How much do suggestions mean to you?
Replies: 14
Views: 1471

Re: How much do suggestions mean to you?

I can't say too much about the project I'm currently working on (there is an agreement with the rest of the team to avoid making any announcement until it's almost done). But, for starters, I can say that there are at least two major aspects of the project that are a direct consequence of feedback I...
by herenvardo
Thu Dec 01, 2011 2:56 pm
Forum: General Discussion
Topic: LSF Fact File!
Replies: 77
Views: 6635

Re: LSF Fact File!

Aiurax wrote:
herenvardo wrote:Pets: none, for their own sake
Scary...
Don't get it wrong, I wouldn't hurt even a fly. I just lack the time and responsibility to take proper care of a pet. In fact, no living being deserves to be neglected even a fraction of what I neglect myself.
by herenvardo
Thu Dec 01, 2011 11:18 am
Forum: General Discussion
Topic: LSF Fact File!
Replies: 77
Views: 6635

Re: LSF Fact File!

Alias/Pseudonym: herenvardo Date of Birth (dd/mm/yy): 03/10/1985 Ethnicity: Allegedly white/western; possibly alien :P Nationality: Spaniard Place of Birth: Barcelona, Spain Current Location/Residence: Sant Cugat del Valles Hair Colour: dark blond on summer, light brown the rest of the year Eye Colo...
by herenvardo
Tue Nov 29, 2011 8:39 am
Forum: Ren'Py Questions and Announcements
Topic: Class objects don't revert on rollback?
Replies: 13
Views: 1079

Re: Class objects don't revert on rollback?

Okay, I tried making an empty class, defining an external function (that takes the object as the argument) to initialize the object's attributes (with att1, att2 and att3) and external methods to change those attributes in groups. Now, the rolback and load-from-inside-the-game problems are still th...
by herenvardo
Tue Nov 29, 2011 6:51 am
Forum: Ren'Py Questions and Announcements
Topic: Sharing: "The specified module could not be found"
Replies: 12
Views: 2755

Re: Sharing: "The specified module could not be found"

Did your friends just double-click the .exe from within the zip archive? For things to work, they should extract the whole contents of the archive to a directory, and then run the .exe from that directory. If this is the case, tell your friends to look for an "Unpack", "Unpack all", "Extract all" or...
by herenvardo
Mon Nov 28, 2011 12:27 pm
Forum: Ren'Py Questions and Announcements
Topic: Objects pretending to be sprites
Replies: 4
Views: 515

Re: Objects pretending to be sprites

I was trying to keep my script as clean as possible, but I guess this is as far as it gets. Well, this is still better than having a 24-fold or worse ConditionSwitch for each sprite (which I would need if I had to rely on plain show statements), so I guess I'll have to live with those few $s scatter...
by herenvardo
Mon Nov 28, 2011 5:56 am
Forum: Ren'Py Questions and Announcements
Topic: Objects pretending to be sprites
Replies: 4
Views: 515

Re: Objects pretending to be sprites

Hm... This could work, although you should call renpy.render rather than the render method directly, since the render api may change at some time in the future. The overall idea was to delegate any "displayable-related" calls to the displayable itself. If the API for Displayable.render changes, the...
by herenvardo
Sun Nov 27, 2011 7:44 pm
Forum: Ren'Py Questions and Announcements
Topic: Objects pretending to be sprites
Replies: 4
Views: 515

Objects pretending to be sprites

I hope I can describe properly what I'm trying. If not, don't hesitate to ask for details and clarifications. Some time ago, I managed to make my Creature objects "pretend" to be characters when used in say statements (this post mostly summarizes it: http://lemmasoft.renai.us/forums/viewtopic.php?f=...
by herenvardo
Sat Nov 26, 2011 5:54 pm
Forum: Ren'Py Questions and Announcements
Topic: Accessing Return() values
Replies: 9
Views: 1056

Re: Accessing Return() values

So you are not "returning" anymore, but just jumping to the "odd_man" label. That's fine, as long as that's what you want, but let me share an alternative approach: You could leave your button as it was: textbutton _("Return") action Return() xpos 58 ypos 500 but then add the jump after calling (and...
by herenvardo
Sat Nov 26, 2011 5:04 pm
Forum: Ren'Py Questions and Announcements
Topic: Accessing Return() values
Replies: 9
Views: 1056

Re: Accessing Return() values

Rewording what DragoonHP already said: Your return is not really bringing you to the Main Game Menu: it brings you to just after the "call screen" statement, and the game goes on from there... Only that there is nothing after the call screen, so the script has "ended" and the engine brings you back ...
by herenvardo
Sat Nov 26, 2011 2:23 pm
Forum: Ren'Py Questions and Announcements
Topic: Accessing Return() values
Replies: 9
Views: 1056

Re: Accessing Return() values

I would like to ask something about the Return() thingy... When I'm on a screen and I create this button: screen blah: textbutton _("Return") action Return() It brings me back to the main game menu instead of the label where I was at :? ! Why is that? Let me guess, did you use "show screen" instead...