Search found 358 matches
- Wed Dec 07, 2011 10:32 am
- Forum: Creator Discussion
- Topic: About GUIs.
- Replies: 2
- Views: 769
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 ...
- 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: 716
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 ga...
- Mon Dec 05, 2011 7:15 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Zoom "on the fly"
- Replies: 2
- Views: 785
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
Another function whose entry in the documentation has earned a slot in my bookmarks
- Mon Dec 05, 2011 5:07 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Zoom "on the fly"
- Replies: 2
- Views: 785
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"...
- Sun Dec 04, 2011 3:08 pm
- Forum: Creator Discussion
- Topic: How much do suggestions mean to you?
- Replies: 14
- Views: 2017
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...
- Thu Dec 01, 2011 2:56 pm
- Forum: General Discussion
- Topic: LSF Fact File!
- Replies: 77
- Views: 8873
Re: LSF Fact File!
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.Aiurax wrote:Scary...herenvardo wrote:Pets: none, for their own sake
- Thu Dec 01, 2011 11:18 am
- Forum: General Discussion
- Topic: LSF Fact File!
- Replies: 77
- Views: 8873
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...
- Tue Nov 29, 2011 8:39 am
- Forum: Ren'Py Questions and Announcements
- Topic: Class objects don't revert on rollback?
- Replies: 13
- Views: 1685
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...
- 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: 3293
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&quo...
- Mon Nov 28, 2011 12:27 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Objects pretending to be sprites
- Replies: 4
- Views: 825
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...
- Mon Nov 28, 2011 5:56 am
- Forum: Ren'Py Questions and Announcements
- Topic: Objects pretending to be sprites
- Replies: 4
- Views: 825
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 ch...
- Sun Nov 27, 2011 7:44 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Objects pretending to be sprites
- Replies: 4
- Views: 825
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/viewto...
- Sat Nov 26, 2011 5:54 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Accessing Return() values
- Replies: 9
- Views: 1693
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 a...
- Sat Nov 26, 2011 5:04 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Accessing Return() values
- Replies: 9
- Views: 1693
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 eng...
- Sat Nov 26, 2011 2:23 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Accessing Return() values
- Replies: 9
- Views: 1693
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 ...