Search found 5 matches

by SeeingStars
Fri Jan 12, 2018 4:27 am
Forum: Ren'Py Questions and Announcements
Topic: Rain Effects with Conditional Switch
Replies: 0
Views: 433

Rain Effects with Conditional Switch

Hi all, I'm trying to add weather effects into my project. The basic code here (https://lemmasoft.renai.us/forums/viewtopic.php?f=8&t=7423) works fine whenever I'm using show statements as such: show background show rain However, my game uses image statement blocks as part of a conditional switc...
by SeeingStars
Sun Oct 15, 2017 1:51 am
Forum: Ren'Py Cookbook
Topic: Simple minigames (Screen Language only).
Replies: 130
Views: 114916

Re: Simple minigames (Screen Language only).

Thank you, Alex! cards_list[result]["c_value"] was what I wasn't able to figure out. I need to study more on arrays, so bad with them T.T.
by SeeingStars
Fri Oct 13, 2017 4:35 pm
Forum: Ren'Py Cookbook
Topic: Simple minigames (Screen Language only).
Replies: 130
Views: 114916

Re: Simple minigames (Screen Language only).

Hi Alex, Apologies for another question on Memoria, but I can't quite wrap my head around creating cards that'll reset the turn after opening (as opposed to waiting for a match). Essentially I'm trying to implement some trap cards. I know the label turns_loop handles the overall interaction, but how...
by SeeingStars
Thu Jun 08, 2017 6:55 pm
Forum: Ren'Py Questions and Announcements
Topic: 3D camera motion, Action Editor, Transform and Image Viewer
Replies: 102
Views: 748457

Re: 3D camera motion, Action Editor, Transform and Image Vie

How do I go about moving only one layer like the first example video? I registered the layers as the instruction stated, but using camera_move shifts the entire screen (background included).

Apologies if the answer is straightforward, but I couldn't find exactly what I needed to do in the document.
by SeeingStars
Fri May 26, 2017 9:27 pm
Forum: Ren'Py Questions and Announcements
Topic: Stats-based actions
Replies: 0
Views: 462

Stats-based actions

Hello all, I feel like the solution is more obvious than what I'm making it out to be, but I'm at a mental block filtering through/implementing to no success similar codes. So what I'm trying to design is a mechanic where performing certain actions cost certain stats (i.e. map navigation costs x sta...