Search found 33 matches
- Sun Jul 29, 2018 7:21 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to make a .txt file depending on the renpy.input?
- Replies: 6
- Views: 3903
Re: How to make a .txt file depending on the renpy.input?
Sorry for off topic! This looks amazing, can I ask is there any more possible "eggs" in renpy engine to make? Well... This question is very hard to answer. The simplest answer is: Yes. you can make a lot of easter eggs in Ren'py, but I don't know ecaxtly what you are looking for. Could yo...
- Thu Jul 26, 2018 2:52 am
- Forum: Ren'Py Questions and Announcements
- Topic: How to make a .txt file depending on the renpy.input?
- Replies: 6
- Views: 3903
Re: How to make a .txt file depending on the renpy.input?
First you have to store the input in a variable. Something like: character_name = renpy.input("What's your name?") Then, create a txt file using python's open function with mode "w" (writting): python: with open("Name of the file.txt","w") as egg: egg.write(&q...
- Mon Jul 23, 2018 5:19 am
- Forum: Ren'Py Questions and Announcements
- Topic: How do you do the "Doki Doki" Poem game programming
- Replies: 2
- Views: 1473
Re: How do you do the "Doki Doki" Poem game programming
First of all, Welcome to Ren'py :) Do you have experience with some other programming languages or is this the first time you dive into something like this? If this is the first time you are gonna try and program something then I would highly suggest you to learn the basics and build your knowledge ...
- Fri Jul 06, 2018 12:19 pm
- Forum: Ren'Py Questions and Announcements
- Topic: SKIPPING FEATURE BEHAVING RANDOMLY
- Replies: 5
- Views: 1418
Re: SKIPPING FEATURE BEHAVING RANDOMLY
Please tell me you are joking.
- Thu Jun 14, 2018 10:54 pm
- Forum: Ren'Py Questions and Announcements
- Topic: quick menu rollback in nvl mode
- Replies: 7
- Views: 1137
Re: quick menu rollback in nvl mode
Or what if you missclicked a choice
- Tue Jun 12, 2018 4:15 pm
- Forum: Ren'Py Questions and Announcements
- Topic: quick menu rollback in nvl mode
- Replies: 7
- Views: 1137
Re: quick menu rollback in nvl mode
Pressing the key "Page Up" should rollback. Also, using the mouse wheel.
- Fri Jun 01, 2018 9:06 am
- Forum: Ren'Py Questions and Announcements
- Topic: Player-name Input
- Replies: 5
- Views: 1496
Re: Player-name Input
Code: Select all
define e = Character("[name]")
# The game starts here.
label start:
$ name = Character(renpy.input("What's your name?"))
e"Hello! I'm [name]!"
- Thu Apr 26, 2018 10:48 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How can I make a out-game menu that can conditionally show texts and images?
- Replies: 5
- Views: 981
Re: How can I make a out-game menu that can conditionally show texts and images?
The problem is that you are using a single "=", this is used only to set someting, if you are checking for equalty then you should use double, i.e: "==" if testflag2 == True: However, if you are just checking for True/False, it's a bit simpler to just omit the equal part. screen ...
- Mon Apr 02, 2018 10:43 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] A button in the options that let's you skip certain type of scenes?
- Replies: 8
- Views: 1064
Re: A button in the options that let's you skip certain type of scenes?
Just tested it, it works fine, however I edited it to make a little changes and offer an alternative way for the last part. Instead of creating a label and jumping to it, it might be a bit simpler to change the "if not" to an "if" and then just indent the gore scene. For example:...
- Mon Apr 02, 2018 8:57 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] A button in the options that let's you skip certain type of scenes?
- Replies: 8
- Views: 1064
Re: A button in the options that let's you skip certain type of scenes?
It is possible to add an option in the Main menu or in the Preferences (which I think is better). First of all you need to create a new persistent variable, call it show_gore or something, and set it default to True or False (It might be better to set it False as default). Do this by adding default ...
- Sat Mar 03, 2018 6:26 pm
- Forum: Works in Progress
- Topic: SoUnd Is ToxIc [Horror] [Thriller] [Demo Available]
- Replies: 4
- Views: 1128
Re: SoUnd Is ToxIc [Horror] [Thriller] [Demo Available]
Looks interesting, gonna give it a play
- Wed Jan 17, 2018 9:56 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Line is indented, but the preceding jump statement statement does not expect a block.
- Replies: 1
- Views: 490
Re: Line is indented, but the preceding jump statement statement does not expect a block.
Seems like you are missing a ':' at the second choice
Tip, use the code tags when pasting your code here so we can better read and try it.
Code: Select all
menu:
"Okay we will make a club.":
jump choice1_yes
"No making a club is a pain in the ass!":
jump choice1_no
- Wed Jan 17, 2018 9:33 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Custom textbox width issues?
- Replies: 2
- Views: 619
Re: Custom textbox width issues?
What is exactly what you are looking for? Do you want the textbox to fill the window's width? If that's the case, then you are making it shorter than needed, your game's window is not 720 pixels width. Open your gui.rpy file, around line 12 there is gui.init(X,Y) the "X" here is the number...
- Fri Jan 12, 2018 11:50 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Playthrough does not account for point-based endings, jumps to "else"
- Replies: 8
- Views: 1035
Re: Playthrough does not account for point-based endings, jumps to "else"
apparently my syntax is correct, but for some reason all the variables are stuck at 1, and that's why it jumps to "else." How are you setting the variable changes? be sure that you are not missing the + symbol or placing it in a wrong position. This is correct: $ lyra_good += 1 This won't...
- Thu Jan 11, 2018 11:54 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Playthrough does not account for point-based endings, jumps to "else"
- Replies: 8
- Views: 1035
Re: Playthrough does not account for point-based endings, jumps to "else"
Try doing what philat said. Add a say statement to show the value of your variables right before the jump to endings. Something like: "Your variables are: [vicky_bad], [vicky_good], [landon_good], [landon_neutral], [lyra_good]" if vicky_bad > max(vicky_good, landon_good, landon_neutral, ly...