I am considering having multiple dungeons and i wish to reuse part of the code.
How do i go about having looks and images for each dungeon?
Search found 51 matches
- Thu Sep 06, 2018 10:10 am
- Forum: Ren'Py Cookbook
- Topic: Dungeon Crawl RPG Framework
- Replies: 99
- Views: 59976
- Fri Jun 29, 2018 8:54 am
- Forum: Demos & Beta Testing
- Topic: The Wanderers Project [Demo Available]
- Replies: 12
- Views: 2399
- Tue Jun 12, 2018 11:23 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Adding events to a dungeon crawler.
- Replies: 10
- Views: 2377
Re: [Solved] Adding events to a dungeon crawler.
This place is a blessing. Found the answer I was looking for and applied it to my dungeon. Thanks for such a simple solution!
- Mon Jun 11, 2018 3:47 pm
- Forum: Ren'Py Cookbook
- Topic: Dungeon Crawl RPG Framework
- Replies: 99
- Views: 59976
[solved] Re: Dungeon Crawl RPG Framework
I solved the issue about displaying different texture based on the different values on the grid. however I ran into a separate problem in the way the map reports the location of the player. It seem to be reporting the location of the cell directly to the right of the player, not on top of the player...
- Sun Jun 10, 2018 5:05 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Developing a RPG Engine for Renpy
- Replies: 43
- Views: 7490
Re: Developing a RPG Engine for Renpy
since the party_list, reserve_party and equipped_ability_codes changes within the game, i went and write it in as default for these.
the available_ability_codes list is unchanging so i left it in the init block.
the available_ability_codes list is unchanging so i left it in the init block.
- Sun Jun 10, 2018 3:02 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Developing a RPG Engine for Renpy
- Replies: 43
- Views: 7490
Re: Developing a RPG Engine for Renpy
the abilities are defined within init python block should i have the list defined like this? init -2 python: #define unchanged list of all abilities define ability_codes_list = {} #defines full dictionary to house ability codes define available_ability_codes = [] define equipped_ability_codes = [] #...
- Sun Jun 10, 2018 2:05 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Developing a RPG Engine for Renpy
- Replies: 43
- Views: 7490
Re: Developing a RPG Engine for Renpy
I have run into a weird bug that I am trying to pin it down. It only appears when someone loads a save. I get this: I'm sorry, but an uncaught exception occurred. While running game code: File "game/script-chapter-02-day-06.rpy", line 271, in script call call dungeon_fd_garden_maze from _c...
- Sat Jun 09, 2018 6:49 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Developing a RPG Engine for Renpy
- Replies: 43
- Views: 7490
Re: Developing a RPG Engine for Renpy
but my current solution allows me to preserve the original encounter list, so i can repeat it.
- Sat Jun 09, 2018 6:48 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Developing a RPG Engine for Renpy
- Replies: 43
- Views: 7490
Re: Developing a RPG Engine for Renpy
That's a good suggestion too. I'll give it a try down the road.
- Sat Jun 09, 2018 5:42 pm
- Forum: Ren'Py Cookbook
- Topic: Dungeon Crawl RPG Framework
- Replies: 99
- Views: 59976
Re: Dungeon Crawl RPG Framework
What is the best way to impliment a visible exit, say a gate in place of a wall texture? My test grid looks like this: # "4" means exit to continue, "3" means key, "2" means entrance, "1" means wall, "0" means path. forestgarden=Stage([ "1111111...
- Thu Jun 07, 2018 1:51 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Developing a RPG Engine for Renpy
- Replies: 43
- Views: 7490
Re: Developing a RPG Engine for Renpy
I found a workaround by creating a separate list to list the enemies that remains alive then equal it back to the battle_target in encounter_list[monsterparty].enemies, this preserving the run through of each enemies and then if they are dead, do not add them to the new list. #creates a placeholder ...
- Thu Jun 07, 2018 1:36 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Developing a RPG Engine for Renpy
- Replies: 43
- Views: 7490
Re: Developing a RPG Engine for Renpy
wait if it removed enemy number 1, it caused enemy number 2 to move to slot 1, and enemy number 3 to slot 2, causing enemy 2 to be skipped over on the next pass... that's prolly what's causing the bug?
How can I reset the for loop to correctly check the list again?
How can I reset the for loop to correctly check the list again?
- Thu Jun 07, 2018 1:34 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Developing a RPG Engine for Renpy
- Replies: 43
- Views: 7490
Re: Developing a RPG Engine for Renpy
Hmm, when it does the for battle_target in encounter_list[monsterparty].enemies: message displays (enemy name, 1, hp left) first enemy is checked, hp is lower than 0, so it is removed via animation then it does encounter_list[monsterparty].enemies.remove(battle_target) <-- i wonder if that one is ca...
- Wed Jun 06, 2018 10:34 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Developing a RPG Engine for Renpy
- Replies: 43
- Views: 7490
Re: Developing a RPG Engine for Renpy
I figured out how to make it work, using the thought process i had so far. now i found an interesting bug when using targeting all enemies with an ability: here's the script i wrote to target all and hit each of them: elif load_skill.range == "all": #hits all of them for battle_target in e...
- Wed Jun 06, 2018 9:22 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Developing a RPG Engine for Renpy
- Replies: 43
- Views: 7490
Re: Developing a RPG Engine for Renpy
I am still stuck. What I thought about doing is using a global variable to hold the values retrieved from Image Bound function This is from battle.rpy global target_x global target_y global target_w global target_h #battle_target is the player's chosen target target_x, target_y, target_w, target_h =...