Search found 25 matches
- Thu Apr 06, 2023 6:12 pm
- Forum: Completed Games
- Topic: VIOLA - Robot Interrogations! [FREE][BROWSER]
- Replies: 0
- Views: 2689
VIOLA - Robot Interrogations! [FREE][BROWSER]
The full demo for VIOLA is finally out! Music, new interrogation system, everything is fully realized! You are an Interrobot, a robotic companion to the police in the dangerous, futuristic city of Chauso. Your job is to interrogate suspects, cut through the lies, and find the truth. Please play it o...
- Sun Jun 19, 2022 12:06 am
- Forum: Ren'Py Questions and Announcements
- Topic: How possible is it to make a Tamagotchi-style game in Ren'py?
- Replies: 2
- Views: 375
How possible is it to make a Tamagotchi-style game in Ren'py?
Hi! As it is described in the title, I would like to know how possible it is to make a tamagotchi-style or virtual pet game in Ren'Py. Just from my knowledge I think it could certainly be doable, but I want to know if there are any specific ideas/examples you may have in mind that may make it easier...
- Mon Feb 14, 2022 5:43 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Text beeps or lip flaps don't play during choice menu
- Replies: 1
- Views: 336
Re: Text beeps or lip flaps don't play during choice menu
After some experimenting, I've found a form of solution, but it isn't perfect. In the code for character callbacks, adding this at the end should allow the character to talk during the choice menus perfectly fine. elif event == "end": speaking = name renpy.music.play("johnnytalk2.wav&...
- Sat Feb 12, 2022 1:54 am
- Forum: Ren'Py Questions and Announcements
- Topic: Text beeps or lip flaps don't play during choice menu
- Replies: 1
- Views: 336
Text beeps or lip flaps don't play during choice menu
Hi! I'm using the expanded text beep system from the cookbook. Here's an example of the code I'm using: s "It's come to take our jobs." menu: j "So it's an {i}evil{/i} robot!" "> I have a name.": j "WHOOOAAAA! IT TALKED!" Both s "It's come to take our job...
- Thu Dec 30, 2021 9:19 pm
- Forum: I am a Programmer, Director, or Other
- Topic: [OPEN][FREE/REVSHARE] I'm a Ren'Py programmer, let's work together!
- Replies: 4
- Views: 3092
Re: [OPEN][FREE/REVSHARE] I'm a Ren'Py programmer, let's work together!
Hey everyone! Just wanted to update that I have finished a small project, Content Creator Simulator. It has random options and and such and I think it's a good example of what I've been working on improving!
You can play it on Itch.io in the browser!
You can play it on Itch.io in the browser!
- Fri Dec 24, 2021 4:45 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]Set Style Preference is persistent through saves
- Replies: 2
- Views: 348
Re: Set Style Preference is persistent through saves
Thank you! Everything is now working perfectly!Ocelot wrote: ↑Fri Dec 24, 2021 4:51 am The simplest solution would be to call label changer in after_load.
https://www.renpy.org/doc/html/label.ht ... ial-labels
- Fri Dec 24, 2021 4:25 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]Set Style Preference is persistent through saves
- Replies: 2
- Views: 348
[SOLVED]Set Style Preference is persistent through saves
Hello, I have two different dialogue styles that I control using renpy.set_style_preference . This is good for most situations, however an issue arises when using the save and load system. Essentially, If I save in a part of the game that is using style preference 2 and load into a different part of...
- Wed Dec 15, 2021 4:57 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Character callback 'show_done' overrides 'show'
- Replies: 2
- Views: 375
Re: Character callback 'show_done' overrides 'show'
show and show_done are fired consequently, before and after displaying text ( not after text animation stops, text animation itself starts only after text displayable is shown). Usually it happens in the same fraction of the second. You would unlikely to be able to notice moment between those event...
- Wed Dec 15, 2021 6:52 am
- Forum: Ren'Py Questions and Announcements
- Topic: Character callback 'show_done' overrides 'show'
- Replies: 2
- Views: 375
Character callback 'show_done' overrides 'show'
Hey, I'm using the beepy sound code for expanded text bleeps. my main issue right now is that I want a sound to start at the end of a part of dialogue, but it doesn't seem to work. This is how I set it up: def johnnyc_callback(name, event, **kwargs): global speaking if event == "show": spe...
- Tue Nov 09, 2021 8:36 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Can a game take information from the internet?
- Replies: 1
- Views: 592
Can a game take information from the internet?
I know this is a long shot, but I'm curious if I can have my Ren'Py game take information from a website and display it in the game. For example, if the user types in their username on Twitter, can Ren'Py then search for that specific name and return the amount of followers? I know its possible for ...
- Sun Oct 24, 2021 2:06 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved]Issues with Styling Say screen
- Replies: 5
- Views: 590
Re: Issues with Styling Say screen
Alright, that worked! All I did was use and everything fixed itself. Thank you!
Code: Select all
$ renpy.set_style_preference("text", "say1")
- Sat Oct 23, 2021 10:31 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved]Issues with Styling Say screen
- Replies: 5
- Views: 590
Re: Issues with Styling Say screen
Well, I've managed to fix the text speed issue. However, now the ctc icon doesn't appear and the infinite text bleeps sound is still an issue. I simply did this to add the cps back in: renpy.register_style_preference("text", "say2", style.say_dialogue, "slow_cps", True)...
- Sat Oct 23, 2021 7:18 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved]Issues with Styling Say screen
- Replies: 5
- Views: 590
Re: Issues with Styling Say screen
The style of text is controlled by what_style provided by character object. The default what_style is say_dialogue Instead of doubling your screen size, have you considered simply changing styles for say screen? Style Preferences would work well for that. That definitely sounds like what I'm lookin...
- Sat Oct 23, 2021 5:41 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved]Issues with Styling Say screen
- Replies: 5
- Views: 590
[Solved]Issues with Styling Say screen
Hey! I'm trying to style my say screen to allow for two different textboxes and dialogue styles, which switches based on a variable. Here's what I have so far, in its own .rpy file called cinematicscreen: screen say(who, what): if textstyle == 1: style_prefix "say" window: id "window&...
- Wed Sep 15, 2021 10:11 pm
- Forum: I am an Artist
- Topic: [OPEN] Stick Character Art Commissions!
- Replies: 0
- Views: 889
[OPEN] Stick Character Art Commissions!
Hi! I'm Flimbingo, also the main developer for VIOLA. I'll make you stick characters or convert OCs into stick characters for you! Here's a nice little graphic for you to look over: https://64.media.tumblr.com/85d7f9563251fed8acd072bed74aca20/be420da4089a082a-0f/s1280x1920/0d1c22a5ea7260f2c9a9eb9872...