Search found 751 matches

by gas
Wed Jun 03, 2020 8:50 am
Forum: Ren'Py Questions and Announcements
Topic: [OBSOLETE] Turn-Based QTE Combat System. How to?
Replies: 3
Views: 279

Re: [DEVELOPMENT] Turn-Based QTE Combat System. How to?

I meant... There's a RECRUITMENT section on the forum where you can hire coders. That's not a simple snippet that can be solved in 2 hours (it lack a number of essential data that probably you'll change on the run). And some thing must be developed with a dialogue between you and the coder (buttons ...
by gas
Wed Jun 03, 2020 7:31 am
Forum: Ren'Py Questions and Announcements
Topic: [OBSOLETE] Turn-Based QTE Combat System. How to?
Replies: 3
Views: 279

Re: [DEVELOPMENT] Turn-Based QTE Combat System. How to?

This sound more like recruiting a coder than having some hint.
In fact you're asking for someone to code your entire combat system (and some of your ideas are debatable).
That's something that usually require a strict collaboration.
by gas
Mon Jun 01, 2020 7:54 pm
Forum: Asset Creation: Writing
Topic: No narration?
Replies: 8
Views: 1871

Re: No narration?

Look at my avatar...
You know that game?
Not even a single line of narration.
Worldwide success.
So...
by gas
Mon Jun 01, 2020 7:27 pm
Forum: Asset Creation: Writing
Topic: [LONG] Layered Narration Exposed
Replies: 1
Views: 1407

[LONG] Layered Narration Exposed

Hello! I wasn't sure to write this piece as I'm not a native english and probably this totally mess up the complex concepts I'm trying to explain. Also, sorry for the assertive tone, it does come from my language too, so if you read "things are this way" you should read it as "let's debate if things...
by gas
Mon Jun 01, 2020 5:56 pm
Forum: Ren'Py Questions and Announcements
Topic: Multiple Dialog with Side Images
Replies: 5
Views: 298

Re: Multiple Dialog with Side Images

Thank you for your reply! Unfortunately, it doesn't look like this works. I made a bare bones working example to show. I made a new project and put all the relevant code into script.py define e = Character("Eileen", image='eileen') define l = Character("Lucy", image='lucy') style block1_multiple2_s...
by gas
Mon Jun 01, 2020 6:29 am
Forum: Ren'Py Questions and Announcements
Topic: Multiple Dialog with Side Images
Replies: 5
Views: 298

Re: Multiple Dialog with Side Images

You should... A: remove reference of the position for the side images add SideImage() # xalign 0.0 yalign 1.0 <- remove that x y things B: define side images with positions image side eileen: "side_eileen.png" xalign 0.0 yalign 1.0 image side lucy: "side_lucy.png" xalign 1.0 yalign 1.0 C: include it...
by gas
Mon Jun 01, 2020 5:41 am
Forum: Ren'Py Questions and Announcements
Topic: codes involving easter eggs?
Replies: 4
Views: 251

Re: codes involving easter eggs?

Well, you can do it, but since "that game" came out a lot of people abused of that idea. To me sound like a mistake, for example it doesn't work on MAC, if you play in WINE and if your OS prevent external files writing (like in many Linux OS). My experience with DDLC was an alert telling me the app ...
by gas
Mon Jun 01, 2020 5:36 am
Forum: Ren'Py Questions and Announcements
Topic: "NoneType" object has no attribute to "constant"
Replies: 1
Views: 199

Re: "NoneType" object has no attribute to "constant"

A variable called 'constant' should be defined somewhere.
Probably when you create the log itself. At a given point you're called to create that log (I suppose) passing a constant parameter.
by gas
Mon Jun 01, 2020 5:23 am
Forum: Ren'Py Questions and Announcements
Topic: codes involving easter eggs?
Replies: 4
Views: 251

Re: codes involving easter eggs?

For the menu part you should use a variable prepended by the persistent. word, it's a variable that get stored in renpy not related to any game (so it's kepts bewteen games). label menu: "Continue": pass "Going home": if persistent.easter == None: $ persistent.easter = 0 $ persistent.easter +=1 if p...
by gas
Sat May 30, 2020 7:58 am
Forum: Ren'Py Questions and Announcements
Topic: How to show both AnimatedValue AND the value that's changing?
Replies: 7
Views: 322

Re: How to show both AnimatedValue AND the value that's changing?

re: division by zero: use floats, not integers ( integer division in python 2.7 would result in 0 ). Mmmm.... no, floats can be prone to division by 0 errors too. It throw an error even by using floats in some circumstance (like passing from value 50 to value 100). It's how the core function comput...
by gas
Sat May 30, 2020 7:09 am
Forum: Ren'Py Questions and Announcements
Topic: Temporarily disable save function?
Replies: 8
Views: 537

Re: Temporarily disable save function?

Use a global variable at the start of the script, maybe called "can_save". default can_save = True Set it to False at the start of the battle and back to True at the end of combat. In the NAVIGATION screen, add a check to disable SAVE/LOAD screens. action [ShowMenu("save"), SensitiveIf(can_save)] Th...
by gas
Fri May 29, 2020 1:58 pm
Forum: Ren'Py Questions and Announcements
Topic: Best way to exctract script for voice actors?
Replies: 2
Views: 278

Re: Best way to exctract script for voice actors?

The cheap way: Press "extract dialogues" in the launcher. Select the "tab" option and below mark to ignore text tags. The result will be a '.tab' file. You can open the file in Excel. Cancel all the columns but Character and Dialogue (right click on the column letter > erase) enlarge the DIALOGUE co...
by gas
Fri May 29, 2020 12:02 pm
Forum: Ren'Py Questions and Announcements
Topic: How to show both AnimatedValue AND the value that's changing?
Replies: 7
Views: 322

Re: How to show both AnimatedValue AND the value that's changing?

Is there a way to plug a function as an argument, say, for "delay", so that going from 90 to 100 doesn't take as long as going from 0 to 100? I assume I'd need to pickle the function, yet another thing I never fully understood. I can't quite test it right now, but I SUPPOSE you can use a formula......
by gas
Fri May 29, 2020 10:37 am
Forum: Ren'Py Questions and Announcements
Topic: Hidden Affection/Stat tracking
Replies: 6
Views: 487

Re: Hidden Affection/Stat tracking

Just in case I run into an affection tie, is there a way to bring up a menu with the girls who are tied? For example, if both Ann and the Chupacabra are both at 5 at the time the python code runs, a menu pops up allowing the player to choose between the two? It's a bit complex. Normally the winner ...
by gas
Fri May 29, 2020 9:48 am
Forum: Ren'Py Questions and Announcements
Topic: Random dialogue
Replies: 4
Views: 246

Re: Random dialogue

Another version, as this topic is fun XD.

Code: Select all

default lines = ["Try", "This", "Too"]

label start:
    $ renpy.random.shuffle(lines)
    $ the_line = lines[0]
    e "[the_line]!"