Search found 1539 matches

by philat
Tue Nov 25, 2014 6:44 pm
Forum: Ren'Py Questions and Announcements
Topic: Global variables - Set max and min values
Replies: 19
Views: 3879

Re: Global variables - Set max and min values

Actually for PyTom's code, I don't believe there is any need to jump. It will run after each python block (e.g. when you change the variable energy) and then run the next line of your script. So if you simply write the script without regard for the limiting function, it should work fine.
by philat
Tue Nov 25, 2014 4:40 pm
Forum: Ren'Py Questions and Announcements
Topic: Global variables - Set max and min values
Replies: 19
Views: 3879

Re: Global variables - Set max and min values

There isn't a built-in solution afaik, but you can define a python function for that yourself pretty simply. Just as a barebones structure that you can build off of (not guaranteeing that it will work as is, I haven't tested it in Renpy and sometimes Renpy doesn't do exactly what I expect it to with...
by philat
Wed Nov 19, 2014 3:13 pm
Forum: Ren'Py Questions and Announcements
Topic: How to customise timed menus?
Replies: 3
Views: 433

Re: How to customise timed menus?

Use shift+i to check the styles for any particular displayable. In your case, pref_slider is the style for the sliders in the preferences menu, not the countdown bar. Assign whatever style you like to the bar and use that style to customize.
by philat
Sat Nov 15, 2014 5:29 pm
Forum: Ren'Py Questions and Announcements
Topic: How to code animated text?
Replies: 13
Views: 1566

Re: How to code animated text?

You can also set the speed for each character separately. define e = Character("Eileen", what_slow_speed=30) Unfortunately, I don't believe there's a way to fade in each character as it is typed out -- AFAIK, Renpy treats the whole block of text as one displayable, and any attempts to use transition...
by philat
Sat Nov 15, 2014 5:23 pm
Forum: Ren'Py Questions and Announcements
Topic: Show screen or textbox over an imagemap?
Replies: 3
Views: 720

Re: Show screen or textbox over an imagemap?

Upon re-reading your question, I believe you ruled out my approach. I suppose another approach you could take is to simply show a screen with the desired text -- if it's going to be short. Not so much if you're hoping to start off a conversation. screen view_desk: blah blah hotspot (223, 202, 92, 22...
by philat
Sat Nov 15, 2014 4:45 pm
Forum: Ren'Py Questions and Announcements
Topic: Show screen or textbox over an imagemap?
Replies: 3
Views: 720

Re: Show screen or textbox over an imagemap?

Well, I'm not entirely sure how you implemented your screens/imagemaps, but what I ended up doing for a simple point-and-click game was the following: screen view_desk: tag room # makes sure that you can't open more than one of the "room investigation" screens at once / I only had four, but still. a...
by philat
Wed Nov 12, 2014 5:19 pm
Forum: Ren'Py Questions and Announcements
Topic: Persona-style time of day overlay/UI [Solved?]
Replies: 6
Views: 1526

Re: Persona-style time of day overlay/UI [Solved?]

I jumped on the renpy wagon long after screen language came around so I frankly don't understand the older ui functions very well. I don't think there's a particular advantage to using overlay as opposed to a screen, but someone who's been around longer can feel free to correct me. As for implementi...
by philat
Tue Nov 11, 2014 8:23 pm
Forum: Ren'Py Questions and Announcements
Topic: Persona-style time of day overlay/UI [Solved?]
Replies: 6
Views: 1526

Re: Persona-style time of day overlay/UI?

You could just use a screen. Super simple example: init python: month = 10 date = 11 timeofday = "morning" points = 10 maxpoints = 100 screen calendar: vbox: text "[month]/[date]" text "[timeofday]" textbutton "stats" action Show("stat_screen") screen stat_screen: vbox xalign 0.5 yalign 0.5: text "N...
by philat
Wed Mar 12, 2014 10:29 pm
Forum: Ren'Py Questions and Announcements
Topic: Name 'Seikichi' is not defined error
Replies: 2
Views: 500

Re: Name 'Seikichi' is not defined error

The problem is the character definition code.

Code: Select all

define s = Character('Seikichi', color="#c8ffc8")
by philat
Tue Mar 04, 2014 4:02 pm
Forum: Ren'Py Questions and Announcements
Topic: Hide/Show multiple objects at once [Solved]
Replies: 2
Views: 237

Re: Hide/Show multiple objects at once

Try putting the with effect after all the statements you want to happen simultaneously.

Code: Select all

show eileen
show lucy
with dissolve

hide eileen
hide lucy
with dissolve
by philat
Sat Mar 01, 2014 12:55 pm
Forum: Ren'Py Questions and Announcements
Topic: "Permanent" Side Images - How to? [Solved]
Replies: 17
Views: 1375

Re: "Permanent" Side Images - How to?

...oops, I forgot to put "character_side" in quotation marks. Sorry *cough*

Code: Select all

if side_chara:
    add 'character_side'
For outfits and expressions, look into using LiveComposite. I've never used it, but you can search for it and find some useful stuff on the forum.
by philat
Sat Mar 01, 2014 1:05 am
Forum: Ren'Py Questions and Announcements
Topic: "Permanent" Side Images - How to? [Solved]
Replies: 17
Views: 1375

Re: "Permanent" Side Images - How to?

You're missing a colon after else in the code you posted, and the original code uses side_image rather than side_Image (capitalization). Without knowing more about how you defined your images, set up your variables, etc, that's about all I can say. If you only need one character's side image, I imag...
by philat
Sat Mar 01, 2014 12:57 am
Forum: Ren'Py Questions and Announcements
Topic: Auto-Skipping Imagemaps help? [SOLVED]
Replies: 4
Views: 392

Re: Auto-Skipping Imagemaps help?

I don't know how you've written your script, but $ ui.interact()will force the game to wait for input.

Code: Select all

show screen planets
$ ui.interact()
by philat
Thu Feb 27, 2014 9:46 pm
Forum: Ren'Py Questions and Announcements
Topic: Ren'pu Screen Size Changes - Zoom in or out?
Replies: 15
Views: 2757

Re: Ren'pu Screen Size Changes - Zoom in or out?

Those are all controlled with styles. Use shift+I to inspect what style is affecting which item. Choice menu buttons use menu_choice_button, and main menu buttons use mm_button, etc. The main menu buttons are inside a vbox, and you can use spacing to change the distance between each item in a box, o...