Search found 164 matches

by yuucie
Sat Sep 27, 2014 11:27 pm
Forum: Ren'Py Questions and Announcements
Topic: Changing distant images in hover state [solved]
Replies: 2
Views: 510

Changing distant images in hover state [solved]

I'm making a new screen where there's a bunch of buttons pertaining to each character in the game. When the char's ending hasn't been seen, the buttons are locked (as ???), and if their endings have been seen, the character is unlocked. http://i6.photobucket.com/albums/y231/annakochan/example2_zpsc4...
by yuucie
Fri Sep 26, 2014 4:21 pm
Forum: Ren'Py Questions and Announcements
Topic: If-Clause not defined ("..." if library_fight:)
Replies: 3
Views: 542

Re: If-Clause not defined ("..." if library_fight:)

If you have flags, you can just define them at the start of the label. For example: label Char1_Route: $ Char1Ending = 0 $ Char1Promise = False $ Man_Name = "Suspicious Figure" $ Char1BadEnd = False ###beginning of game here#### ###later on in the game, you call the flag## menu: "It's dangerous.": $...
by yuucie
Fri Sep 26, 2014 2:55 am
Forum: Ren'Py Questions and Announcements
Topic: Lint and Multiple rpy files
Replies: 10
Views: 1053

Re: Lint and Multiple rpy files

Thanks for the reply! It'll be hard to try that out as all my definitions are indented and will have to be...undented (LOL), but I'll give it a go tomorrow morning. Another thing is the CG Gallery, which told me specifically to define images under init. I'm afraid if I do otherwise, the Gallery will...
by yuucie
Thu Sep 25, 2014 2:19 am
Forum: Ren'Py Questions and Announcements
Topic: Lint and Multiple rpy files
Replies: 10
Views: 1053

Re: Lint and Multiple rpy files

Sure! I really appreciate any help! This is from script.rpy init: image cg1 = "cg1.jpg" image cg2 = "cg2.jpg" image cg3 = "cg3.jpg" image cg4 = "cg4.jpg" image cg5 = "cg5.jpg" # Declare images below this line, using the image statement. # eg. image eileen happy = "eileen_happy.png" image Char1 neutr...
by yuucie
Thu Sep 25, 2014 1:04 am
Forum: Ren'Py Questions and Announcements
Topic: Lint and Multiple rpy files
Replies: 10
Views: 1053

Re: Lint and Multiple rpy files

OOHHHh that makes a lot of sense! Thanks so much, I'll rename my script files.

EDIT:

I renamed all my files so that script.rpy will be checked first (script.rpy, zChar1.rpy, etc) but it's still running up the image errors. :( I thought that would've worked too...
by yuucie
Wed Sep 24, 2014 4:21 pm
Forum: Ren'Py Questions and Announcements
Topic: Lint and Multiple rpy files
Replies: 10
Views: 1053

Re: Lint and Multiple rpy files

They're all under init python, as a new game script.rpy would ask you to declare images under.

I moved them to under init: instead, but the errors are still showing up. :?
by yuucie
Wed Sep 24, 2014 1:34 am
Forum: Ren'Py Questions and Announcements
Topic: Lint and Multiple rpy files
Replies: 10
Views: 1053

Lint and Multiple rpy files

I'm having a problem running lint on my multiple .rpy files. For organization sake, I split my game into multiple .rpy files for each character route (Char1.rpy, Char2.rpy, etc). I define all character sprites on script.rpy. Whenever I call a character in a rpy file that isn't script.rpy (for exampl...
by yuucie
Thu Aug 28, 2014 11:18 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved!]Multiple images in a CG Gallery
Replies: 1
Views: 815

Re: [Solved!]Multiple images in a CG Gallery

Fixed!! Every time I ask a question I often end up solving it myself in a few hours orz. I don't know how I fixed it AT ALL (basically tried nearly everything I could think of), so here's the fixed code for anyone in the future who wants to pull it off too: init python: #Galleries settings - start #...
by yuucie
Thu Aug 28, 2014 9:27 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved!]Multiple images in a CG Gallery
Replies: 1
Views: 815

[Solved!]Multiple images in a CG Gallery

I decided to bite the bullet and attempt a CG gallery which I've been dreading. My problem so far is having variations of a single CG, and wanting both of them to show up in one thumbnail (aka: 1 thumbnail for CG1, when clicked shows CG1a, clicked again transitions to CG1b, clicked again returns to ...
by yuucie
Wed Jul 09, 2014 3:05 am
Forum: Creator Discussion
Topic: What is your ideal otome game?
Replies: 12
Views: 4847

Re: What is your ideal otome game?

Age:24 Gender (if any): female Do you prefer… Games for Android/iOS or Computer? Either is fine to me, I like playing late at night when I'm done all my duties for the day so I'm usually in bed. With that said, I've played more PC OTOME games than mobile and I find their quality of story to be bette...
by yuucie
Sun Jul 06, 2014 4:42 pm
Forum: Ren'Py Questions and Announcements
Topic: How few backgrounds is too few?
Replies: 5
Views: 655

Re: How few backgrounds is too few?

I think it's fine so far. If you reuse the cells for everyone, I'm inclined to believe you when you say "this is prisoner A's room" and then "this is prisoner B's room" later, mainly because it IS a prison and their cells ARE the same. IMO changing backgrounds is important in the sense of changing l...
by yuucie
Sat Jul 05, 2014 12:06 am
Forum: Ren'Py Questions and Announcements
Topic: Customizing text history window [Solved!]
Replies: 6
Views: 747

Re: Customizing text history window

it works!! Thank you so much Q_Q Now I can stop being bothered by the text window. Thanks once again!
by yuucie
Fri Jul 04, 2014 11:39 pm
Forum: Ren'Py Questions and Announcements
Topic: Customizing text history window [Solved!]
Replies: 6
Views: 747

Re: Customizing text history window

Bump! Still trying to fix the problem with the screen returning to the game when mouse wheel scrolling reaches the bottom of the text history window. Anyone have any ideas how to stop this?
by yuucie
Thu Jul 03, 2014 12:36 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved]Quick Menu not hiding with centered text
Replies: 7
Views: 562

Re: Quick Menu not hiding with centered text

Holy crap, that is amazing. Thank you so much for taking the time to work out this problem, it's working!! In case anyone else is having problems too, the change is this: In screens.rpy under Say, change the quick menu section to if show_quick_menu: use quick_menu run $ show_quick_menu = True at ini...