Search found 560 matches

by Kinmoku
Sat Jan 30, 2016 9:35 am
Forum: Creator Discussion
Topic: Story progress meters?
Replies: 12
Views: 1612

Re: Story progress meters?

Man, I love Virtue's Last Reward. The first time I got an ending, though, I was so disappointed... "that's it?!" But then you see the tree and give it another go. I guess at that point, the game really gets going. Same with Hatoful Boyfriend, I think, though I've still not "completed" that. Cinders ...
by Kinmoku
Fri Jan 29, 2016 12:53 pm
Forum: Creator Discussion
Topic: Story progress meters?
Replies: 12
Views: 1612

Re: Story progress meters?

I like the idea of the CG gallery... gives you something to work towards :) Also, achievements are cool but pretty standard. It's nice to have extra things in the game that show you progress OR reward you for playing.
by Kinmoku
Fri Jan 29, 2016 12:49 pm
Forum: Ren'Py Questions and Announcements
Topic: Adding properties to renpy.imagemap
Replies: 4
Views: 717

Re: Adding properties to renpy.imagemap

Yeah, I tried that originally. It comes up with:

Code: Select all

invalid syntax
            xalign = 0.5,
I didn't want to use screens just because it's a one use only image map, and I thought it would be easier this way.
by Kinmoku
Fri Jan 29, 2016 8:53 am
Forum: Creator Discussion
Topic: Story progress meters?
Replies: 12
Views: 1612

Re: Story progress meters?

I guess I meant in the way most games do it, eg. MGSV and Yakuza, so a % of the whole game's content. You may finish a route, but still have missed 80% of the game that's available. When I "completed" Hatoful Boyfriend, I'd really only finished one route, which was about 10% of the whole game. I thi...
by Kinmoku
Fri Jan 29, 2016 8:38 am
Forum: Creator Discussion
Topic: Story progress meters?
Replies: 12
Views: 1612

Story progress meters?

Hey all, I was wondering what everyone's thoughts are on story/ game progress meters? You know, those "% completed" kind of things that show up when you load up a save file, or go on the main menu. Personally, I'm not too fussed about them... it breaks the illusion for me a little, but I've heard a ...
by Kinmoku
Fri Jan 29, 2016 7:26 am
Forum: Ren'Py Questions and Announcements
Topic: Adding properties to renpy.imagemap
Replies: 4
Views: 717

Adding properties to renpy.imagemap

Hi all, I have an imagemap which works, until I attempt to shift it out of the top left corner. I want it to be central, but the code I've tried doesn't work. It keeps coming up with errors. Perhaps I should have made the imagemap the size of the screen? Anyway, here's the code: $ dragonbattle = ren...
by Kinmoku
Fri Jan 29, 2016 5:26 am
Forum: Ren'Py Questions and Announcements
Topic: Using ImageDissolve for a quick fade in/ fade out transition
Replies: 4
Views: 305

Re: Using ImageDissolve for a quick fade in/ fade out transi

Ok, I've stuck with the show and hide transitions instead! It works fine, just a little lengthy :)
by Kinmoku
Thu Jan 28, 2016 12:31 pm
Forum: Ren'Py Questions and Announcements
Topic: More than one animation in an image statement?
Replies: 2
Views: 227

Re: More than one animation in an image statement?

Ah ha, perfect thanks!

The tutorial looks good. I'll check it out :)
by Kinmoku
Thu Jan 28, 2016 12:29 pm
Forum: Ren'Py Questions and Announcements
Topic: Using ImageDissolve for a quick fade in/ fade out transition
Replies: 4
Views: 305

Re: Using ImageDissolve for a quick fade in/ fade out transi

Thanks PyTom. I tried this out but it's behaving funny. I want it to show poison arrow for 0.5, then poison hit, but after it plays poison arrow, the arrow reappears, then disappears, then poison hit shows up but doesn't dissolve. Below is the whole effect I'm trying to do. I feel like I'm misunders...
by Kinmoku
Wed Jan 27, 2016 1:46 pm
Forum: Ren'Py Questions and Announcements
Topic: More than one animation in an image statement?
Replies: 2
Views: 227

More than one animation in an image statement?

Hi all, I'm not great with image statements, but I'm trying to get two animations playing at the same time. Here's what I've got: image battle drill: parallel: "drill arrow" parallel: "drill hit" image drill arrow: "battle_effect_drill.png" parallel: alpha 1.0 pause 0.3 easein 0.4 alpha 0.0 parallel...
by Kinmoku
Wed Jan 27, 2016 10:29 am
Forum: Ren'Py Questions and Announcements
Topic: Using ImageDissolve for a quick fade in/ fade out transition
Replies: 4
Views: 305

Using ImageDissolve for a quick fade in/ fade out transition

Hi all, I've browsed the forum but I can't find an answer to my problem. Basically, I want to use a simple gradient ImageDissolve JPG to make an image fade in from the bottom, then quickly fade out from the bottom. I've tried so many things, but the only one that works is: show poison with effectmas...
by Kinmoku
Wed Jan 20, 2016 11:34 am
Forum: Ren'Py Questions and Announcements
Topic: Adding another choice menu style
Replies: 4
Views: 836

Re: Adding another choice menu style

Oh that's great! It was just the Return("attack") bit I needed :) I'll have a play with all the button properties now.

Thanks again!
by Kinmoku
Wed Jan 20, 2016 7:00 am
Forum: Ren'Py Questions and Announcements
Topic: Adding another choice menu style
Replies: 4
Views: 836

Re: Adding another choice menu style

I understand that, but I don't know how to. I've not made my own screen before, only edited the default ones. I had: screen battle_buttons: window: style "battle_menu_window" xalign 0.5 yalign 0.88 hbox: style "battle menu" spacing 40 imagebutton idle "battle_attack_idle.png" hover "battle_attack_ho...
by Kinmoku
Wed Jan 20, 2016 5:59 am
Forum: Ren'Py Questions and Announcements
Topic: Adding another choice menu style
Replies: 4
Views: 836

Adding another choice menu style

Hi guys, I'm unsure how to add another style to the choice menu. This is my current choice menu: screen choice: window: style "menu_window" xalign 0.5 yalign 0.88 hbox: style "menu" spacing 60 for caption, action, chosen in items: if action: button: action action style "menu_choice_button" text capt...
by Kinmoku
Tue Jan 19, 2016 10:36 am
Forum: Ren'Py Questions and Announcements
Topic: Trouble with multiple characters using health/ stat bars
Replies: 9
Views: 760

Re: Trouble with multiple characters using health/ stat bars

Ok so I added a colon def __init__ (self, name, hp, mp): ...as it failed to launch. Anyway, it works, but I am unsure of how to get the ui.bar to link to the player class. Also, how do I have a max HP and current HP? I have this at the moment but it doesn't do anything :( ui.bar([player1.hp], style=...