Search found 560 matches
- 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 ...
- 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.
- 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:
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.
Code: Select all
invalid syntax
xalign = 0.5,
- 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...
- 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 ...
- 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...
- 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 
- 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
The tutorial looks good. I'll check it out
- 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...
- 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...
- 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...
- 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!
Thanks again!
- 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...
- 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...
- 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=...