Search found 295 matches
- Thu Jun 25, 2015 3:12 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Randomly selected combinations of objects/characters
- Replies: 13
- Views: 2481
Re: Randomly selected combinations of objects/characters
Onishion's general idea works, but the specific implementation doesn't work because of how assignment works in python -- basically, merely increasing the counter is not enough, you have to assign Card_Current again each time. Ah, yes, sorry about that. So: $ Player1Cards.append(Card_Current) #adds ...
- Thu Jun 25, 2015 6:08 am
- Forum: Ren'Py Questions and Announcements
- Topic: Randomly selected combinations of objects/characters
- Replies: 13
- Views: 2481
Re: Randomly selected combinations of objects/characters
Yeah, so if I'm understanding it right, you start with four options? So have a list that is initialized to contain Cards = ["earth", "air", "wind", "water"], and then shuffle it using "$ renpy.random.shuffle(Cards)". Then you just give "Cards[0]" to first player by using something similar to the cod...
- Wed Jun 24, 2015 8:17 am
- Forum: Ren'Py Questions and Announcements
- Topic: Randomly selected combinations of objects/characters
- Replies: 13
- Views: 2481
Re: Randomly selected combinations of objects/characters
Well, one thing that you can do to pull each item out exactly once, depending on how you write it in, is to get the "take an object list and shuffle it into a random order" code above, and then when you're pulling from the list in the body of the game, use something like this: $ Object_Order = 0 #se...
- Thu Jun 18, 2015 2:46 am
- Forum: Ren'Py Questions and Announcements
- Topic: image layering trouble
- Replies: 20
- Views: 2711
Re: image layering trouble
That could be very handy. Similar question, if there is a conditionswitch element that changes from one animation to another based on the conditions, is there any way to have animated transitioning? The default behavior seems to be that if you start one animation going, and then switch to another, a...
- Mon Jun 15, 2015 10:25 am
- Forum: Ren'Py Questions and Announcements
- Topic: remember player choices in planner
- Replies: 5
- Views: 559
Re: remember player choices in planner
I'm not familiar with the details of that framework, but I imagine you could just store the player's choices in a list, and then read that list if they want to repeat it?
- Mon Jun 15, 2015 5:18 am
- Forum: Ren'Py Questions and Announcements
- Topic: LiveComposite() centering and passing a list to HBox()
- Replies: 12
- Views: 2019
Re: LiveComposite() centering and passing a list to HBox()
I know in the past I wasn't able to get any sort of positional commands to do anything to an item inside an LC, that is, if I set an LC layer to be (0.5,0.5), then nothing I did to try and move that layer around using Transforms would actually cause it to move. Using the "contains" command allowed m...
- Sat Jun 13, 2015 5:39 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Having pages of menu choices & image with the menu choice
- Replies: 2
- Views: 397
Re: Having pages of menu choices & image with the menu choic
Well, as for 1., you can do something like: menu Menu_Page1: "Page 1" "Option A": pass "Option B": pass #More options. . . "Next Page": jump Menu_Page2 menu Menu_Page2: "Page 2" "Option X": pass "Option Y": pass #More options. . . "Previous Page": jump Menu_Page1 #or. . . label Menu: menu: "Page 1" ...
- Sat Jun 13, 2015 8:12 am
- Forum: Ren'Py Questions and Announcements
- Topic: How do i times one variable by another?
- Replies: 2
- Views: 280
Re: How do i times one variable by another?
Code: Select all
$ VariableC = VariableA*VariableB
$ VariableD = VariableA/VariableB
- Sat Jun 13, 2015 4:36 am
- Forum: Ren'Py Questions and Announcements
- Topic: A choice if an event has been seen
- Replies: 2
- Views: 251
Re: A choice if an event has been seen
Sure, it's possible. There are plenty of ways to do it, and I'm not sure I know the best way, but I know a few. The first way would be to add to a variable. Something like: #at the start of the game $ Have_Knife = 0 #game happens. . . menu: "you find a knife" "Keep it.": $ Have_Knife =1 "Give it awa...
- Thu Jun 11, 2015 5:52 pm
- Forum: Ren'Py Questions and Announcements
- Topic: renpy.random.randint
- Replies: 2
- Views: 3065
Re: renpy.random.randint
Have you tried putting in a "[d10]" line in there, to see what exact number it's spitting out on each iteration? Is it always spitting the exact same number, or just always within the same conditional range? Also, I was unfamiliar with the "d10 == 1,3" format, I take it that means "1 - 3 inclusive?"...
- Thu Jun 11, 2015 5:15 am
- Forum: Ren'Py Questions and Announcements
- Topic: About call and return stacking
- Replies: 2
- Views: 897
Re: About call and return stacking
Thanks, that should really help me clean up some stuff. 
- Thu Jun 11, 2015 3:57 am
- Forum: Ren'Py Questions and Announcements
- Topic: About call and return stacking
- Replies: 2
- Views: 897
About call and return stacking
I was hoping someone could help me with a little knowledge on how call and return stacks work. I mean, I understand the basics, you can "jump" to a label, and you're stuck there and have to move forward from there, or you can "call" to a label, do stuff there, and then use "return" to get back. I've...
- Wed Jun 10, 2015 8:53 pm
- Forum: Ren'Py Questions and Announcements
- Topic: multiple script files?
- Replies: 4
- Views: 996
Re: multiple script files?
Yeah, it all depends on how you want to break it up. I leave script.rpy for all my "core" stuff, like initializing variables, starting the story, function elements that get used by the whole thing, and then I have separate files for individual story chunks, individual game mechanics, things like tha...
- Wed Jun 10, 2015 1:25 pm
- Forum: Ren'Py Questions and Announcements
- Topic: maximum recursion depth exceeded [solved]
- Replies: 5
- Views: 671
Re: maximum recursion depth exceeded [solved]
Ok, so it's mainly just for convenience and piece of mind, I can dig that. 
- Wed Jun 10, 2015 2:47 am
- Forum: Ren'Py Questions and Announcements
- Topic: maximum recursion depth exceeded [solved]
- Replies: 5
- Views: 671
Re: maximum recursion depth exceeded [solved]
If you don't mind my asking, why do you call the same image repeatedly? Like during the shocked animation, do you use: image SerraHappyEyeShockedShineAnimation: subpixel 1 xalign .5 yalign .5 "EyeNothing" pause .15 "EyeNothing" pause .05 "EyeNothing" pause .05 "SerraHappyEyeShine2" pause .05 "SerraH...