Search found 295 matches
- Mon May 25, 2015 6:07 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Synchronized + Progressive Music
- Replies: 11
- Views: 1521
Re: [SOLVED] Synchronized + Progressive Music
Glad to hear it worked out, and learning why it worked should help with later projects. 
- Mon May 25, 2015 4:48 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Synchronized + Progressive Music
- Replies: 11
- Views: 1521
Re: Synchronized + Progressive Music
Hmm. It looks like Track 1 isn't getting defined properly. Maybe you need to put all that stuff into an init block? Like here?
- Mon May 25, 2015 4:27 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Synchronized + Progressive Music
- Replies: 11
- Views: 1521
Re: Synchronized + Progressive Music
Ah, my bad. As I said I hadn't actually messed with that stuff much. I think you have to put a "$" in front of the lines that start with "renpy," or put them in a python block. I tried that and it at least loaded fine, but since I didn't have actual music to put there I wasn't able to test whether i...
- Mon May 25, 2015 2:13 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Synchronized + Progressive Music
- Replies: 11
- Views: 1521
Re: Synchronized + Progressive Music
It doesn't seem that complicated, and actually looking at it, that step I was talking about might not even be necessary. I haven't messed with music stuff much so someone double check this for me, but I think this would work: $ renpy.music.register_channel("Track1", "music", True) $ renpy.music.regi...
- Mon May 25, 2015 2:43 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Synchronized + Progressive Music
- Replies: 11
- Views: 1521
Re: Synchronized + Progressive Music
Ok, yeah. The trick, I think, would be to design it in a way that it respects the player's volume settings as well, so that as you raise the volume of a channel from 0 to 100, that 100 is only 100% of whatever master volume level the player has defined in the settings. I guess it would just involve ...
- Sun May 24, 2015 11:15 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Synchronized + Progressive Music
- Replies: 11
- Views: 1521
Re: Synchronized + Progressive Music
Hmm. Would it be possible to define volume controls for each music channel and then turn the volume on the unwanted ones down to zero? Ideally you'd probably also want to take the default music volume adjuster and change it to impact all five channels while they are active. I don't know enough about...
- Sun May 24, 2015 6:37 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Problem with transformations and container images synching
- Replies: 21
- Views: 3766
Problem with transformations and container images synching
Ok, I'm having a slightly odd problem here. I have a slightly complicated animated image made up of dynamic displayables and containers. It mostly works, but I'm getting this weird glitch. There are two container layers, the "over" and the "under," and they are meant, in this stage at least, to be p...
- Sat May 23, 2015 1:45 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Polaroid picture
- Replies: 3
- Views: 418
Re: Polaroid picture
So basically you're asking if Ren'Py can do documented, basic functionality... the answer is yes. Thanks for the help? In wasn't able to find much documentation on screenshots beyond the ability to change whether the save function automatically takes the or not. You should be able to do it without ...
- Sat May 23, 2015 2:07 am
- Forum: Ren'Py Questions and Announcements
- Topic: Polaroid picture
- Replies: 3
- Views: 418
Polaroid picture
I've been thinking about something I wanted to try, but I'm not sure if it's something Renpy could do. I know that there's a standard screen shot, but would it be possible to take a screen shot in game, have the game do some automatic edits to that screen shot, and then call up that screenshot as an...
- Thu May 21, 2015 6:32 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Character schedules
- Replies: 3
- Views: 578
Re: Character schedules
I have something along these lines, although in my game there are only a few "time blocks". There's basically a "wait" label that I call every time that the player passes from one unit of time to another (either by doing an activity that takes time or just by waiting), and then a bunch of things hap...
- Wed May 20, 2015 7:54 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Variables and GUI for displaying them
- Replies: 8
- Views: 2356
Re: Variables and GUI for displaying them
2). I've implemented a threshold "Stamina" level for performing the "Exercise" action. If the player is below 10 Stamina, the action fails. I've tried to alert the player by displaying text to this effect, but I couldn't get the text command to work inside of the conditional if statement. In fact, ...
- Wed May 20, 2015 1:11 am
- Forum: Ren'Py Questions and Announcements
- Topic: Call something when multiple variables are true?
- Replies: 6
- Views: 736
Re: Call something when multiple variables are true?
No error messages pop up on load, so that makes it even more difficult to tell what's wrong. Just a little tip that I came up with when having similar "why isn't this working?!" problems, is to write in junk code to see what pops up (similar to what Trooper wrote). For example, take your code and a...
- Mon May 18, 2015 1:03 pm
- Forum: Ren'Py Questions and Announcements
- Topic: 6.99+ Best Practices
- Replies: 20
- Views: 1854
Re: 6.99+ Best Practices
Huh, I didn't realize that. So basically, if I wrote this: init python: sword = "old" shield = "busted" label start: "I walk through the forest." $sword = "new" and then saved, closed, and reloaded the game from the save, if I tried to access "sword" it would register as "new" just fine, but if I tr...
- Mon May 11, 2015 12:18 am
- Forum: Ren'Py Questions and Announcements
- Topic: How are random encounters scripted?
- Replies: 8
- Views: 2167
Re: How are random encounters scripted?
Btw, is there some kind of "on rollback" trigger? If so, a fun little troll, without making rollback impossible, might be to make it so that the location is random, so in theory they could keep rolling back and retrying until the hit it right, but have a trigger so that if they do rollback at that t...
- Sun May 10, 2015 10:42 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How are random encounters scripted?
- Replies: 8
- Views: 2167
Re: How are random encounters scripted?
Yeah, it might be nice to just schedule the merchant and let players learn the patter themselves. I tend to prefer rare but potentially predictable system to one that is truly random.