Search found 295 matches
- Mon Feb 29, 2016 6:39 am
- Forum: Ren'Py Questions and Announcements
- Topic: Resetting animations within a live composite
- Replies: 77
- Views: 7283
Re: Resetting animations within a live composite
All got to be defined as instances after label start or with default statement (same thing), in reversed order t I put them in (test_case first, TestFinal last). So basically what you're saying is, if I change them all from "image. . ." to "default. . ." as your example did, and then I put them in ...
- Sun Feb 28, 2016 10:45 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Resetting animations within a live composite
- Replies: 77
- Views: 7283
Re: Resetting animations within a live composite
Ok, getting closer and closer. . .;) Ok, so I tested out your version, and I can get your test thing to function, and it does all the things you said it should, pausing, continuing, that's awesome and I can't wait to play with it more. I did hit a snag though where I dumped it into my existing LC st...
- Sun Feb 28, 2016 7:44 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Resetting animations within a live composite
- Replies: 77
- Views: 7283
Re: Resetting animations within a live composite
Wow, there is a lot to that! Thanks for working it out. I tried to play with it a bit, but can't get it working right. I copy/pasted the class code into my game, then the "default switch_1" block, but when I tried to have switch_1 in my LC in any form it failed to launch with a "switch_1 not defined...
- Sun Feb 28, 2016 10:08 am
- Forum: Ren'Py Questions and Announcements
- Topic: Resetting animations within a live composite
- Replies: 77
- Views: 7283
Re: Resetting animations within a live composite
As I've said, LC is a function that is returning a Fixed object and it's children as objects, you'll have to make sure that Ren'Py resets those objects somehow (shows them at st/at 0), create a new set of objects that do not equal to the former once. Ok, I just have no idea how to do that, hence th...
- Sun Feb 28, 2016 7:44 am
- Forum: Ren'Py Questions and Announcements
- Topic: Resetting animations within a live composite
- Replies: 77
- Views: 7283
Re: Resetting animations within a live composite
There should be no difference between the two. LC is just a Fixed container that tries to position other displayable within it's bounds. The difference could be that it creates objects and works with those object from the time it was created until it is destroyed and show/hide recreate the object o...
- Sun Feb 28, 2016 5:41 am
- Forum: Ren'Py Questions and Announcements
- Topic: Resetting animations within a live composite
- Replies: 77
- Views: 7283
Re: Resetting animations within a live composite
Right, I mean, to my mind, the animation should just automatically stop any time it's not being shown, but for some reason, this is not the case. There is not a way, that I'm aware of, to cause the animation to stop once it's been started, at least not when it's part of a live composite. If it's a s...
- Sun Feb 28, 2016 1:46 am
- Forum: Ren'Py Questions and Announcements
- Topic: Resetting animations within a live composite
- Replies: 77
- Views: 7283
Re: Resetting animations within a live composite
Maybe the only way to prevent it from always doing the cycle and you ending up seeing the random parts and not from the beginning like you want, is to take that repeat off? Other than that, I don't know. But if you take the repeat off, which I've tried, the result is that it will play through the a...
- Sat Feb 27, 2016 4:13 am
- Forum: Ren'Py Questions and Announcements
- Topic: Resetting animations within a live composite
- Replies: 77
- Views: 7283
Resetting animations within a live composite
I have an LC. at various points in it, the options may display a complex image that includes transforms. The problem I'm having is that when I do this, the animation begins when I first change the variable that would first display the relevant image, but then apparently keeps looping in the backgrou...
- Sat Feb 13, 2016 2:10 am
- Forum: Ren'Py Questions and Announcements
- Topic: Creating Multiple If Statements
- Replies: 7
- Views: 892
Re: Creating Multiple If Statements
Another thing of note, "default" statements can go ANYWHERE, and they still work fine. They all get read in when the game launches, regardless of where you stick them, so while it might be clean to put them all in one place, you can also do things like default a variable right next to the one place ...
- Wed Jan 20, 2016 3:45 am
- Forum: Ren'Py Questions and Announcements
- Topic: "IF" statement issue.(Solved)
- Replies: 5
- Views: 657
Re: "IF" statement issue.(Solved)
About the $ sign thing, IF you change the variable within a python block, something like python: Variable = 5 Then you don't need a $. If you put it outside of such a python block, however, which is most of an Renpy game, then you need the $ sign before any line which changes a variable, since that ...
- Tue Jan 19, 2016 8:18 am
- Forum: Ren'Py Questions and Announcements
- Topic: "IF" statement issue.(Solved)
- Replies: 5
- Views: 657
Re: "IF" statement issue.
Use: default rpe = "whatever you want the default to be" You can put that anywhere and it'll always get loaded into the code, even in a saved game (although it's best to keep these where you can find them). It's relatively new, apparently. But yeah, if you try to use a variable before defining it, e...
- Tue Jan 19, 2016 8:11 am
- Forum: Ren'Py Questions and Announcements
- Topic: Trouble with Remembering Menu Choices
- Replies: 5
- Views: 604
Re: Trouble with Remembering Menu Choices
Ok, first, you can't put an if statement inside a menu, so the first way you wrote it should throw back an error right off the bat. If you want conditional menu options you have to write them like Chocojax said, putting it after the intended statement. If it's still showing up when using that method...
- Tue Jan 12, 2016 6:25 am
- Forum: Ren'Py Questions and Announcements
- Topic: Use of LiveComposite and ConditionSwitch together
- Replies: 5
- Views: 1639
Re: Use of LiveComposite and ConditionSwitch together
I have some fairly complex Live Composite stuff going on, and I'm not exactly sure what you're going for, but I can offer some suggestions that you might not have considered. the first is that you can check multiple variables in a single LC line. This would allow you to, say, have a "happy" variable...
- Tue Jan 05, 2016 6:14 am
- Forum: Ren'Py Questions and Announcements
- Topic: Newbie question with an If statement.
- Replies: 3
- Views: 349
Re: Newbie question with an If statement.
Yeah, any variable you want to check, you need to define somewhere before it gets checked, ideally through "default variable_name = whatever you want it to be"If it is asked whether a variable is True, False, 3.14, or "frog," and that variable doesn't actually exist because you haven't defined it ye...
- Mon Jan 04, 2016 3:35 am
- Forum: Ren'Py Questions and Announcements
- Topic: Alpha transforms broken past 1.0?
- Replies: 25
- Views: 1744
Re: Alpha transforms broken past 1.0?
I think hue and saturation are already in there, aren't they?