Search found 227 matches
- Sun Mar 19, 2017 7:54 am
- Forum: Ren'Py Questions and Announcements
- Topic: Screen actions rejecting save functions- Ren'Py bug?
- Replies: 1
- Views: 302
Screen actions rejecting save functions- Ren'Py bug?
I have a manual autosave system that saves the game at certain points to the filename profile1_autosave. However, the save file can't be directly accessed by screen actions. Here is my save code: $ save_name = "profile1_autosave" $ renpy.take_screenshot(scale=None, background=None) $ renpy.slot_scre...
- Fri Feb 24, 2017 1:19 am
- Forum: We are offering Paid Work
- Topic: [CLOSED] Hiring Level Design Assistant
- Replies: 1
- Views: 689
[CLOSED] Hiring Level Design Assistant
CLOSED Golem Creation Kit needs somebody with a good eye and close attention to detail! The task is to determine correct XYZ coordinates for art according to a guide image, with pixel neatness and careful notation of data, using a proprietary editor. Job pays $15 per level, paid on completion. There...
- Tue Jan 31, 2017 12:29 am
- Forum: We are a Commercial Project looking for Partners
- Topic: Seeking pixel artist
- Replies: 1
- Views: 612
Seeking pixel artist
I have a new Illuminated Games project in the works: a small, light-hearted, Ren'Py-based click-and-drag game with a dark secret, inspired by indie classics such as 60 Seconds and Papers Please. The title is "Golem Creation Kit." The project is currently in alpha with a working prototype, progressin...
- Thu Jan 26, 2017 12:01 pm
- Forum: Ren'Py Questions and Announcements
- Topic: dictionarys
- Replies: 8
- Views: 1017
Re: dictionarys
I just tried it, this works fine for me: $ player={} $ player["k"] = 0 $ player["s"] = 0 menu: "Be nice": $ player["k"] += 1 "Be Mean": $ player["k"] -= 1 menu: "Be nice again": $ player["k"] += 1 "Be Mean": $ player["k"] -= 1 if player["k"] >= 2: "Player is kind" elif player["k"] <= 1: "Player is c...
- Thu Jan 26, 2017 12:00 pm
- Forum: Ren'Py Questions and Announcements
- Topic: dictionarys
- Replies: 8
- Views: 1017
Re: dictionarys
Code: Select all
$ player={}- Thu Jan 26, 2017 11:31 am
- Forum: Ren'Py Questions and Announcements
- Topic: dictionarys
- Replies: 8
- Views: 1017
Re: dictionarys
You have to declare every line of Python code when using Ren'Py, by prefixing it with $ or placing it within a python statement. You've missed out on doing that for these:
Code: Select all
$ player={}
$ player["k"] = 0
$ player["s"] = 0
- Mon Jan 23, 2017 8:00 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How come this doesn't work? Imagebuttons and menus
- Replies: 1
- Views: 280
Re: How come this doesn't work? Imagebuttons and menus
How are you accessing the screen? You need to show it, or preferably call it like so: before it'll do anything.
Code: Select all
call screen GrabAMap- Mon Jan 23, 2017 4:43 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Force a transition
- Replies: 3
- Views: 666
Re: Force a transition
There's a few ways to do this. One method that worked out well for me in The Next World is to 'fake' it using a screen. Show the screen with any images and transforms you want, then use renpy.pause(1.0, hard=True) to stop any player interaction, then hide the screen again and replace it with regular...
- Mon Jan 23, 2017 10:44 am
- Forum: Ren'Py Questions and Announcements
- Topic: Some UDD questions
- Replies: 1
- Views: 400
Some UDD questions
I'm trying to get a UDD to behave like a button or draggable, and I'm coming up against a couple of problems. 1. Is there an easy/convenient way to tell if the UDD has been clicked? Especially a non-transparent part of the UDD. 2. If not, how can I tell whether a clicked pixel is a non-transparent p...
- Sat Jan 21, 2017 3:21 am
- Forum: Ren'Py Questions and Announcements
- Topic: How to reorder draggroups on the fly?
- Replies: 5
- Views: 541
Re: How to reorder draggroups on the fly?
if we can find a way to pass a list of drag objects to something like this function it can re arrange them to the same order every time a drag is finished init python: def d_top(d,dd): d[0].top() d[1].top() d[2].top() our best chance is asking Tom to suggest a solution Ha, you're a genius! Or, well...
- Fri Jan 20, 2017 8:41 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to reorder draggroups on the fly?
- Replies: 5
- Views: 541
Re: How to reorder draggroups on the fly?
I had 3 ideas 1- set drag_raise with a variable and change the value in python when the drag starts and when it ends but it didn't work for some reason. Dragged callbacks are only initiated when the drag ends, sadly. And Clicked only works if it's a click without dragging. 2- set drag_raise to fals...
- Fri Jan 20, 2017 3:43 am
- Forum: Ren'Py Questions and Announcements
- Topic: How to reorder draggroups on the fly?
- Replies: 5
- Views: 541
How to reorder draggroups on the fly?
I'd like to be able to set and reset the Z order of drags in a draggroup at the end of a dragged callback, so that they return to their usual display order after being dragged. I can't seem to find an answer in the documentation. Is there any way to do this?
- Fri Jan 20, 2017 3:16 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Edited] Using transforms on Draggroups?
- Replies: 6
- Views: 472
Re: [Edited] Using transforms on Draggroups?
Ahem. Never mind, that last one was due to my own bug. Think I've got it cracked now, thanks.
- Fri Jan 20, 2017 3:07 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Edited] Using transforms on Draggroups?
- Replies: 6
- Views: 472
Re: [Edited] Using transforms on Draggroups?
ah, the old limit on things that can be inside a drag groups. an easy fix is giving the transform to the drags child, it does the same thing transform dragt: pause 2 linear 1 alpha 0 alpha 1 repeat screen frags: draggroup: drag: frame: at dragt xysize(100,100) This makes the child not respond to dr...
- Thu Jan 19, 2017 7:09 pm
- Forum: Ren'Py Questions and Announcements
- Topic: A universal term to jump to previous label?
- Replies: 8
- Views: 2159
Re: A universal term to jump to previous label?
Another solution would be to store the label you want to return to in a variable as a string. Then, instead of jump, use jump expression like so: jump expression variable_containing_label_name Then you could use SetVariable() and Jump() in the imagebutton, and return via the jump expression. Example...