Search found 99 matches
- Mon May 17, 2021 2:42 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Adding preference that determines length of pauses
- Replies: 2
- Views: 687
[Solved] Adding preference that determines length of pauses
So I've been trying this for several hours now, but I don't seem to be getting anywhere. To simulate real speech, I always add short pauses after punctuation marks in my game's dialogue. This makes the text more natural to read in slow text mode, but causes it to be a bit choppy if the text is set t...
- Wed Apr 28, 2021 4:12 am
- Forum: Ren'Py Questions and Announcements
- Topic: Multiple speaking animations in one pose?
- Replies: 4
- Views: 454
Re: Multiple speaking animations in one pose?
I'm glad it worked out. No Problem!
- Tue Apr 27, 2021 5:36 am
- Forum: Ren'Py Questions and Announcements
- Topic: Multiple speaking animations in one pose?
- Replies: 4
- Views: 454
Re: Multiple speaking animations in one pose?
Maybe there's a more elegant solution, but you could try working with renpy.get_attributes() . I didn't really test this, but I hope it works (or at least helps you find something that does): init python: def shutup_merritt(event, interact=True, **kwargs): if event == "slow_done" or event=="end": if...
- Fri Apr 23, 2021 10:45 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] preventing screens from being clicked after 1st time
- Replies: 3
- Views: 853
Re: preventing screens from being clicked after 1st time
I think you might be looking for SensitiveIf() . Since your screens already mostly work, you just have to do the following: For the button actions, instead of action WhatYouWantItToDo() use action [SensitiveIf(not in_conversation), WhatYouWantItToDo()] Whenever a conversation starts, and you no long...
- Wed Apr 21, 2021 3:17 am
- Forum: Ren'Py Questions and Announcements
- Topic: Is it still OK to use LiveComposite for blinking sprites?
- Replies: 5
- Views: 309
Re: Is it still OK to use LiveComposite for blinking sprites?
Not sure if you can combine the "auto" method with defining stuff on your own, but if you can, this should work: layeredimage l: group pose auto: attribute u1 default group face auto group eyes: attribute open_eyes default "blinking_eyes" attribute closed_eyes "images/character/closed_eyes.png" Basi...
- Fri Apr 02, 2021 7:41 am
- Forum: Ren'Py Questions and Announcements
- Topic: Securing a build - deleting files and such before building?
- Replies: 2
- Views: 452
Re: Securing a build - deleting files and such before building?
Rather than manually deleting them (which could lead to unfortunate accidents), I would add build.classify("game/**.rpy", None) in the "Build configuration" section of options.rpy. This makes them available to you, but they won't be included in the built distribution. Another way to make it a bit ha...
- Tue Mar 30, 2021 11:53 am
- Forum: Ren'Py Questions and Announcements
- Topic: Adding 'aura' visual effects (emotion reaction sprites?)
- Replies: 9
- Views: 904
Re: Adding 'aura' visual effects (emotion reaction sprites?)
I've noticed that if I add the 'hidefx' when an expression changes, that does seem to hide it. But does that mean I have to do that every time I want an effect to go away? Yes, that is precisely the point of adding 'hidefx'. I guess it's a minor inconvenience that you have to tell Ren'py "you can s...
- Mon Mar 29, 2021 3:26 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Adding 'aura' visual effects (emotion reaction sprites?)
- Replies: 9
- Views: 904
Re: Adding 'aura' visual effects (emotion reaction sprites?)
I'm glad I could help! I was worried layeredimages might've been too overwhelming, but I really think learning how to use them is worth it in the long run. I'm not clear on how I'm meant to assign effects to a character in combination with layeredimage - doing so would make it so that I can easily r...
- Wed Mar 24, 2021 1:30 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Adding 'aura' visual effects (emotion reaction sprites?)
- Replies: 9
- Views: 904
Re: Adding 'aura' visual effects (emotion reaction sprites?)
It would look best, I suppose, if the effect radiated off of the character, but I'm not sure if there's a way to do that automatically in regards to position (the way the expressions can change images but retain position automatically). Would it entail naming the image with the character's name in ...
- Mon Mar 22, 2021 6:36 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Adding 'aura' visual effects (emotion reaction sprites?)
- Replies: 9
- Views: 904
Re: Adding 'aura' visual effects (emotion reaction sprites?)
This can definitely be done. I got this to work very well with LayeredImages and ATL! Say you have a character: layeredimage character: always "images/character/body.png" group eyebrows: attribute up default "images/character/eyebrows.png" attribute down "images/character/eyebrows_down.png" group ey...
- Sun Feb 14, 2021 10:09 am
- Forum: Completed Games
- Topic: Deep Sea Valentine [GxG][RPG][Comedy][Commercial]
- Replies: 3
- Views: 2447
Deep Sea Valentine [GxG][RPG][Comedy][Commercial]
https://i.imgur.com/o234QzT.png It's Valentine's Day, and the flirtatious pink dolphin Inia is looking for a last-minute date. However, her best friend is tired of Inia settling for random strangers. She has to prove that they're a worthwhile candidate! Can you help Inia find a date that lives up t...
- Tue Dec 22, 2020 9:54 am
- Forum: Ren'Py Questions and Announcements
- Topic: Ren'Py 7.4.0 Prereleased
- Replies: 61
- Views: 9643
Re: Ren'Py 7.4.0 Prereleased
There seems to be an issue with LayeredImage poses. Even though I add the pose when first showing an image, Ren'py declares it as "ambiguous" whenever I change expressions without specifying the pose again. Previously, this wasn't an issue, because it assumed the pose stays the same unless stated ot...
- Tue Jul 28, 2020 2:43 pm
- Forum: Ren'Py Cookbook
- Topic: Pink Engine: A framework for using Tiled-created orthogonal maps in Ren'py
- Replies: 27
- Views: 9869
Re: Pink Engine: A framework for using Tiled-created orthogonal maps in Ren'py
I love the new update and I'm really happy some of my suggestions were already implemented. Thank you so much! I wanted to find a way to prevent the map from getting blurry when zooming in (since, at least for me, 2.0 zoom would be the most common one to use), and I came across a solution that doesn...
- Thu Jul 16, 2020 8:15 am
- Forum: Ren'Py Cookbook
- Topic: Pink Engine: A framework for using Tiled-created orthogonal maps in Ren'py
- Replies: 27
- Views: 9869
Re: Pink Engine: A framework for using Tiled-created orthogonal maps in Ren'py
I'm really loving this engine, and I'm so glad I found it. Thanks for your amazing work so far! I've been playing around with the code to add certain features, but I always ended up breaking something different in the process. :lol: I'm not that experienced a coder, so I hope you don't mind if I sug...
- Sat May 18, 2019 7:59 pm
- Forum: Works in Progress
- Topic: rei_carnation [RPG] [Fantasy] [Mystery] (DEMO)
- Replies: 0
- Views: 433
rei_carnation [RPG] [Fantasy] [Mystery] (DEMO)
https://i.imgur.com/SD06RnL.png [Fantasma] wakes up in a mysterious world and is attacked by monsters. Fortunately the stoic and polite demon girl [Oni] arrives to help and they quickly become friends. [Fantasma] accompanies [Oni] to a job interview "for emotional support" but ends up being employe...