Search found 786 matches
- Tue Aug 30, 2016 1:47 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Sprite movement speed? [SOLVED]
- Replies: 3
- Views: 1306
Re: Sprite movement speed? [SOLVED]
Aha, basically if you see a function or class like this where it says something = something as parameters: MoveTransition(delay, enter=None, leave=None, old=False, layers=['master'], time_warp=None, enter_time_warp=None, leave_time_warp=None) It means they're the default values supplied for it, so y...
- Tue Aug 30, 2016 1:41 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Menu choice not working correctly.
- Replies: 15
- Views: 1119
Re: Menu choice not working correctly.
It's not really that complicated, in fact I think dynamic images would be easiest for you: https://www.renpy.org/doc/html/changelog.html#dynamic-images init: image main_weapon = "weapon/[main_weapon].png" python: def switch_weapon(weapon): global main_weapon main_weapon = weapon and: menu: "Which de...
- Mon Aug 29, 2016 6:13 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Buttons for RPG styled VN
- Replies: 2
- Views: 450
Re: Buttons for RPG styled VN
Do you want a button to appear in the graphics layer or do you want to have a window pop up with things that can be picked up? If you want something like coins to drop, you need to look at Imagebutton: https://www.renpy.org/doc/html/screens.html#imagebutton I'm not sure if you can animate it though ...
- Mon Aug 29, 2016 11:06 am
- Forum: Ren'Py Questions and Announcements
- Topic: Sprite movement speed? [SOLVED]
- Replies: 3
- Views: 1306
Re: Sprite movement speed?
According to the documentation here: https://www.renpy.org/doc/html/transiti ... l#var-move
You can create a MoveTransition() object:
https://www.renpy.org/doc/html/transiti ... Transition
So for example:
You can create a MoveTransition() object:
https://www.renpy.org/doc/html/transiti ... Transition
So for example:
Code: Select all
show <image> at left
with MoveTransition(3.0)
- Mon Aug 29, 2016 3:42 am
- Forum: Ren'Py Questions and Announcements
- Topic: How to make a Gui Screen that displays your money.
- Replies: 8
- Views: 1003
Re: How to make a Gui Screen that displays your money.
screen stats(): frame: text "HP: [hp]" This should do it. As the example code shows, screen can contain frames, so you just need to add the frame: tag and indent what you want inside the frame beneath that line. You can pretty much mix and match, so you can have text within a hbox within frame with...
- Sun Aug 28, 2016 1:41 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Er, "Type error: expected string or buffer"...? [SOLVED]
- Replies: 3
- Views: 975
Re: Er, "Type error: expected string or buffer"...?
Another way to do this: default p_name = "???" default c_colours = { "purple":"#9400D3", "pink":"#FFC0CB", "dblue":"#0000CD", "lblue":"#87CEFA", "green":"#228B22", "yellow":"#FFD700", "orange":"#FF8C00", "brown":"#8B4513", "red":"#DC143C", } label cmenu: call screen cmenu_imagemap $ result = _return...
- Sun Aug 28, 2016 1:34 pm
- Forum: Ren'Py Questions and Announcements
- Topic: display multiple images
- Replies: 3
- Views: 1784
Re: display multiple images
Yeah it sounds like you've got overlapping image tags. Your best course of action is probably having a different tag name entirely for each piece.
e.g. head alice, face alice happy, outfit alice shirt
e.g. head alice, face alice happy, outfit alice shirt
- Sat Aug 27, 2016 5:18 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Adding preference (with correct styling) [PART SOLVED]
- Replies: 3
- Views: 382
Re: Adding preference (with correct styling) [PART SOLVED]
For the Part 1. I think you do not need to worry about SelectedIf. In those cases renpy highlights it automatically (see the preferences screen, the window/full_screen options, for example) Cool thanks! I assumed the built in Preference ones had built in styles assigned! The code just gets shorter ...
- Sat Aug 27, 2016 3:31 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Help in variable-based menu
- Replies: 4
- Views: 524
Re: Help in variable-based menu
You don't need the $ in your code. $ is used to tell Ren'py the following statement is python code - so it always goes at the start of the line. However Ren'py can read python conditions natively, so you don't need the $ at all in this scenario. There're times when you need to prefix $ for loops, bu...
- Fri Aug 26, 2016 7:10 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Saving values changed in screens
- Replies: 6
- Views: 1210
Re: Saving values changed in screens
More info will definitely help, such as where is this screen launched? What type of changes are you making? For some reason when I last read your post I thought you wanted multiple inputs (text data), so kind of a form that you feel in before saving - but maybe there're things like bars (value range...
- Fri Aug 26, 2016 7:00 pm
- Forum: Ren'Py Questions and Announcements
- Topic: What's the game/saves folder used for?
- Replies: 2
- Views: 480
Re: What's the game/saves folder used for?
Those are persistent data files and auto save files . When building a project, Renpy doesn't include those files (see this recent topic ), and so you don't need to delete those before building/releasing. I got really nervous about persistent data when I duplicated the game folder and compared Launc...
- Fri Aug 26, 2016 4:00 pm
- Forum: Ren'Py Questions and Announcements
- Topic: What's the game/saves folder used for?
- Replies: 2
- Views: 480
What's the game/saves folder used for?
So I understand that Ren'py saves in the user's app folders, by creating a folder name designated by the config.save_directory variable. But whenever I run the dev version in "Run Project" mode, saves are created as well as a persistent file in the game/saves folder. What are these files for? Should...
- Fri Aug 26, 2016 5:39 am
- Forum: Ren'Py Questions and Announcements
- Topic: Adding preference (with correct styling) [PART SOLVED]
- Replies: 3
- Views: 382
Re: Adding preference (with correct styling) [SOLVED]
Okay so I found out about the "selected_color" tag, and here's what got it working: #override the default colours style pref_button_text: selected_color "#fff" color "#888" Then for the actual preference fields: textbutton _("Normal effects"): action [SetField(persistent,"performance", "high"), Sele...
- Fri Aug 26, 2016 4:18 am
- Forum: Ren'Py Questions and Announcements
- Topic: Adding preference (with correct styling) [PART SOLVED]
- Replies: 3
- Views: 382
Adding preference (with correct styling) [PART SOLVED]
Hi there This is sort of a two part question: In my game I'm having performance issues on my laptop for some of the effects (fullscreen resolution cloud fog effects with animations) so I decided to add a persistent variable to toggle the animations. Part 1: Then I decided it'd be useful to add it as...
- Thu Aug 25, 2016 12:06 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Saving values changed in screens
- Replies: 6
- Views: 1210
Re: Saving values changed in screens
I assume you mean having multiple input fields on screen? I found this in the release notes for 6.99.10: https://www.renpy.org/dev-doc/html/changelog.html#other-changes The input widget now accepts input values Input values allow an input to directly update a variable, field, or dict, and also make ...