Search found 786 matches

by kivik
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...
by kivik
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...
by kivik
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 ...
by kivik
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:

Code: Select all

show <image> at left
with MoveTransition(3.0)
by kivik
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...
by kivik
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...
by kivik
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
by kivik
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 ...
by kivik
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...
by kivik
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...
by kivik
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...
by kivik
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...
by kivik
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...
by kivik
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...
by kivik
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 ...