Search found 528 matches

by indoneko
Sat Apr 08, 2017 8:00 pm
Forum: Asset Creation: Writing
Topic: How would one communicate a change in language in the story?
Replies: 7
Views: 1089

Re: How would one communicate a change in language in the st

Unless you're using an alien language, I'd choose option 1 all the time. You could also add furigana/ruby text on asian language characters to make it more readable
by indoneko
Sat Apr 08, 2017 1:43 pm
Forum: Ren'Py Questions and Announcements
Topic: remembering point based option
Replies: 5
Views: 451

Re: remembering point based option

I'm not sure what do you mean by remembering the result, but I presume you can use persistent variable to store the result of the fight.
by indoneko
Sat Apr 08, 2017 10:42 am
Forum: I am an Artist
Topic: Character Free Commissions ( In need of experience )
Replies: 7
Views: 1128

Re: Character Free Commissions ( In need of experience )

Can you draw the chibi version of Renpy's mascot character?
by indoneko
Sat Apr 08, 2017 1:02 am
Forum: Ren'Py Questions and Announcements
Topic: Problem within the Common folder of Renpy
Replies: 2
Views: 448

Re: Problem within the Common folder of Renpy

Try moving your definition line up, outside label start :

Code: Select all

define flash = Fade(0.0, 0.0, 0.5, color="#fff")

label start:
    $ renpy.music.set_volume(0.1, delay=0, channel='sound')
by indoneko
Sat Apr 08, 2017 12:52 am
Forum: Ren'Py Questions and Announcements
Topic: Perfectly sync audio tracks for "dynamic" music?
Replies: 4
Views: 762

Re: Perfectly sync audio tracks for "dynamic" music?

My guess is that since renpy needs to buffer those audio data from your hdd to memory, any lags while accessing your hdd might cause your tracks becoming out of sync. Anyway... wouldn't it make more sense to mix all those tracks into one audio file? Is there any specific reason why you want to play ...
by indoneko
Sat Apr 08, 2017 12:37 am
Forum: Ren'Py Questions and Announcements
Topic: NameError: name is not defined (When it is)
Replies: 4
Views: 1115

Re: NameError: name is not defined (When it is)

instead of:
$ ArthurRoute = 0

try :
default ArthurRoute = 0

do the same for other variables
by indoneko
Fri Apr 07, 2017 2:31 am
Forum: Ren'Py Questions and Announcements
Topic: How to call a confirm screen with a text button?
Replies: 1
Views: 222

Re: How to call a confirm screen with a text button?

Like this?

Code: Select all

textbutton _("Reset game"):
    action Confirm("This will delete your progress. Are you sure?", persistent._clear, Return())
by indoneko
Thu Apr 06, 2017 12:15 pm
Forum: General Discussion
Topic: Get that thing off your chest... Now...
Replies: 5253
Views: 397424

Re: Get that thing off your chest... Now...

... and I lost a cellphone.
I don't really care about it's value, but now I'm worried about my house's security since the thief managed to steal it without breaking our door & window. I mean, how did they do that? o_o
by indoneko
Thu Apr 06, 2017 10:11 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved]Using character side images with "show"
Replies: 10
Views: 1696

Re: Using character side images with "show"

I'm not sure why you want to use manual method when you can automate it, but is there any chance that you're actually looking for invisible characters? It's similar to side image, but we don't display the character's sprite on the screen define p = Character("Player", image="player") image side play...
by indoneko
Thu Apr 06, 2017 8:18 am
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Monitoring persistent values / code not functioning
Replies: 10
Views: 523

Re: Monitoring persistent values / code not functioning

After a more thorough checking, I find out that your conditional for main menu screen is flawed. screen main_menu: tag menu if persistent.ending == "chjmp": use chjmp elif persistent.ending == "chjmptrue": use chjmptrue if persistent.ending == "titletrue": use titletrue else: use title For example, ...
by indoneko
Thu Apr 06, 2017 6:21 am
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Monitoring persistent values / code not functioning
Replies: 10
Views: 523

Re: Monitoring persistent values / code not functioning

OK, try adding a line of dialogue right after you set the persistent variable value... like this :

Code: Select all

    if persistent.truecheck:
        $ persistent.ending = "ch2truejmp"
    else:
        $ persistent.ending = "ch2jmp"
    "..." # ---> additional line of dialogue. 
    return
by indoneko
Thu Apr 06, 2017 4:45 am
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Monitoring persistent values / code not functioning
Replies: 10
Views: 523

Re: Monitoring persistent values / code not functioning

Try deleting all persistent first before launching your game. And the the save files too.
If it still failed, can you attach a trimmed version of your project to replicate the issue?
by indoneko
Thu Apr 06, 2017 3:59 am
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Monitoring persistent values / code not functioning
Replies: 10
Views: 523

Re: Monitoring persistent values / code not functioning

I am having an issue with some persistent values and was wondering if there is a way to monitor them live while the game is running for testing? How about using an overlay screen that display the value of your persistent variable? Specifically I am having trouble accomplishing this: if persistent.t...
by indoneko
Thu Apr 06, 2017 2:24 am
Forum: Ren'Py Questions and Announcements
Topic: Where is the autosave code? Can I make the game autoload?
Replies: 4
Views: 984

Re: Where is the autosave code? Can I make the game autoload

... Instead of having only one, I have 6. Six! I suppose this isn't a big deal, except that I don't know why it has six when I thought I told it to only have one. One possibility is that you've launched the game before you set that value of maximum autosave slot numbers to 1. You can try to find th...