Search found 239 matches

by RicharDann
Fri Oct 09, 2020 10:29 am
Forum: Ren'Py Questions and Announcements
Topic: Edgescroll speed
Replies: 2
Views: 301

Re: Edgescroll speed

Not sure if this is what you want, but you can try increasing the second value of the tuple, the scrolling rate in pixels per second, this would basically increase the scroll speed.

Code: Select all

viewport:
    edgescroll (400, 2000, speed_scroll)
by RicharDann
Wed Oct 07, 2020 8:30 am
Forum: Ren'Py Questions and Announcements
Topic: TypeError: 'tuple' object is not callable - inventory issue
Replies: 1
Views: 297

Re: TypeError: 'tuple' object is not callable - inventory issue

It seems you tried to call a tuple as if it was a function, but I don't see anything in the code you posted that could be a tuple. I don't see your definition of the inventory variable, but if you defined it like a tuple, maybe with default inventory = () , then it should be a list, default inventor...
by RicharDann
Thu Oct 01, 2020 12:20 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] images for imagebutton not showing up?
Replies: 2
Views: 285

Re: images for imagebutton not showing up?

I think the imagemap is being drawn over the buttons, because you placed it on the screen after the imagebutton declaration. Ren'py draws screen elements in the same order you code them, so in this case, the imagebuttons are drawn and placed on the game screen first, then the imagemap is drawn, but ...
by RicharDann
Mon Sep 28, 2020 9:51 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved-ish] Textbox position per character in new GUI?
Replies: 2
Views: 357

Re: Textbox position per character in new GUI?

Did you try this?

Code: Select all

define al = Character ("Alexis", color="#5499C7", window_background="alexis_textbox.png", window_xalign=.5)
If you need to change it for every character, in screens.rpy there is a style window statement defining the textbox position and image.
by RicharDann
Fri Sep 25, 2020 10:44 am
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Menu hides screens
Replies: 3
Views: 290

Re: Menu hides screens

You can use Show action instead of ShowMenu, if you want other screens to stop receiving input add modal True clause to your screen: screen my_game_menu(): modal True Just make sure your screen also has some way for the player to quit it once they want to continue the game, like adding a button or s...
by RicharDann
Wed Sep 23, 2020 8:26 am
Forum: Ren'Py Questions and Announcements
Topic: Particle system
Replies: 2
Views: 339

Re: Particle system

There's a Sprite class included in Ren'Py that can be used to create this but it requires solid python knowledge.
SnowBlossom is a premade class based on this that can be easily programmed to display sprites moving in any given direction.
by RicharDann
Fri Sep 11, 2020 11:10 am
Forum: Ren'Py Questions and Announcements
Topic: "Linear" auto save/load functionality
Replies: 2
Views: 291

Re: "Linear" auto save/load functionality

You could try setting a few configuration variables to achieve that. Something like the following code: # set autosave_slots to 1 so Ren'Py uses only one save file. define config.autosave_slots = 1 # set the autosave frequency per interaction. Interaction is any time the game waits for user input, l...
by RicharDann
Mon Sep 07, 2020 1:21 pm
Forum: Ren'Py Questions and Announcements
Topic: The animation doesn't work
Replies: 2
Views: 287

Re: The animation doesn't work

Try using yoffset instead of yalign for the linear statements.

Code: Select all

transform directorSalto:
    xalign 0.5 yalign 0.5
    linear 1.0 yoffset 100 #adjust the number of pixels to your needs
    linear 2.0 yoffset 0
    repeat
by RicharDann
Mon Aug 17, 2020 8:19 am
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Slow text skipping problem on screens
Replies: 0
Views: 297

[SOLVED] Slow text skipping problem on screens

I'm trying to create a custom dialogue screen for use with certain specific characters, without replacing the default say screen. Among other things, I want the text in my screen to be displayed according to the user's text speed preference settings, and I also need for the screen to be dismissed wh...
by RicharDann
Fri Aug 14, 2020 1:07 pm
Forum: Ren'Py Questions and Announcements
Topic: Trouble with textbutton - Function(texthere)
Replies: 3
Views: 226

Re: Trouble with textbutton - Function(texthere)

Try using action instead of clicked. Also, I think the Function() must receive arguments directly to the action itself. Here's what I mean:

Code: Select all

action Function(cyclone.p_inv.use, cyclone.p_inv.items[i], cyclone.p_inv)
by RicharDann
Fri Aug 14, 2020 12:58 pm
Forum: Anime, Games, and Japan
Topic: Guilty Pleasure Anime
Replies: 80
Views: 15473

Re: Guilty Pleasure Anime

For me this is Shokugeki no Soma. It does have a decent story but a lot of the reactions to food are just too ecchi for my taste (no pun intended).

But I just can't stop watching it.
by RicharDann
Fri Aug 14, 2020 11:51 am
Forum: Anime, Games, and Japan
Topic: Worst anime you have ever watched?
Replies: 310
Views: 50783

Re: Worst anime you have ever watched?

Ousama Game. I know it was an horror show so I shouldn't expect a great story, but it is SO nonsensical and ridiculous, with so little character development (not enough time to even care for most of them) and so many gaps in logic or common sense; the only good thing about it was the opening song by...
by RicharDann
Mon Aug 10, 2020 10:16 am
Forum: Ren'Py Questions and Announcements
Topic: Events that can take place at any point.
Replies: 2
Views: 366

Re: Events that can take place at any point.

The most basic way would be to make use of the call statement to run a label that, once finished, returns to the exact point after it was called. Here's a basic, fly-typed example (somewhat based on Danganronpa's system): label start: #this can be any chapter/point in the story "I have some free tim...
by RicharDann
Mon Aug 10, 2020 9:47 am
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Hiding HUD during dialogue segments
Replies: 2
Views: 228

Re: Hiding HUD during dialogue segments

You could use the renpy.get_screen() function to check if the dialogue screen is being shown:

Code: Select all

showif not renpy.get_screen("say"):
    text "show HUD"
by RicharDann
Mon Aug 10, 2020 9:02 am
Forum: Ren'Py Questions and Announcements
Topic: Playing a song before the title screen, and a different one during it.
Replies: 2
Views: 239

Re: Playing a song before the title screen, and a different one during it.

I'm gonna guess you're using the config.main_menu_music variable in options.rpy Try commenting out that option if that's what you're using, and play the dark song from the button in fakestart: button: xysize (config.screen_width, config.screen_height) activate_sound "audio/se/crash.ogg" action [Play...