Search found 94 matches

by Adrian_DVL
Tue May 07, 2019 2:28 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] config.menu_include_disabled only in some parts?
Replies: 4
Views: 196

[Solved] config.menu_include_disabled only in some parts?

Hi mates!
Do you know if I can set the config.menu_include_disabled to True BUT keeping it False in some part of the games, like, for instance, a couple menus?
Thanks!
by Adrian_DVL
Fri Apr 26, 2019 6:44 am
Forum: Ren'Py Questions and Announcements
Topic: Showing chosen [name] when replaying labels?
Replies: 0
Views: 108

Showing chosen [name] when replaying labels?

So, I have a replay system in my game (NOT gallery) that player can access through a screen in-game (NOT in the main menu), like this: if leah_sc1: imagebutton idle "girls/heart_i.png" hover "girls/heart_h.png" xpos 906 ypos 660 hovered tt.Action("Morning exercises") action Replay("library1c") This ...
by Adrian_DVL
Thu Apr 18, 2019 8:49 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Avoiding using a {color} tag each time a word is mentioned?
Replies: 3
Views: 200

Re: Avoiding using a {color} tag each time a word is mentioned?

Tried both ways and both work! I like best Remix's one, since I don't even have to use square brackets, but to mark this thread as solved.

Anyway, thank you so much to both of you!
by Adrian_DVL
Thu Apr 18, 2019 6:16 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Avoiding using a {color} tag each time a word is mentioned?
Replies: 3
Views: 200

[Solved] Avoiding using a {color} tag each time a word is mentioned?

Hello! So, I want to highlight the name of the characters with her own color each time they are mentioned in a dialogue, each time another character mentions them. In general, each time their name appears on a text box. So far, I've been doing it by adding, again and again, a {color} tag each time a...
by Adrian_DVL
Mon Apr 08, 2019 7:02 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Game saves from previous versions when adding new variables
Replies: 5
Views: 271

Re: Game saves from previous versions when adding new variables

If your game defines a label called “after_load”, Ren’py calls it after loading all the data from a save, but before executing any statements after the point where the save occurred. So you have access to all the data, and can make any changes you need to. When you “return”, then Ren’py resumes the...
by Adrian_DVL
Mon Apr 08, 2019 1:11 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Game saves from previous versions when adding new variables
Replies: 5
Views: 271

Re: Game saves from previous versions when adding new variables

Ok, I'll try to be a bit more graphic (sorry for double post). Here's what I have. These two classes, one of them for the quest, and the other one for the container, the quest list: class Quest(renpy.store.object): def __init__(self, subj=".png", descr=""): self.subj = subj self.descr = descr class ...
by Adrian_DVL
Mon Apr 08, 2019 12:29 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Game saves from previous versions when adding new variables
Replies: 5
Views: 271

Re: Game saves from previous versions when adding new variables

There are a couple of aspects to this. First, if necessary, you can use “after_load” to fix up an old save in a new game. Store a variable that will tell you what version of the game created the save, and you can write “conversion code” if necessary. Second, and this is just personal style, I try t...
by Adrian_DVL
Mon Apr 08, 2019 7:43 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Game saves from previous versions when adding new variables
Replies: 5
Views: 271

[Solved] Game saves from previous versions when adding new variables

Hi guys! So I know this is the same old problem as always, but it gets worse and worse as you update your long sandbox game over and over and you have to warn your players not to use previous versions saves. Let's say you have a sandbox project with a short updating period, and the MC has an invento...
by Adrian_DVL
Sun Apr 07, 2019 5:03 am
Forum: Ren'Py Questions and Announcements
Topic: Dumb but: how do I test my loooong game?
Replies: 11
Views: 507

Re: Dumb but: how do I test my loooong game?

Hehe yeah, many variables gets difficult. Reminds me of last night where in testing my minigame, I had to somehow create a random choice from three options and compare that with three other options and then compare the result against 16 outcomes to give a final result. So that meant there was a tot...
by Adrian_DVL
Sat Apr 06, 2019 6:05 pm
Forum: Ren'Py Questions and Announcements
Topic: Dumb but: how do I test my loooong game?
Replies: 11
Views: 507

Re: Dumb but: how do I test my loooong game?

Well, you game has to be written with labels, so tve labels have to be there. I made a flow chart of every single choice and how they impacted each variable, so I had a list of every single variable combination and where they would sit on the flowchart. So if I wanted to test someone visiting the f...
by Adrian_DVL
Sat Apr 06, 2019 5:00 pm
Forum: Ren'Py Questions and Announcements
Topic: Dumb but: how do I test my loooong game?
Replies: 11
Views: 507

Re: Dumb but: how do I test my loooong game?

You can also just set your variables how you want in the developer console and then jump to which ever label you want. That's what I usually do. The thing is that my project is a sandbox game, and thus, I have to take into account every possibility when testing. So simply going to a label is not al...
by Adrian_DVL
Sat Apr 06, 2019 3:28 pm
Forum: Ren'Py Questions and Announcements
Topic: Dumb but: how do I test my loooong game?
Replies: 11
Views: 507

Re: Dumb but: how do I test my loooong game?

You can cheat. Let's say you have a section where "Fred" eats the last cookie. The variable cookie goes to 0 and later in the story, let's say "Mary" reacts to the missing cookie poorly. You can add a developer only bit where you could fiddle with the variable at will by simply wrapping it in a con...
by Adrian_DVL
Sat Apr 06, 2019 1:17 pm
Forum: Ren'Py Questions and Announcements
Topic: Dumb but: how do I test my loooong game?
Replies: 11
Views: 507

Re: Dumb but: how do I test my loooong game?

I am also working also on a big project, not 100 hours, but probably more than 2 or 3 in a single playthrough, with many branches... Skipping text takes me to any point in little time, also with the console (Press shift+D and choose it) you can go to any point. Or you can put a provisional jump at ...
by Adrian_DVL
Sat Apr 06, 2019 12:25 pm
Forum: Ren'Py Questions and Announcements
Topic: Dumb but: how do I test my loooong game?
Replies: 11
Views: 507

Dumb but: how do I test my loooong game?

Hi! I know it's a bit of a stupid question but I've been coding what will be a long game for weeks and I have to initialize new variables at game start as new content is being added to the game. I have no choice but initialize many of them at game start and not in other labels, in order for the game...
by Adrian_DVL
Thu Apr 04, 2019 4:01 pm
Forum: Ren'Py Questions and Announcements
Topic: Lag playing sounds while playing music as well
Replies: 0
Views: 131

Lag playing sounds while playing music as well

So I have this code for a guitar-hero-like minigame, with a random music note generator every time you hit a note: screen charm_scr: ##### Timer timer 1 action If (charm_timer > 1, SetVariable("charm_timer", charm_timer - 1), Jump("charm_game_lose") ) repeat True frame: background ("/system/game_cha...