Search found 391 matches
- Mon Jun 13, 2022 9:58 pm
- Forum: Creator Discussion
- Topic: How to make an in game character creator?
- Replies: 1
- Views: 739
Re: How to make an in game character creator?
like letting the player make their character like a picrew or somethin I have seen a lot of examples. Consider looking in Creative Commons , Ren'Py Cookbook , and other sections. Here are some resources: https://lunalucid.itch.io/free-character-creation-template-for-renpy https://lemmasoft.renai.us...
- Sat Jun 11, 2022 10:37 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Appear image while text line is going.
- Replies: 3
- Views: 248
Re: Appear image while text line is going.
The actual problem is new line starts only after "light_dust" finish it's transition (Dissolve(3.0)). Is there a way to show image while text is going? I believe transitions are not supposed to do things simultaneously. You should use transform for that. Something like this: transform tDissolve(t):...
- Sat Jun 11, 2022 10:17 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Animating movement on the 3D stage?
- Replies: 1
- Views: 216
Re: Animating movement on the 3D stage?
Has anyone worked out how to do smooth animations of sprite movement on the 3D stage? Try using TransformMatrix like OffsetMatrix instead: From documentation: "While Matrix objects are suitable for static transformations, they're not useful for animating changing transformations. It's also useful t...
- Fri Jun 10, 2022 8:29 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Keeping background after starting a new game
- Replies: 6
- Views: 284
Re: Keeping background after starting a new game
Try to play with 'animation' statement - https://www.renpy.org/doc/html/atl.html#animation-statement animation does not help with it. The scene is cleared at the start of the game, and I believe animation would not work if you clear the scene. " animation timebase starts when an image or screen wit...
- Fri Jun 10, 2022 3:17 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Keeping background after starting a new game
- Replies: 6
- Views: 284
Re: Keeping background after starting a new game
I'm not sure if this counts as a "reasonable solution", but you could try calling Start() in label splashscreen, then call main_menu from the top of label 'start'. Why not live dangerously? I guess it is a better option than I have. Only I need to call Start() in label before_main_menu , since doin...
- Fri Jun 10, 2022 12:24 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Issue with unlockable character profiles
- Replies: 2
- Views: 201
Re: Issue with unlockable character profiles
Hi, gummii_exe,
It is questionable if you really need class CharaList. Anyway, the error you have is because CharaList is a class and not a variable. If you want to use this class, you need to create an instance first:
It is questionable if you really need class CharaList. Anyway, the error you have is because CharaList is a class and not a variable. If you want to use this class, you need to create an instance first:
Code: Select all
$ CList = CharaList()
Code: Select all
if Clist.hasChara(Bug):
# Something to do
- Fri Jun 10, 2022 11:30 am
- Forum: Ren'Py Questions and Announcements
- Topic: Keeping background after starting a new game
- Replies: 6
- Views: 284
Re: Keeping background after starting a new game
This doesn't work when jumping to the start label though. I assume it's because the Start() function does certain stuff, like resetting the timebase. Right, I did not find a reasonable solution. The only thing that comes to mind is to do it within the main menu context, that is not a good way to go:
- Thu Jun 09, 2022 10:31 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Keeping background after starting a new game
- Replies: 6
- Views: 284
Keeping background after starting a new game
Hi, All, I have an animated background in the main menu and I am trying to figure out how to keep it after starting a new game. Currently, I set the background this way label before_main_menu: scene main_menu_background return However, once I click the "new game" button in the main menu the scene is...
- Fri Mar 26, 2021 2:08 am
- Forum: Ren'Py Questions and Announcements
- Topic: how do I show images with an object placeholders?
- Replies: 1
- Views: 484
Re: how do I show images with an object placeholders?
Hi, elhlyn , A show statement consists of a single logical line beginning with the keyword show, followed by an image name, followed by zero or more properties. Thus the construction you use does not work. You can use show expression statements, although you need string name. show expression "[cur_c...
- Fri Mar 26, 2021 1:37 am
- Forum: Ren'Py Questions and Announcements
- Topic: Return Statement From Screen Doesn't Return to Game
- Replies: 4
- Views: 533
Re: Return Statement From Screen Doesn't Return to Game
Do you use show screen or call screen inputs? It should be show screen.dramaticaluniweeb wrote: ↑Thu Mar 25, 2021 9:45 pmWhenever the inputs screen is called, it refuses to let the game progress from the point where it's called onwards, even though it shouldn't.
- Thu Mar 25, 2021 9:01 am
- Forum: Ren'Py Questions and Announcements
- Topic: Return Statement From Screen Doesn't Return to Game
- Replies: 4
- Views: 533
Re: Return Statement From Screen Doesn't Return to Game
You may also consider:
Code: Select all
label inventory:
call screen inventory_screen()
return
screen inputs:
key "i" action Call("inventory", from_current = True)
- Thu Mar 25, 2021 8:54 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Save problem
- Replies: 3
- Views: 422
Re: Save problem
Hi, Wertous , If you have inventory button that should open inventory at any point in the label, you can use Call action with argument from_current = True to return to the same line in the label. screen inventory_button(): imagebutton: idle "inventory.png" action Call("inventory", from_current = Tru...
- Tue Mar 23, 2021 3:19 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Customize language preferences window
- Replies: 1
- Views: 263
Re: Customize language preferences window
HI, PandaMeng , RenPy has a built-in translation system, that automatically catch all the dialogue text and allows to translate all text in screens and more (if it is wrapped in construction _() ) Check this links: https://lemmasoft.renai.us/forums/viewtopic.php?t=43333 https://www.renpy.org/doc/htm...
- Tue Mar 23, 2021 6:51 am
- Forum: Ren'Py Questions and Announcements
- Topic: Option to not print certain text instead of strip()
- Replies: 8
- Views: 329
Re: Option to not print certain text instead of strip()
Hi, frankfrankstud,
There is a better solution that won't fail if you consider adding translation. You can pass an argument to the choice items. Check this PyTom article.
There is a better solution that won't fail if you consider adding translation. You can pass an argument to the choice items. Check this PyTom article.
- Tue Mar 23, 2021 12:19 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Using a Call Statement Without Advancing The Script
- Replies: 3
- Views: 371
Re: [Question] Using a Call Statement Without Advancing The Script
Hi, haydengames3 , You should provide a piece of code to explain what exactly you are trying to do. I am not sure if I understood you right, but if you call a screen and you want to do an action and stay at this script line you can: 1) use an action that won't return from the screen For example: scr...