Search found 255 matches

by SleepKirby
Sat Jun 16, 2012 7:50 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED]Screen Language help
Replies: 13
Views: 1087

Re: Screen Language help

Hmm... I thought steps 1 through 3 at the bottom of my post would make it work. Could you maybe post the code that you changed, just to double check?
by SleepKirby
Sat Jun 16, 2012 4:17 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED]Screen Language help
Replies: 13
Views: 1087

Re: Screen Language help

Two things to point out: (1) SetVariable can only be used to set variables in the Ren'Py "store". The store includes all variables that you (the game programmer) define throughout the game in your Ren'Py code, and it also includes a few special variables. It does not include config variables, though...
by SleepKirby
Sat Jun 16, 2012 1:02 am
Forum: Ren'Py Questions and Announcements
Topic: 6.13 rendering issues [Solved]
Replies: 2
Views: 627

Re: 6.13 rendering issues

Okay, so two developments to report on this. (1) I talked to PyTom, and he seemed quite sure that this was a buggy graphics driver issue, rather than a Ren'Py or OpenGL requirement issue. (2) I updated my graphics driver to the following: Renderer: 'Intel(R) HD Graphics' Version: '2.1.0 - Build 8.15...
by SleepKirby
Sat Jun 16, 2012 12:27 am
Forum: Ren'Py Questions and Announcements
Topic: Random animation?
Replies: 1
Views: 341

Re: Random animation?

Yes, using the ATL choice statement . choice: "candle1.png" choice: "candle2.png" choice: "candle3.png" 0.3 repeat You can also add different weights to each choice - I think it works like this: choice 3.0: # 3/6 chance "candle1.png" choice 1.0: # 1/6 chance "candle2.png" choice 2.0: # 2/6 chance "c...
by SleepKirby
Thu Jun 14, 2012 11:31 pm
Forum: Ren'Py Questions and Announcements
Topic: Setting up a stat system, when...
Replies: 12
Views: 1467

Re: Setting up a stat system, when...

The method using the call statement should go something like this: label exercise: # dialogue about how the mc is exercising $ strength += 4 call update # more dialogue, or whatever happens next label update: if strength > 100: $ strength = 100 # use return to "jump back" after calling a label: retu...
by SleepKirby
Thu Jun 14, 2012 6:12 pm
Forum: Ren'Py Questions and Announcements
Topic: Shuffle choice order
Replies: 8
Views: 1026

Re: Shuffle choice order

Alex is right, but you can also randomize all of your choice menus automatically, by modifying your choice screen . That way you don't have to remember to randomize the choices every time you write a menu. screen choice: # Add this line. $ shuffle_items(items) window: style "menu_window" vbox: style...
by SleepKirby
Tue Jun 12, 2012 8:35 pm
Forum: Ren'Py Questions and Announcements
Topic: 6.13 rendering issues [Solved]
Replies: 2
Views: 627

6.13 rendering issues [Solved]

I've finally taken the time to look closely at how well my PC runs Ren'Py 6.13. I seem to have at least one OpenGL issue and at least one DirectX issue. I haven't reinstalled or updated my graphics drivers in an attempt to fix the issues, but my issues may or may not reveal bugs in Ren'Py (or situat...
by SleepKirby
Tue Jun 12, 2012 2:45 am
Forum: Anime, Games, and Japan
Topic: Anyone Else here Play Fighting Games Competitively?
Replies: 36
Views: 10014

Re: Anyone Else here Play Fighting Games Competitively?

I went to a Smash Bros. Brawl tournament (UCSD Winter Gamefest) and lost every match, mainly because I just don't play at a high level. I just thought it'd be interesting to experience tournament level play firsthand. It was still fairly fun because I didn't take it seriously (but getting chainthrow...
by SleepKirby
Mon Jun 11, 2012 10:07 pm
Forum: Development of Ren'Py
Topic: Slider Rounding Errors?
Replies: 3
Views: 992

Re: Slider Rounding Errors?

I've also observed this bar issue in both of the games I'm working on. In one case, I just made the slider "slot" (the dark blue line, in the Tutorial's case) part of another element instead of part of the bar itself. So I guess that would be the workaround until there is a fix.
by SleepKirby
Sat Jun 09, 2012 10:31 pm
Forum: Ren'Py Questions and Announcements
Topic: python integration limits
Replies: 10
Views: 1774

Re: python integration limits

1. dialogues I understand that whenever a character object is created and the dialogue function is created as well; is it possible to create a character object that overrides other system objects and screwing up the entire game? Yes, it's possible. For example, my game has Python code that imports ...
by SleepKirby
Thu May 03, 2012 2:05 pm
Forum: Ren'Py Questions and Announcements
Topic: SciTe - syntax highlighting (like in jEdit)
Replies: 3
Views: 400

Re: SciTe - syntax highlighting (like in jEdit)

Are you using this SciTE package from the Ren'Py wiki?: http://www.renpy.org/wiki/renpy/Editors#SciTE If you are using that package and still see some syntax highlighting mistakes, that's probably because PyTom has to write Ren'Py syntax-parsing rules specifically for SciTE, and it's possible that t...
by SleepKirby
Sat Apr 21, 2012 12:09 am
Forum: Ren'Py Questions and Announcements
Topic: how to make renpy.full_restart directed to customized screen
Replies: 6
Views: 699

Re: how to make renpy.full_restart directed to customized sc

You're talking about the full_restart reference from the old docs , right? I think full_restart's target argument still needs to be a Ren'Py label. The reason that preferences_screen and save_screen work as targets is that there are actually labels called preferences_screen and save_screen. For exam...
by SleepKirby
Thu Apr 19, 2012 2:42 pm
Forum: Development of Ren'Py
Topic: Editra + Ren'Py
Replies: 27
Views: 9249

Re: Editra + Ren'Py

I just tried out the new version. Could you give a couple of examples of what was changed in this version? I can't notice any changes myself. >_>;
by SleepKirby
Tue Apr 17, 2012 3:50 pm
Forum: Ren'Py Questions and Announcements
Topic: Point-based games and deciding tiebreakers
Replies: 29
Views: 3019

Re: Point-based games and deciding tiebreakers

Good stuff, Valmoer, nice explanations!
by SleepKirby
Tue Apr 17, 2012 1:23 am
Forum: Ren'Py Questions and Announcements
Topic: Point-based games and deciding tiebreakers
Replies: 29
Views: 3019

Re: Point-based games and deciding tiebreakers

Here's one way to figure out which people have the highest number of points. python: points = { 'Person A': person_a_points, 'Person B': person_b_points, 'Person C': person_c_points, 'Person D': person_d_points, 'Person E': person_e_points, 'Person F': person_f_points, 'Person G': person_g_points, }...