Search found 54 matches

by Unin
Sun Jan 26, 2014 1:13 am
Forum: Ren'Py Questions and Announcements
Topic: Getting Undefined Image code for Backgrounds (Solved)
Replies: 6
Views: 685

Re: Getting Undefined Image code for Backgrounds

oh, try "scene bg Room 4" instead if just "Room 4".
you defined by as part of the name.
by Unin
Sun Jan 26, 2014 1:11 am
Forum: Ren'Py Questions and Announcements
Topic: Getting Undefined Image code for Backgrounds (Solved)
Replies: 6
Views: 685

Re: Getting Undefined Image code for Backgrounds

and you're not getting an error, just undefined where the bg should be... is the file in your /game directory with your sprites? do you have the name and extension correct?
by Unin
Sun Jan 26, 2014 12:55 am
Forum: Ren'Py Questions and Announcements
Topic: Getting Undefined Image code for Backgrounds (Solved)
Replies: 6
Views: 685

Re: Getting Undefined Image code for Backgrounds

sure, please post your code so we can help.
by Unin
Sun Jan 26, 2014 12:53 am
Forum: Ren'Py Questions and Announcements
Topic: why wont my image show?
Replies: 2
Views: 356

Re: why wont my image show?

is maddy22.png in your game folder? are you getting an error? if so please post it. also please post code using the [ code] tag so we can check things like indentation.
by Unin
Sat Jan 25, 2014 11:37 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Screen Language Equivalent of .remove(x)
Replies: 4
Views: 628

Re: Screen Language Equivalent of .remove(x)

maybe make your list store an item class that contains the name and description, so your remove function is only trying to remove one item, rather than a name and a description at the same time?

I'm not saying a list can't do that, but isn't list.remove only to remove individual entries?
by Unin
Sat Jan 25, 2014 9:25 pm
Forum: Ren'Py Questions and Announcements
Topic: Determining how big to draw sprites
Replies: 3
Views: 718

Re: Determining how big to draw sprites

Open image in photoshop or other image editor Image->image size. Change from pixels to inches In the case of your image, it's 7 inches by 4.33 inches Note the image summary on it's wiki page though: "The copy is of sufficient resolution for commentary and identification but lower resolution than the...
by Unin
Sat Jan 25, 2014 8:32 pm
Forum: Ren'Py Questions and Announcements
Topic: Changing the size of say who window (name) in text history
Replies: 11
Views: 2293

Re: Changing the size of say who window (name) in text histo

I align my text to center from options.rpy, and that tends to interfere with placement within the readback screen. if I had to guess, I would say some variation of:

Code: Select all

style.readback_label.align = (0, 0)
style.readback_text.align = (0, 0)
by Unin
Sat Jan 25, 2014 6:57 pm
Forum: Ren'Py Questions and Announcements
Topic: Changing the size of say who window (name) in text history
Replies: 11
Views: 2293

Re: Changing the size of say who window (name) in text histo

I don't think my code will help you, as I don't preserve size or color in text history; I was merely pointing out that my understanding of how it works is different, as I don't show the character name as a label separately from character text in game. Here's one of my characters: define guard1 = Cha...
by Unin
Sat Jan 25, 2014 5:44 pm
Forum: Ren'Py Questions and Announcements
Topic: Changing the size of say who window (name) in text history
Replies: 11
Views: 2293

Re: Changing the size of say who window (name) in text histo

hmm... was gonna copy and paste my implementation, but I prepend my character's names to their dialogue when the characters are defined, rather than having it displayed separately like the default character setup. Not having a normal implementation in front of me, I would assume that the character n...
by Unin
Sat Jan 25, 2014 3:32 pm
Forum: Ren'Py Questions and Announcements
Topic: Changing the size of say who window (name) in text history
Replies: 11
Views: 2293

Re: Changing the size of say who window (name) in text histo

What are you using for text history? delta's readback.rpy?
by Unin
Tue Jan 21, 2014 12:26 am
Forum: Ren'Py Questions and Announcements
Topic: Capitalization Always On Text
Replies: 4
Views: 557

Re: Capitalization Always On Text

This is a rather inelegant way of doing it, but if this issue is having it capitalize for certain fonts, couldn't you just make a copy of your fonts, suffix them specialfontCaps.ttf, and edit the font file so that both cases use the capital lettering? Edit: as for upper(), timestamp is a character, ...
by Unin
Sat Jan 18, 2014 10:05 am
Forum: Ren'Py Questions and Announcements
Topic: How to get a crowd-walking-in-the-background anim-- [SOLVED]
Replies: 5
Views: 785

Re: How to get a crowd-walking-in-the-background animation?

If you don't feel like making any new art, and your game has a bunch of different characters, you could just throw their sprites in the background and grey them out with an image matrix. Probably pretty processor intensive though. http://www.renpy.org/wiki/renpy/doc/cookbook/Turn_an_image_into_a_sil...
by Unin
Sat Jan 18, 2014 9:58 am
Forum: Ren'Py Questions and Announcements
Topic: Ren'py reading deleted script file [solved]
Replies: 2
Views: 304

Re: Ren'py reading deleted script file

When you attempt to check that particular part of your game, are you starting from the beginning of the game, or loading from a save?
by Unin
Thu Jan 16, 2014 1:13 am
Forum: Ren'Py Questions and Announcements
Topic: Generating Random Numbers
Replies: 3
Views: 433

Re: Generating Random Numbers

try pre-declaring randfloat with a hardcoded number (eg 1.2345) and then calling random()
Does it show you the pre-set number, a random number, or the same error?
It may just be that python needs to know randfloat is a float first.
by Unin
Wed Jan 15, 2014 1:06 am
Forum: Ren'Py Cookbook
Topic: (UDD) animated pirouetting inverted triangle CTC
Replies: 1
Views: 1423

(UDD) animated pirouetting inverted triangle CTC

I wanted to try and replicate a particular Click-To-Continue indicator used by âge-soft in a number of visual novels, most notably later additions to their muv-luv franchise. I suppose I could have done this by making a half dozen little sprites in Photoshop, but I wanted to see if I could accomplis...