Search found 528 matches
- Sat Apr 08, 2017 8:00 pm
- Forum: Asset Creation: Writing
- Topic: How would one communicate a change in language in the story?
- Replies: 7
- Views: 1580
Re: How would one communicate a change in language in the st
Unless you're using an alien language, I'd choose option 1 all the time. You could also add furigana/ruby text on asian language characters to make it more readable
- Sat Apr 08, 2017 1:43 pm
- Forum: Ren'Py Questions and Announcements
- Topic: remembering point based option
- Replies: 5
- Views: 797
Re: remembering point based option
I'm not sure what do you mean by remembering the result, but I presume you can use persistent variable to store the result of the fight.
- Sat Apr 08, 2017 10:42 am
- Forum: I am an Artist
- Topic: Character Free Commissions ( In need of experience )
- Replies: 7
- Views: 1622
Re: Character Free Commissions ( In need of experience )
Can you draw the chibi version of Renpy's mascot character?
- Sat Apr 08, 2017 1:02 am
- Forum: Ren'Py Questions and Announcements
- Topic: Problem within the Common folder of Renpy
- Replies: 2
- Views: 711
Re: Problem within the Common folder of Renpy
Try moving your definition line up, outside label start :
Code: Select all
define flash = Fade(0.0, 0.0, 0.5, color="#fff")
label start:
$ renpy.music.set_volume(0.1, delay=0, channel='sound')
- Sat Apr 08, 2017 12:52 am
- Forum: Ren'Py Questions and Announcements
- Topic: Perfectly sync audio tracks for "dynamic" music?
- Replies: 4
- Views: 1976
Re: Perfectly sync audio tracks for "dynamic" music?
My guess is that since renpy needs to buffer those audio data from your hdd to memory, any lags while accessing your hdd might cause your tracks becoming out of sync. Anyway... wouldn't it make more sense to mix all those tracks into one audio file? Is there any specific reason why you want to play ...
- Sat Apr 08, 2017 12:37 am
- Forum: Ren'Py Questions and Announcements
- Topic: NameError: name is not defined (When it is)
- Replies: 4
- Views: 3197
Re: NameError: name is not defined (When it is)
instead of:
$ ArthurRoute = 0
try :
default ArthurRoute = 0
do the same for other variables
$ ArthurRoute = 0
try :
default ArthurRoute = 0
do the same for other variables
- Fri Apr 07, 2017 2:31 am
- Forum: Ren'Py Questions and Announcements
- Topic: How to call a confirm screen with a text button?
- Replies: 1
- Views: 301
Re: How to call a confirm screen with a text button?
Like this?
Code: Select all
textbutton _("Reset game"):
action Confirm("This will delete your progress. Are you sure?", persistent._clear, Return())
- Thu Apr 06, 2017 12:15 pm
- Forum: General Discussion
- Topic: Get that thing off your chest... Now...
- Replies: 5264
- Views: 566570
Re: Get that thing off your chest... Now...
... and I lost a cellphone.
I don't really care about it's value, but now I'm worried about my house's security since the thief managed to steal it without breaking our door & window. I mean, how did they do that? o_o
I don't really care about it's value, but now I'm worried about my house's security since the thief managed to steal it without breaking our door & window. I mean, how did they do that? o_o
- Thu Apr 06, 2017 10:11 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved]Using character side images with "show"
- Replies: 10
- Views: 4783
Re: Using character side images with "show"
I'm not sure why you want to use manual method when you can automate it, but is there any chance that you're actually looking for invisible characters? It's similar to side image, but we don't display the character's sprite on the screen define p = Character("Player", image="player&qu...
- Thu Apr 06, 2017 9:13 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Monitoring persistent values / code not functioning
- Replies: 10
- Views: 920
Re: [SOLVED] Monitoring persistent values / code not functio
Hahaha... yeah, no problem~
- Thu Apr 06, 2017 8:18 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Monitoring persistent values / code not functioning
- Replies: 10
- Views: 920
Re: Monitoring persistent values / code not functioning
After a more thorough checking, I find out that your conditional for main menu screen is flawed. screen main_menu: tag menu if persistent.ending == "chjmp": use chjmp elif persistent.ending == "chjmptrue": use chjmptrue if persistent.ending == "titletrue": use titletrue...
- Thu Apr 06, 2017 6:21 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Monitoring persistent values / code not functioning
- Replies: 10
- Views: 920
Re: Monitoring persistent values / code not functioning
OK, try adding a line of dialogue right after you set the persistent variable value... like this : if persistent.truecheck: $ persistent.ending = "ch2truejmp" else: $ persistent.ending = "ch2jmp" "..." # ---> additional line of dialogue. return
- Thu Apr 06, 2017 4:45 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Monitoring persistent values / code not functioning
- Replies: 10
- Views: 920
Re: Monitoring persistent values / code not functioning
Try deleting all persistent first before launching your game. And the the save files too.
If it still failed, can you attach a trimmed version of your project to replicate the issue?
If it still failed, can you attach a trimmed version of your project to replicate the issue?
- Thu Apr 06, 2017 3:59 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Monitoring persistent values / code not functioning
- Replies: 10
- Views: 920
Re: Monitoring persistent values / code not functioning
I am having an issue with some persistent values and was wondering if there is a way to monitor them live while the game is running for testing? How about using an overlay screen that display the value of your persistent variable? Specifically I am having trouble accomplishing this: if persistent.t...
- Thu Apr 06, 2017 2:24 am
- Forum: Ren'Py Questions and Announcements
- Topic: Where is the autosave code? Can I make the game autoload?
- Replies: 4
- Views: 2440
Re: Where is the autosave code? Can I make the game autoload
... Instead of having only one, I have 6. Six! I suppose this isn't a big deal, except that I don't know why it has six when I thought I told it to only have one. One possibility is that you've launched the game before you set that value of maximum autosave slot numbers to 1. You can try to find th...