Search found 191 matches
- Wed Jul 05, 2017 6:16 pm
- Forum: Ren'Py Questions and Announcements
- Topic: ATL vs Motion()
- Replies: 5
- Views: 801
Re: ATL vs Motion()
I currently work with dynamic ATl blocks as you have described: transform path_1(start, finish): xpos start.co[1] ypos start.co[0] xanchor 0.0 yanchor 0.0 linear 0.75 xpos finish.co[1] ypos finish.co[0] xanchor 0.0 yanchor 0.0 transform path_2(start, finish): xpos start.co[1] ypos start.co[0] xancho...
- Wed Jul 05, 2017 5:50 pm
- Forum: Ren'Py Questions and Announcements
- Topic: ATL vs Motion()
- Replies: 5
- Views: 801
ATL vs Motion()
So i've been looking up ways to generate visual paths that are not pre-defined, but instead generated as needed. Unfortunately ATL blocks insist on being pre defined and do not support generator expressions. I was recommended this thread in the cookbook as an example of a method of generating custom...
- Wed Jul 05, 2017 2:13 pm
- Forum: Ren'Py Questions and Announcements
- Topic: I might have a duplicate label and I can't find it?
- Replies: 3
- Views: 913
Re: I might have a duplicate label and I can't find it?
If it helps in the future, the editra has a search function. You can find it below the tools tab, it's a little magnifying glass.
- Tue Jul 04, 2017 7:02 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Need a simple money-tracking system
- Replies: 3
- Views: 637
Re: Need a simple money-tracking system
Do yourself a favour and learn the basics of python script. All inventory systems require variables and it is almost impossible to do anything more than show pictures and dialogue without a basic understanding of python script. This is a link to a very useful youtube tutorial series on python. If yo...
- Tue Jul 04, 2017 6:56 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Alternate, toggle-able outfits
- Replies: 6
- Views: 1103
Re: Alternate, toggle-able outfits
I think the main question is what level is your understanding of python script? If you only know renpy's language it will be very difficult for you to do anything to this effect. If you have a basic grounding in python script it would be fairly easy to have all sorts of flags and triggers to change ...
- Tue Jul 04, 2017 6:39 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Generating ATL blocks using a function possible?
- Replies: 1
- Views: 309
Generating ATL blocks using a function possible?
So i have a turn based strategy game that i am working on. To keep things simple think of it as chess but with a bunch more options of how to move and attack. My only real issue at the moment is pathing. I can generate a code path easily, but translating that theoretical code path to a visual of the...
- Sat Jul 01, 2017 1:59 pm
- Forum: I am an Artist
- Topic: Artist Looking for PAID/FREE Work: Sprites, CGs, UI, BGs
- Replies: 7
- Views: 3684
Re: Artist Looking for PAID/FREE Work: Sprites, CGs, UI, BGs
My studio is looking for a long term relationship with a background artist. I'd love to see more examples of your background work.
- Tue May 16, 2017 3:04 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Fight] customized attacks damages depending on variables
- Replies: 9
- Views: 1504
Re: [Fight] customized attacks damages depending on variable
It's been a while since i attempted to pass variables to a label since i mostly work in functions now. Having said that, i think the correct format would be: imagebutton idle "images/punch.png" hover "images/punch_hover.png" xpos 1356 ypos 588 focus_mask True clicked Jump(fight.a...
- Mon May 15, 2017 3:45 pm
- Forum: Ren'Py Questions and Announcements
- Topic: how to stop click to advance text temporarity?
- Replies: 1
- Views: 291
how to stop click to advance text temporarity?
I'm looking to stop the click to advance text aspect of ren'py in the background code, though only temporarily until a particular button is pressed. Is there a command that stops it? I've found ways to disable scrollback, skipping etc. but nothing for the click to advance bit. Is there a boolean tha...
- Mon Dec 19, 2016 6:49 pm
- Forum: I am an Artist
- Topic: █ OPEN - Artist for hire - Sprite, Background, CG █
- Replies: 12
- Views: 5712
Re: █ Artist for hire - Sprite, Background, CG █
I represent a 6 man game design team and we are in need of a background artist. To keep style as consistent as possible we want to stick to one artist. Initially we will only need two or three backgrounds a month, but that is likely to steadily increase every month. What sort workload can you handle...
- Mon Dec 19, 2016 6:19 pm
- Forum: I am an Artist
- Topic: I am a weirdo with a tablet, fear me (Cheap art)
- Replies: 21
- Views: 5641
Re: I am a weirdo with a tablet, fear me
I'm very interested in your backgrounds, but i have no need for characters. Do you have a price list for backgrounds?
- Mon Dec 12, 2016 7:54 pm
- Forum: Ren'Py Questions and Announcements
- Topic: ConditionSwitch and class instances
- Replies: 1
- Views: 365
ConditionSwitch and class instances
Ok, so i've recently transferred my entire battle engine into a single class. The idea being that for each individual battle a new instance is generated and discarded after. The only issue with this is that the sprites were using ConditionSwitch(), and not only does a battle instance not exist at in...
- Thu Oct 06, 2016 5:12 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [alternative found] set items in list from screen
- Replies: 6
- Views: 2264
Re: SetVariable('persistent.chardb[i][0]',-3) getting error!
I think you need the AddToSet function
- Thu Oct 06, 2016 4:52 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Bar acting strangely
- Replies: 1
- Views: 279
Bar acting strangely
I'm using a bar to show the HP of each unit. I'm using images as the bars. For some reason the bar only starts counting down when it reaches half of it's maximum. This is the code i'm working with. bar: value StaticValue(Unit.CurrentMorale, Unit.MaxMorale) right_bar im.Scale("images/GUI/hp_empt...
- Sun Oct 02, 2016 10:19 am
- Forum: Ren'Py Questions and Announcements
- Topic: how to hide Dialogue box when showing inventory
- Replies: 4
- Views: 1031
Re: how to hide Dialogue box when showing inventory
You need to apply the call function to the screen. Show just shows it while everything carries on.
I would suggest using ui.callsinnewcontext() instead of Show()
It can mess you up if you save before doing Return(), but it's the only way to call a screen rather than show it from an imagebutton.
I would suggest using ui.callsinnewcontext() instead of Show()
It can mess you up if you save before doing Return(), but it's the only way to call a screen rather than show it from an imagebutton.