Search found 191 matches

by Evildumdum
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...
by Evildumdum
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...
by Evildumdum
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.
by Evildumdum
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...
by Evildumdum
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 ...
by Evildumdum
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...
by Evildumdum
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.
by Evildumdum
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...
by Evildumdum
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...
by Evildumdum
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...
by Evildumdum
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?
by Evildumdum
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...
by Evildumdum
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...
by Evildumdum
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.