Search found 280 matches
- Thu Feb 28, 2013 3:01 pm
- Forum: Completed Games
- Topic: Touhou Mecha [Mecha][Fantasy] (updated Jan 2013)
- Replies: 27
- Views: 12381
Re: Touhou Mecha [Mecha][Fantasy] (updated Jan 2013)
This thread deserves more attention, in my opinion. Although i'm not sure if this gains something, i just felt like writing this laudatory post after finally getting some free time to try the new version out, since this action novel is a pretty nice piece of art. Personal impressions: HOT DAMN! The ...
- Sat Dec 15, 2012 3:54 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to move a screen?
- Replies: 6
- Views: 2266
Re: How to move a screen?
It can't be moved as can't be moved in such a manner a label or an init block, because it's the thing of the same priority with those. You can only move the contents with "on show" statement, and, maybe you can not move the hotspots (maybe). Just for the reference: http://lemmasoft.renai.u...
- Fri Dec 14, 2012 4:08 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Timer inside a timer
- Replies: 9
- Views: 1440
Re: Timer inside a timer
Have fun. init: python: def countdown(st, at, length=0.0): copied_st = st % (length + 60) # Had to copy "st", because "st" is NoneType and can't be operated with directly. remaining = length - copied_st while remaining >= 0: return Text("%.1f" % remaining, color="#...
- Fri Dec 14, 2012 4:11 am
- Forum: Ren'Py Questions and Announcements
- Topic: Yes-no promt
- Replies: 1
- Views: 643
Re: Yes-no promt
Use different variations for layout messages which you can see in common/00layout.rpy file. layout.OVERWRITE_SAVE My example with an imagemap dialog and blocked keys to make sure it is compatible with rollback and everything. screen yesno_prompt: modal True zorder 1 key "rollforward" actio...
- Thu Dec 13, 2012 3:50 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Showing or hiding menu options Issue [SOLVED]
- Replies: 5
- Views: 764
Re: Showing or hiding menu options Issue
You set variables in the same label you jump to. So, when you make a choice and then jump back to the menu, they get overwritten to False again. Set them before the label with the menu.
- Thu Dec 13, 2012 10:34 am
- Forum: Ren'Py Questions and Announcements
- Topic: Showing or hiding menu options Issue [SOLVED]
- Replies: 5
- Views: 764
Re: Showing or hiding menu options Issue
One equal sign on line 177 is missing.
Use code tag next time.
Use code tag next time.
- Tue Dec 11, 2012 2:23 pm
- Forum: Ren'Py Questions and Announcements
- Topic: grayed out in-game menu
- Replies: 12
- Views: 2431
Re: grayed out in-game menu
My last nag is that while the five boxes are in the middle of the screen, they're all justified to some left margin, rather than truely centered. I'd thought that 'xalign 0.5 yalign 0.5' forced centering, but it seems not. Yeah, that's true. I suggest adding line that says xfill True to your choice...
- Tue Dec 11, 2012 4:35 am
- Forum: Ren'Py Questions and Announcements
- Topic: grayed out in-game menu
- Replies: 12
- Views: 2431
Re: grayed out in-game menu
"girl" should be quoted, and that's all.SundownKid wrote:I'm not sure about the quotes, but I think this way should work.
- Tue Dec 11, 2012 4:31 am
- Forum: Ren'Py Questions and Announcements
- Topic: Possible to adjust artwork for various resolutions?
- Replies: 22
- Views: 2302
Re: Possible to adjust artwork for various resolutions?
It completely is. However, Ren'Py default interpolation is kind of... old, so you'll get a not very good looking pic with im.Scale. Basically: 1) Get a game resolution. It depends on means by which you define it. 2) Optionally, declare a persistent variable depending on the said resolution: if you s...
- Tue Dec 11, 2012 4:18 am
- Forum: Ren'Py Questions and Announcements
- Topic: NVL and text speed
- Replies: 3
- Views: 994
Re: NVL and text speed
Well, actually, i use what_slow_cps_multiplier instead of what_slow_cps . For some unknown reason, it works. However, mind that it depends on text speed and auto-forward setting, i.e. if multiplier is too low and the auto-forward is too fast, you'll see that the next sentence would be written and th...
- Mon Dec 10, 2012 6:12 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Resolved] LINT problem
- Replies: 3
- Views: 496
Re: LINT problem
It happens when lint can not even compile the files. Try launching your game first and see if it can't launch because you forgot a necessary statement somewhere or something. For example, you write play epic_song instead of play music epic_song . If it doesn't work, delete compiled files, try lint o...
- Fri Dec 07, 2012 4:21 am
- Forum: Ren'Py Questions and Announcements
- Topic: Let the music play after the game is finished?
- Replies: 6
- Views: 1112
Re: Let the music play after the game is finished?
Use Play function with if_changed=True , maybe? I'm not sure how to do this. What I worked out so far is: if persistent.ending == "End": config.main_menu_music = "[music]" Where [music] is a bit of the BGM that I've chopped off and saved as a separate file. But that only plays t...
- Thu Dec 06, 2012 10:52 am
- Forum: Ren'Py Questions and Announcements
- Topic: Let the music play after the game is finished?
- Replies: 6
- Views: 1112
Re: Let the music play after the game is finished?
Use Play function with if_changed=True, maybe?
- Tue Dec 04, 2012 11:12 am
- Forum: Ren'Py Questions and Announcements
- Topic: NVL mode disappearing when sprite dissolves (solved)
- Replies: 2
- Views: 592
Re: NVL mode disappearing when sprite dissolves in
I wonder if that question is already present in hundred or hundreds here...
Nevertheless, write
window show
in the label, and there you go.
When you want the window to be hidden at transitions or renpy.pause again, use window hide in the same manner.
Nevertheless, write
window show
in the label, and there you go.
When you want the window to be hidden at transitions or renpy.pause again, use window hide in the same manner.
- Mon Dec 03, 2012 3:20 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Play sound with loop
- Replies: 4
- Views: 684
Re: Play sound with loop
"sfx" is the name of the mixer. Currently there are three mixers: "music", "sfx", "voice" . The third argument is boolean value which asks whether the channel should loop what's being played or not. So, in my case, i created a new channel called "ambient...