Search found 255 matches

by SleepKirby
Tue Apr 17, 2012 12:17 am
Forum: Ren'Py Questions and Announcements
Topic: How to make Renpy ignore a label and it's contents
Replies: 5
Views: 2590

Re: How to make Renpy ignore a label and it's contents

Yeah, the triple-quote docstring markers """ (or ''') are about as good as you can get for multiline comments in Python, and should serve you well most of the time. Details: *** (Begin programming tl;dr) *** Though the triple-quote """ is often used for multiline commen...
by SleepKirby
Mon Apr 16, 2012 9:40 pm
Forum: Development of Ren'Py
Topic: Editra + Ren'Py
Replies: 27
Views: 11762

Re: Editra + Ren'Py

So uh... I randomly tried Editra again today, and .rpy syntax highlighting is working! I haven't touched any of the Editra settings since I last tried. And yes, now I see a Ren'Py / .rpy entry under Filetype Associations. Problem solved for me, I guess; though I hate it when things mysteriously work...
by SleepKirby
Fri Apr 13, 2012 8:32 pm
Forum: Ren'Py Questions and Announcements
Topic: options.rpy - keyword can't be an expression!
Replies: 2
Views: 786

Re: options.rpy - keyword can't be an expression!

You're getting this error when you launch the game, right? I put that options.rpy in a new project, and the game starts without errors for me (well, at least it does when I put an apple.ttf in the game directory)... - Are there any other .rpy files you've changed besides options.rpy? - What version ...
by SleepKirby
Fri Apr 13, 2012 2:35 pm
Forum: Development of Ren'Py
Topic: Dialogue-based launcher.
Replies: 49
Views: 5630

Re: Dialogue-based launcher.

While most screens will have less options, there will be a few screens with an arbitrary number of options. For example, I'd like a screen with every label in the game - you'd then click on the label to open it in a text editor. At least for the label screen, I personally think a viewport that can ...
by SleepKirby
Fri Apr 13, 2012 3:30 am
Forum: Development of Ren'Py
Topic: Dialogue-based launcher.
Replies: 49
Views: 5630

Re: Dialogue-based launcher.

I'd personally go for something around the current size (540x440, as seen in <Ren'Py installation directory>/launcher/options.rpy; not sure if there's a particular reason for that exact size though). I find it's pretty convenient to have a small launcher window. When I'm working with Ren'Py, I usual...
by SleepKirby
Thu Apr 12, 2012 3:30 am
Forum: Development of Ren'Py
Topic: Editra + Ren'Py
Replies: 27
Views: 11762

Re: Editra + Ren'Py

I just tried this on my Windows 7 64-bit computer; just extracted the Windows .zip somewhere and opened Editra.exe. I also can't get Ren'Py syntax coloring to work. Coloring other languages like Python and HTML works fine - those syntax highlighting schemes are automatically used when opening .py an...
by SleepKirby
Thu Apr 12, 2012 2:35 am
Forum: Development of Ren'Py
Topic: Dialogue-based launcher.
Replies: 49
Views: 5630

Re: Dialogue-based launcher.

Whoa, actual mockups! As far as having options be easier to find and read (a really important point, IMO), I think I'm preferring SundownKid's general layout ideas so far. I think it helps that the clickable menu items are like buttons instead of just standalone text. The color differentiation helps...
by SleepKirby
Sat Mar 10, 2012 4:47 am
Forum: Ren'Py Questions and Announcements
Topic: screen language: 'for' loop & calling functions
Replies: 7
Views: 3091

Re: screen language: 'for' loop & calling functions

first off, I'm trying to display all the stocked items in a shop with a for loop in my shop screen, since all the items have the same code... but instead of displaying four different items, it's displaying the final item four times, with some extra data in the front. I don't see anything wrong with...
by SleepKirby
Sat Mar 03, 2012 2:50 am
Forum: Ren'Py Questions and Announcements
Topic: Unable to empty dictionary (referred to as a string?)
Replies: 3
Views: 825

Re: Unable to empty dictionary (referred to as a string?)

What I meant is that in Python, room.clear isn't a function call - it's the function itself. room.clear() is a function call. There's no issue with Room having a function called "clear", as long as it doesn't confuse you. If you say x.clear(), where x is a Room, then you'll call Room's cle...
by SleepKirby
Fri Mar 02, 2012 3:15 pm
Forum: Ren'Py Questions and Announcements
Topic: Unable to empty dictionary (referred to as a string?)
Replies: 3
Views: 825

Re: Unable to empty dictionary (referred to as a string?)

All I know is that you probably want to say

Code: Select all

room.clear()
instead of

Code: Select all

room.clear
but that doesn't seem to relate to room being recognized as a string. Just in case, have you tried doing a Find through your files (e.g. Ctrl+Shift+F in JEdit) to make sure you're not defining room as anything else?
by SleepKirby
Mon Feb 20, 2012 3:28 am
Forum: Development of Ren'Py
Topic: 6.13/6.14 Plans - Launcher Designer Needed
Replies: 5
Views: 1690

Re: 6.13/6.14 Plans - Launcher Designer Needed

Did you hear from anyone else, PyTom?

I have some general ideas on the launcher design, which could get things started. I'm wondering if I could post the ideas here or in another thread, or someplace else.
by SleepKirby
Sun Feb 19, 2012 4:55 pm
Forum: Ren'Py Questions and Announcements
Topic: How to make Readback/Text History (like Katawa Shoujo)
Replies: 3
Views: 2124

Re: How to make Readback/Text History (like Katawa Shoujo)

Here's a readback module straight from delta (KS programmer): http://lemmasoft.renai.us/forums/viewtopic.php?f=8&t=4197 It works in my game with the last version of Ren'Py 6.12, and I believe it still works in 6.13 as well (not 100% sure if I tested with 6.13 though). I initially had to make a c...
by SleepKirby
Sun Feb 12, 2012 3:18 pm
Forum: Development of Ren'Py
Topic: 6.13/6.14 Plans - Launcher Designer Needed
Replies: 5
Views: 1690

Re: 6.13/6.14 Plans - Launcher Designer Needed

- good artistic sense Not really. - be able to write in Ren'Py's screen language I've written two Ren'Py UIs with screen language now. Not incredibly complex ones, but they have a few things out of the ordinary. I also write Screen Actions pretty routinely. - have the foresight to tell me that their...
by SleepKirby
Tue Feb 07, 2012 10:19 pm
Forum: Ren'Py Questions and Announcements
Topic: Using the ATL event statement
Replies: 0
Views: 299

Using the ATL event statement

I want to see if the ATL event statement will be useful for me, but I tried using it and I can't seem to get it to work (no traceback, but the intended ATL effects aren't showing up). I'm not sure how to use it since there's no example in the documentation. Can someone give an example of using the e...
by SleepKirby
Tue Feb 07, 2012 3:32 pm
Forum: Ren'Py Questions and Announcements
Topic: Pausing ATL movements while in menu
Replies: 2
Views: 459

Re: Pausing ATL movements while in menu

I'd also like to know if this is possible. The continuing transitions are particularly noticeable if you code your menu screen so that it doesn't cover the entire game screen. (I suspect this might not be easy though, because there's never really been a way to just freeze an ATL movement in its trac...