Search found 1736 matches
- Wed Feb 01, 2017 11:03 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Circle status bars?
- Replies: 13
- Views: 4620
Re: Circle status bars?
Clipboard-1.png Come to think of it, it's same thing which is used - AlphaBlend or Composited images. Anyway, AlphaBlend is the first code I got in my mind, so here is what I've done. screen show_circle(): default angle = 90 vbox align .5, .5: fixed fit_first True: add "gui/circle_bg.png"...
- Wed Feb 01, 2017 7:58 am
- Forum: Ren'Py Questions and Announcements
- Topic: Circle status bars?
- Replies: 13
- Views: 4620
Re: Circle status bars?
Since AlphaBlend can take rotated transform displayable, there could be a way to make a simple circle bar image (rotate a square mask to hide a circle). Though you can't use screen's bar properties on it. It'd need more difficult work to implement it in screens.
- Wed Feb 01, 2017 6:44 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Trouble With Auto Mode Indicator
- Replies: 4
- Views: 1788
Re: Trouble With Auto Mode Indicator
Use different name other than 'skip_indicator', and pin it onto config.overlay like quick menu does. Because screen name skip_indicator is a registered screen you can't control it when to show. From my game code: screen indicator(): zorder 9999 ##debug functions #if config.developer: # $ctd=renpy.ca...
- Sat Jan 28, 2017 1:07 pm
- Forum: Ren'Py Questions and Announcements
- Topic: define vs. $ (declaring variables)
- Replies: 19
- Views: 17419
Re: define vs. $ (declaring variables)
BTW, I found init python: def for_default(): #snip default randomletter = for_default() is a good way to trick the default statement when you want to use 'for loop' and such as default. I think the default statement does three things: declare objects after the start label, declare objects after the ...
- Sat Jan 28, 2017 1:02 pm
- Forum: Ren'Py Questions and Announcements
- Topic: define vs. $ (declaring variables)
- Replies: 19
- Views: 17419
Re: define vs. $ (declaring variables)
I think the define statement will place persistent, config, and other default store variables in exact init order automatically. I don't know it's sure, but I think it's safer way to do it. The init statement is still useful even you just declare simple characters, as the define statement only accep...
- Sat Jan 28, 2017 12:48 pm
- Forum: Development of Ren'Py
- Topic: Documentation: init vs default vs define
- Replies: 2
- Views: 1359
Re: Documentation: init vs default vs define
Quickstart has many more problems, like image definition and such. It needs to be rewritten fundamentally, though I don't know when ren'py will go to 7.
- Wed Jan 25, 2017 3:29 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to properly change the game resolution?
- Replies: 6
- Views: 23688
Re: How to properly change the game resolution?
GUI images in its top folder won't be regenerated when only sizes are changed. It seems a bug or non-implemented feature that need to be fixed.
- Wed Jan 25, 2017 1:17 pm
- Forum: Ren'Py Questions and Announcements
- Topic: learning complex Ren'Py coding?
- Replies: 8
- Views: 6005
Re: learning complex Ren'Py coding?
I don't think books for game creation in python are good enough. I rather recommend to read general python books. For me, codes for game creation are mostly inspired from other languages, like C, C++, java, C#, japascript. Anyway, first thing is to read though all official document about ren'py. Nex...
- Tue Jan 24, 2017 10:15 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Sprites look blurry when scaled using im.Scale
- Replies: 4
- Views: 1278
Re: Sprites look blurry when scaled using im.Scale
Your game's window resolution is width: 1653px height: 960px.That why height 720 sprites are shown as upscaled. On the other hand, transform uses original size directory. To fix your game's window size, click 'window' on the preferences screen. You almost always want to use transform, because im.sca...
- Sat Jan 21, 2017 12:59 am
- Forum: Ren'Py Questions and Announcements
- Topic: Jump statement not working with arguments?
- Replies: 3
- Views: 1432
Re: Jump statement not working with arguments?
If you go to (jump to) another line of the code, you can't tell its scope is local or global. It'll share the same global scope, so arguments become meaningless. In that's case, the following would do the same thing. jump label(x=1) $x=1 jump label You shouldn't use a same label for both call and ju...
- Mon Jan 16, 2017 10:50 pm
- Forum: Ren'Py Questions and Announcements
- Topic: ATL infinite bg scroll
- Replies: 2
- Views: 856
Re: ATL infinite bg scroll
You don't need to position same image two times. Instead, you can use xpan. https://www.renpy.org/doc/html/atl.html ... perty-xpan
Code: Select all
show bg:
xpan -180
linear 10.0 xpan 180
repeat
- Fri Jan 13, 2017 1:10 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How do I delete all save files for build distribution?
- Replies: 9
- Views: 9979
Re: How do I delete all save files for build distribution?
You don't need to do anything, since save data will not be included wherever you set your save directory. It's just searching your user document data then showing it. If you're not sure, just make an unarchived build then try to find save folder in it. Maybe the problem is, official document doesn't...
- Tue Jan 10, 2017 2:08 am
- Forum: Ren'Py Questions and Announcements
- Topic: Define and Default vs. Lint and Saves
- Replies: 6
- Views: 1332
Re: Define and Default vs. Lint and Saves
I edited my previous post (that was wrong).
Ren'py saves original object data, but define always creates a new data that will not saved, so they behave like copies.
Ren'py saves original object data, but define always creates a new data that will not saved, so they behave like copies.
- Tue Jan 10, 2017 1:56 am
- Forum: Ren'Py Questions and Announcements
- Topic: Define and Default vs. Lint and Saves
- Replies: 6
- Views: 1332
Re: Define and Default vs. Lint and Saves
It looks I misunderstand a bit. define a =[] default b= a label: $b.append(0) "[b] [a]" #shows [0], [0] #reload here "[b] [a]" #shows [0], [] If you creates an alias of a mutable object (list or dict), then changing one also changes another in the current play. If you reload data...
- Tue Jan 10, 2017 1:15 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Keymap events customization
- Replies: 4
- Views: 1924
Re: Keymap events customization
init python: config.underlay.append(renpy.Keymap(history = ShowMenu("history"))) #creates keymap "history" # replace "rollback" with "history" # config.keymap["rollback"] = [] # config.keymap["history"] = [ 'K_PAGEUP', 'repeat_K_PAGEUP', '...