Search found 2471 matches

by xela
Sun Sep 17, 2017 5:07 am
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED]'on replace:' ATL statement not working
Replies: 4
Views: 1324

Re: 'on replace:' ATL statement not working

replace Triggered when transform is shown using the show statement, replacing an image with the given tag. This is not what you're doing... you may want to look into showing the sprites on screens of their own and just feed them unique sets of ATL instructions. Bypassing atl external atl events han...
by xela
Sat Sep 16, 2017 1:55 am
Forum: Ren'Py Questions and Announcements
Topic: "Simple Calendar Code" help?
Replies: 2
Views: 1708

Re: "Simple Calendar Code" help?

Code: Select all

if calendar.weekday() == "Sunday":
is a good way to check it. There is a more up to date version of this floating on the forum somewhere but this should prolly work as well.
by xela
Wed Sep 13, 2017 8:02 am
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Transitions aren't working ! The "with" statement.
Replies: 6
Views: 1047

Re: Transitions aren't working ! The "with" statement.

Transitions usually don't work because player/developer set the engine to skip them and forgot about it. Forum and Channel is flooded with solutions that simple. If transitions are not working, check the game menu preferences screen and make sure that you did not set them to skip. There are not many...
by xela
Wed Sep 13, 2017 7:59 am
Forum: Ren'Py Questions and Announcements
Topic: Possible to create transforms mid code?
Replies: 4
Views: 681

Re: Possible to create transforms mid code?

transform my_atl_instructions(*args, **kwargs): # ... You should be able to setup max amount of movements allowed and if there is less than that max amount, provide time of 0 and final moves will be ignored. Otherwise, you can use a function to control what the displayable does (Transform class tak...
by xela
Tue Sep 12, 2017 5:16 pm
Forum: Ren'Py Questions and Announcements
Topic: potential return stack corruption ?
Replies: 8
Views: 1068

Re: potential return stack corruption ?

Looks ok. This should not cause crashes.
by xela
Tue Sep 12, 2017 4:30 pm
Forum: Ren'Py Questions and Announcements
Topic: potential return stack corruption ?
Replies: 8
Views: 1068

Re: potential return stack corruption ?

A number of thing can cause it, this error is thrown when there is a weird difference between length of dynamic and return stacks of your context. You misunderstood what I was suggestion you to do. STOP declaring variables global while working on global namespace. Declare global only within function...
by xela
Tue Sep 12, 2017 12:34 pm
Forum: Ren'Py Questions and Announcements
Topic: potential return stack corruption ?
Replies: 8
Views: 1068

Re: potential return stack corruption ?

Code: Select all

init:
    $ arr = dict()
    $ entries = []
This is already global. Declaring it as such when you are already on global scope is a no-no. Get rid of that and it should work fine. Assuming that it's what causing the issue, it should disappear after it is removed.
by xela
Thu Jun 01, 2017 7:25 am
Forum: Ren'Py Questions and Announcements
Topic: How to pause the main game during a minigame without ui code
Replies: 2
Views: 446

Re: How to pause the main game during a minigame without ui

This is a good way of doing it, yes. ui functions that build interface are deprecated and replaced with screen language, this is not one of them.
by xela
Mon May 29, 2017 1:55 pm
Forum: Ren'Py Questions and Announcements
Topic: Textbox in 6.99.12
Replies: 1
Views: 455

Re: Textbox in 6.99.12

There is a configuration variable as well that allows you to set a default.
by xela
Mon May 29, 2017 1:53 pm
Forum: Ren'Py Questions and Announcements
Topic: A little problem with instances[SOLVED]
Replies: 4
Views: 810

Re: A little problem with instances

You can use strings instead of Element instances. It's touch to use an instance before it actually exists...

Doesn't look like it's gonna be an issue here, but keep this in mind: https://twitter.com/raymondh/status/822296239156920321
by xela
Mon May 01, 2017 7:34 am
Forum: Ren'Py Questions and Announcements
Topic: Adding persistent code for an unlockable route [SOLVED]
Replies: 9
Views: 2661

Re: Adding persistent code for an unlockable route

No clue, it should fix the error and function as counter. It's impossible to say what else may be going wrong as: label kei: "This is where Kei's route begins. Look forward to it in the full version of the game!" return else: $ persistent.kei_complete = True $ persistent.inigo_unlock += 1 ...
by xela
Mon May 01, 2017 2:22 am
Forum: Ren'Py Questions and Announcements
Topic: Adding persistent code for an unlockable route [SOLVED]
Replies: 9
Views: 2661

Re: Adding persistent code for an unlockable route

Try something along these lines:

Code: Select all

if persistent.inigo_unlock is None:
    $ persistent.inigo_unlock = 0
$ persistent.inigo_unlock += 1
by xela
Mon Apr 17, 2017 5:54 pm
Forum: Ren'Py Questions and Announcements
Topic: Showing the quick menu & textbox when choices are on screen?
Replies: 4
Views: 569

Re: Showing the quick menu & textbox when choices are on scr

Where were you searching? It's the first thing you see in the Docs section on menus ... menu: "What should I do?" # <==== This puts the say window on the screen, usually quick menu is simply bound to it. "Drink coffee.": # <==== This is the menu choice you will see on the screen....
by xela
Mon Apr 17, 2017 4:36 pm
Forum: Ren'Py Questions and Announcements
Topic: partially transparent character(solved)
Replies: 8
Views: 6536

Re: partially transparent character(still need help im dumb)

You can do that to any image as you show them... even if i write "show w lookaway alpha" You do not define transparent images separately, you write it where you wrote that... Like: label start: show w lookaway: alpha .5 You do not define: image w alpha = im.Alpha("red.png", 0.5) ...