Search found 640 matches
- Tue Aug 16, 2011 5:47 pm
- Forum: Development of Ren'Py
- Topic: The Road to 6.13
- Replies: 34
- Views: 4972
Re: The Road to 6.13
I took note of the location of the quickbar. While there is a Ui theory for things that are flush to the side of the screen being easier to click, it may become hard for people that play in windowed mode since they may accidentally click outside of the window. Just an observation and a consideration...
- Sun Aug 14, 2011 7:01 am
- Forum: Creator Discussion
- Topic: Floating Frame Director style in Ren'py?
- Replies: 21
- Views: 5730
Re: Floating Frame Director style in Ren'py?
The asymmetrical frames coming in 6.13 might be useful.
- Mon Jul 18, 2011 10:14 am
- Forum: Development of Ren'Py
- Topic: Asymetrical Frames in Renpy?
- Replies: 3
- Views: 1349
Re: Asymetrical Frames in Renpy?
Currently in frames, you have xborder and yborder. I want to specify leftborder and rightborder such that they are not equal. Same with topboarder and bottomboarder. In case it can't be done yet, I also want to be able to specify any of them as 0. I would like to have buttons that, let's say on hove...
- Sun Jul 17, 2011 10:01 pm
- Forum: Development of Ren'Py
- Topic: Asymetrical Frames in Renpy?
- Replies: 3
- Views: 1349
Asymetrical Frames in Renpy?
Theoretically implementing asymetrical frames shouldn't be too hard to implement if you have frames as they are now. Can something like this be done?
- Sun Jul 17, 2011 7:15 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Blur effect?
- Replies: 17
- Views: 15283
Re: Blur effect?
Haha! I must commend Alex on the fast blur technique. This is how some older games without shaders used to do it. I implemented it in a shader. This totally won't work nearly as fast on software rendering mode. Use the pre-blur technique for that. Or use this technique to pre-blur on load so you don...
- Tue Jun 28, 2011 11:42 am
- Forum: Development of Ren'Py
- Topic: 6.12.x: Translation Support
- Replies: 12
- Views: 2576
Re: 6.12.x: Translation Support
I never did any translation for my games so far, but if I was doing it I would: 1. dump all the game dialogue strings using dump_text.rpy you wrote a time ago (don't know if it's somewhere in Renpy website/cookbook but I still have it if needed), leaving an empty line after each say statement. This...
- Thu Jun 23, 2011 1:50 pm
- Forum: Old Threads (– September 2014)
- Topic: Programmer Available (A new one, though)
- Replies: 3
- Views: 756
Re: Programmer Available (A new one, though)
Are you self-taught or did you learn from a post-secondary education?
- Wed Jun 22, 2011 6:26 pm
- Forum: General Discussion
- Topic: Anime Expo Visual Novel Developer Meetup!
- Replies: 26
- Views: 4226
Re: Anime Expo Visual Novel Developer Meetup!
I am the person who suggested this on twitter. I was getting a lot of requests to meet up and I have a lot of things to take care of at AX. That is why I suggested this so we can all meet up with each other at once. I'll probably be making another thread posting my VN related schedule so that everyo...
- Sat Jun 18, 2011 6:37 pm
- Forum: Development of Ren'Py
- Topic: 6.12.x: Translation Support
- Replies: 12
- Views: 2576
Re: 6.12.x: Translation Support
Haha... programming some really funky C# with decorators and reflection gave me those ideas. Yeah... ids should definitely be optional. Another idea to give flexiblity for translators as they might need to insert new lines is to allow something like an "say id" block in the translation fil...
- Sat Jun 18, 2011 4:48 pm
- Forum: Development of Ren'Py
- Topic: 6.12.2: Hardware Survey
- Replies: 70
- Views: 12475
Re: 6.12.2: Hardware Survey
Hmm... that is an interesting issue. I guess my opinion is that if official support has long been discontinued, the non-power-users wouldn't be left with options if warranties expired and something goes wrong with their computer. Trying to fix it might be more expensive and require some power user k...
- Sat Jun 18, 2011 4:08 pm
- Forum: Development of Ren'Py
- Topic: 6.12.x: Translation Support
- Replies: 12
- Views: 2576
Re: 6.12.x: Translation Support
I think it would useful to have a decorator or "id" of identifying the next say statement. alex id scene20-23 "Itadakimasu is hard to translate to English" id scene20-23 voice "scene20-23.ogg" ryan "But Alex... we have to insert more lines into this localization!&q...
- Mon Jun 13, 2011 12:32 pm
- Forum: Creator Discussion
- Topic: Floating Frame Director style in Ren'py?
- Replies: 21
- Views: 5730
Re: Floating Frame Director style in Ren'py?
It's definitely possible. You'll just have to know the ATL language. In-script ATL is something you'll have to learn... not too hard for you to do yourself. Also you'll probably be abusing the reload shortcut key CTRL-R.
- Sat Jun 11, 2011 7:05 pm
- Forum: Creator Discussion
- Topic: Voice acting
- Replies: 24
- Views: 2586
Re: Voice acting
I would like to do some voice acting for fun. I don't know if I would have the time though.
- Tue May 24, 2011 6:41 pm
- Forum: Development of Ren'Py
- Topic: 6.12.2: Hardware Survey
- Replies: 70
- Views: 12475
Re: 6.12.2: Hardware Survey
This sounds even more potentially-problematic, to me - how are you going to make the information available to the game-maker? Does it go to their server (most game-makers probably don't have or couldn't configure a server with software to receive the data)? Does it go to your server and you allow t...
- Tue May 24, 2011 5:47 pm
- Forum: Development of Ren'Py
- Topic: 6.12.2: Hardware Survey
- Replies: 70
- Views: 12475
Re: 6.12.2: Hardware Survey
I would say that asking on the quit screen is a very good idea. My suggestions earlier were made because I noticed that there are still new computers being sold that are mini-pc's/eepcs 1.5-2.0 GHz with the atom processors and no less than 1GB of memory. And some of those things looks like they only...