Search found 233 matches
- Sat Aug 18, 2018 7:06 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Any plans on RenPy Asset Encryption
- Replies: 5
- Views: 2703
Re: Any plans on RenPy Asset Encryption
Archives aren’t encrypted - it’s trivially easy to extract the contents of the archive. It’d be awfully hard to really protect the assets in a game given the way Python works. Sure, you could code some encryption so that “raw archive extracts” weren’t directly usable, but it wouldn’t necessarily tak...
- Thu Aug 09, 2018 12:26 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Local labels broke on build.
- Replies: 6
- Views: 995
Re: Local labels broke on build.
Next question - have you tried “outdenting” the local labels (and their statements) so they’re at the same level as the global label? That’s the structure I use, and they work fine.
- Wed Aug 08, 2018 11:21 am
- Forum: Ren'Py Questions and Announcements
- Topic: Local labels broke on build.
- Replies: 6
- Views: 995
Re: Local labels broke on build.
Could it be the fact that you’re missing a space between “call” and “.read”?
- Mon Jul 30, 2018 12:27 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [solved] xsize(1000*0.5)
- Replies: 2
- Views: 513
Re: xsize(1000*0.5)
You haven’t posted the exact code you’re using, so it’s hard to know exactly what to advise you to do. However, Renpy frequently interprets integers and floating point numbers to mean different things. (Pixels vs screen fractions) 1000*0.5 will result in a float, while 1000/2 or 1000*50/100 will res...
- Sun Jul 29, 2018 9:49 am
- Forum: Ren'Py Questions and Announcements
- Topic: Proper build.package settings
- Replies: 2
- Views: 999
Proper build.package settings
So I understand the build.package functionality as described here: https://www.renpy.org/doc/html/build.html My question is: What are the equivalent build.package file list settings for each of the built-in distribution types? In other words, if I’m going to add a bonus file list to each of the buil...
- Thu Jul 19, 2018 1:09 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Old save files in updated game version
- Replies: 13
- Views: 6110
Re: Old save files in updated game version
Oops - typo. I've corrected the post. Sorry.
- Thu Jul 19, 2018 1:08 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Rainbow font for text input
- Replies: 5
- Views: 1872
Re: Rainbow font for text input
Apologies - I was AFK when I wrote my reply. Here's some sample code. The idea is that there's a Python function named "colorize" that will take an input string and return an output string where each of the letters in the input string is surrounded by a {color} tag. The colors to be used a...
- Thu Jul 19, 2018 12:16 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Old save files in updated game version
- Replies: 13
- Views: 6110
Re: Old save files in updated game version
Yes. If you have a new variable in Version 2 of your game, and if you declare it using “default,” the variable will get the default value even if the user restores a save from Version 1. So no exceptions get thrown. Declaring a value with “default” only sets the initial value at game start or load t...
- Wed Jul 18, 2018 6:45 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Old save files in updated game version
- Replies: 13
- Views: 6110
Re: Old save files in updated game version
@kivik - your statement about “default” is incorrect: Text below taken from https://www.renpy.org/doc/html/python.html The default statement sets a single variable to a value if that variable is not defined when the game starts, or after a new game is loaded.For example: default points = 0 When the ...
- Wed Jul 18, 2018 12:22 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Rainbow font for text input
- Replies: 5
- Views: 1872
Re: Rainbow font for text input
You could write a python function that would process the input string, inserting the various color definitions into it.
Or you could do something similar with a custom text tag: https://www.renpy.org/doc/html/custom_text_tags.html
Or you could do something similar with a custom text tag: https://www.renpy.org/doc/html/custom_text_tags.html
- Wed Jul 18, 2018 12:02 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Positioning Sprites
- Replies: 3
- Views: 1154
Re: Positioning Sprites
@Remix - shouldn’t that be xpos/ypos instead of xalign/yalign in your example? “Align” will reset the anchors, no?
- Fri Jul 13, 2018 11:48 am
- Forum: Ren'Py Questions and Announcements
- Topic: Imagemap Questions
- Replies: 4
- Views: 721
Re: Imagemap Questions
Instead of “show screen and then hard pause”, why not just “call screen?” Still waits for user interaction, and you can still jump out of it to wherever you want.
- Fri Jul 13, 2018 11:40 am
- Forum: Ren'Py Questions and Announcements
- Topic: Right resolution?
- Replies: 2
- Views: 410
Re: Right resolution?
Remember that a good portion of that 40Mb was the Renpy core, which won’t expand as your game expands, so things might not be as bad as you think. 1280x720, IMHO, is a pretty good resolution. If you use JPG’s for your background images, you can always trade off size for quality. Save PNG’s for image...
- Thu Jul 12, 2018 12:00 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved]Problem with new mechanics
- Replies: 4
- Views: 638
Re: Problem with new mechanics
If your game maintained a list of the contacts that had been encountered, in the order they were encountered, your screen could iterate thru that list, adding image buttons for each character in the list. If the image buttons were inside a vbox, they would be listed vertically in the order encounter...
- Thu Jul 05, 2018 12:29 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Fade in and out characters
- Replies: 6
- Views: 3209
Re: Fade in and out characters
A suggestion: 1. Create a “zoom up transform” that starts at “small” and then zooms up to “large” over a fraction of a second using ATL 2. Create the reverse transform. 3. When you switch from one character another, do the “show” WITHOUT a dissolve. So when a character starts to speak, the “small” i...