Search found 233 matches

by rames44
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...
by rames44
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.
by rames44
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”?
by rames44
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...
by rames44
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...
by rames44
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.
by rames44
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...
by rames44
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...
by rames44
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 ...
by rames44
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
by rames44
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?
by rames44
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.
by rames44
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...
by rames44
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...
by rames44
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...