Search found 113 matches
- Sat Jul 08, 2017 9:13 am
- Forum: Ren'Py Cookbook
- Topic: Dungeons and Dragons Alingment System
- Replies: 2
- Views: 2562
Dungeons and Dragons Alingment System
This script allows the implementation of an Ethics and Morale Alingment System to your Ren'Py game, mostly based on the one created for Advanced Dungeons and Dragons and used by some other role-playing games and videogames like Shin Megami Tensei, The Dark Spyre, etc. See Wikipedia or other sources ...
- Fri Jul 07, 2017 11:57 am
- Forum: Ren'Py Questions and Announcements
- Topic: Simultaniously dissolve side image and character image?
- Replies: 6
- Views: 2300
Re: Simultaniously dissolve side image and character image?
It doesn't just turn the sprite black or just the expression black, but the whole screen. I think that is exactly the case. Transitions apply to the entire screen, so if you use show eileen with dissolve The entire screen dissolves, but if you use: transform my_dissolve(x): alpha 0.0 linear x alpha...
- Fri Jul 07, 2017 11:31 am
- Forum: Ren'Py Questions and Announcements
- Topic: Simultaniously dissolve side image and character image?
- Replies: 6
- Views: 2300
Re: Simultaniously dissolve side image and character image?
Indeed, it is very strange, I think this happens because of how same_transform is designed to work, it shows the old image without transition then dissolves into the new one when the image changes. Maybe for games where the main character image doesn't change and the side image is the one that shows...
- Fri Jul 07, 2017 9:46 am
- Forum: Ren'Py Questions and Announcements
- Topic: zoom option on image side
- Replies: 2
- Views: 408
Re: zoom option on image side
Try:
Code: Select all
image side c colere:
"dialogue/camilla/taverne_biere/colere.png"
zoom 0.75
- Fri Jul 07, 2017 8:41 am
- Forum: Ren'Py Questions and Announcements
- Topic: How to associate images with Python objects
- Replies: 3
- Views: 567
Re: How to associate images with Python objects
Thank you for sharing your thoughts, Remix, I had come to what seemed like a solution (making it a transform instead of an image), but yours seems far better, define = At() might be exactly what I was looking for, you've given me a couple good ideas, I'll test some things and post the results here. ...
- Thu Jul 06, 2017 4:08 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Choice menu with choice that returns to choice menu[SOLVED]
- Replies: 8
- Views: 1007
Re: Choice menu with a choice that returns to choice menu
Ah, thanks, I see now it is mentioned briefly, maybe that's why I missed it.trooper6 wrote:Yes it is in the documentation under "In Game Menus"
https://www.renpy.org/doc/html/menus.html
- Thu Jul 06, 2017 3:06 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Choice menu with choice that returns to choice menu[SOLVED]
- Replies: 8
- Views: 1007
Re: Choice menu with a choice that returns to choice menu
menu introduce_yourself: nar "{color=#ffca1e}It's a pleasure.\nOh, and you are...?{/color}" "I'm Kazuya Minegishi.": am "Kihara, Tanikawa, and...\nMinegishi. I shall remember your names." "I can't tell you.": show amane at left_exit show yuzu left act at left...
- Thu Jul 06, 2017 2:13 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Choice menu with choice that returns to choice menu[SOLVED]
- Replies: 8
- Views: 1007
Re: Choice menu with a choice that returns to choice menu
Yes, just place a label just before the choices. label introduce_yourself: menu: nar "{color=#ffca1e}It's a pleasure.\nOh, and you are...?{/color}" "I'm Kazuya Minegishi.": am "Kihara, Tanikawa, and...\nMinegishi. I shall remember your names." "I can't tell you.&qu...
- Thu Jul 06, 2017 1:55 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Prevent clicking
- Replies: 13
- Views: 3156
Re: Prevent clicking
Yes, ATL is only for image manipulation, making the flashing images a transform would hopefully solve the prevent clicking problem, wich is was this thread's main objective (was it not?), playing the sound is a separate issue, but you could define two different sequences. show scare_intro #The first...
- Thu Jul 06, 2017 1:18 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Prevent clicking
- Replies: 13
- Views: 3156
Re: Prevent clicking
Ah, I see now. You may want to look into ATL in
general, specially here, and define the entire sequence as an image like the example in this last link, if the pause statement still doesn't work try the time statement https://www.renpy.org/doc/html/atl.html#time-statement
general, specially here, and define the entire sequence as an image like the example in this last link, if the pause statement still doesn't work try the time statement https://www.renpy.org/doc/html/atl.html#time-statement
- Thu Jul 06, 2017 12:18 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Position based on variable / D&D Alignment System - SOLVED
- Replies: 5
- Views: 691
Re: Position based on variable
I began scripting a system just like this not long ago, and I can say it's really hard to keep track of four different alignments this way and accurately give a position to the align viewer, specially if you use pixel unit variables like xpos and ypos. I decided to use xalign and yalign as an altern...
- Thu Jul 06, 2017 11:28 am
- Forum: Ren'Py Questions and Announcements
- Topic: Prevent clicking
- Replies: 13
- Views: 3156
Re: Prevent clicking
It doesn't stop playing the pictures if you show them first then do the hard pause. For example: label pause_test: "Testing" show my_image window hide # if you don't want the textbox to be visible during the pause $ renpy.pause(2, hard=True) "The game continues" The first argumen...
- Thu Jul 06, 2017 10:48 am
- Forum: Ren'Py Questions and Announcements
- Topic: How to associate images with Python objects
- Replies: 3
- Views: 567
How to associate images with Python objects
In my game, I have a class named Enemy that represent different enemies that will appear in it (it involves battles and the like), and I want each enemy to have a corresponding image, so I made it like this (it's actually larger, but let's keep thing simple): class Enemy(): #Init method, initializes...
- Thu Jul 06, 2017 9:33 am
- Forum: Ren'Py Questions and Announcements
- Topic: History/Log page texts help! [SOLVED]
- Replies: 2
- Views: 332
Re: History/Log page texts help!
You probably need to add a viewport, then a vbox after the frame. Something like: screen history(): tag menu ## Avoid predicting this screen, as it can be very large. predict False frame: xsize 1088 ysize 505 xpos 0.075 ypos 0.02 style_prefix "history" viewport: draggable True vbox: for h ...
- Wed Jul 05, 2017 10:00 am
- Forum: Creator Discussion
- Topic: Quick Time Events in Visual Novels
- Replies: 21
- Views: 4164
Re: Quick Time Events in Visual Novels
I haven't seen that many visual novels that use QTEs other than Telltale games (maybe Danganronpa, but that classifies as an hybrid action game more than anything), and a Love Hina game for the Game Boy Advance that had you make some choices in literally miliseconds, depending on the pressure of the...