Search found 230 matches
- Sun Sep 17, 2017 5:17 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Pass argument to show image
- Replies: 3
- Views: 547
Re: Pass argument to show image
That works exactly as I hoped. Is there a way to use a variable name instead of "images/[character_object.image]_image.png"? I want to know if I can use image manipulators on top of this, like FactorScale, and if I apply that directly to the expression it says it can no longer find the .pn...
- Sun Sep 17, 2017 4:08 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Pass argument to show image
- Replies: 3
- Views: 547
Pass argument to show image
I'm trying to have a label that shows an image, but I want to have which image it is be dependent on the argument of the label (so I can reuse it). The simplified version looks like this: label portrait(character_name): show "images/"+ "[character_name]" +"_image.png" a...
- Thu Sep 14, 2017 10:27 pm
- Forum: Ren'Py Questions and Announcements
- Topic: 'NoneType' object has no attribute 'style'[SOLVED]
- Replies: 2
- Views: 718
Re: 'NoneType' object has no attribute 'style'
Okay. I found the error. It was in a transform in the Kazuya_place2 label that I forgot I added in.
- Thu Sep 14, 2017 10:17 pm
- Forum: Creator Discussion
- Topic: Battle Systems in VNs?
- Replies: 8
- Views: 2994
Re: Battle Systems in VNs?
I think there's a place for them, but there are stories where it's unnecessary. I'm working on a battle system myself, but it's for one specific project and for others it just doesn't need to be there. Imagine having a turn-based battle system in any VN you come across. It comes off as a joke. There...
- Thu Sep 14, 2017 8:11 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Imagebutton vs menu item - time specific dialogue option
- Replies: 2
- Views: 442
Re: Imagebutton vs menu item - time specific dialogue option
Let's see if I'm understanding this right. You want a screen that shows certain options like "wait" or "sleep," and then at certain points in the story additional options come up? Essentially (and it sounds like you're already kind of doing this) you'd just do that with if statem...
- Thu Sep 14, 2017 6:28 pm
- Forum: Ren'Py Questions and Announcements
- Topic: 'NoneType' object has no attribute 'style'[SOLVED]
- Replies: 2
- Views: 718
'NoneType' object has no attribute 'style'[SOLVED]
I'm trying to make units move around, and I'm trying to do it by calling labels. Here's the relevant parts of my code, and Kazuya.place = 1 at initialization. The problem is that when I get down to the "Place 1" and "Place 2" buttons, clicking on one gives the error 'NoneType' ob...
- Thu Sep 14, 2017 12:32 pm
- Forum: Ren'Py Questions and Announcements
- Topic: labels with arguments?[SOLVED]
- Replies: 2
- Views: 452
Re: labels with arguments?
Just what I was looking for. Thanks!
- Thu Sep 14, 2017 9:58 am
- Forum: Ren'Py Questions and Announcements
- Topic: labels with arguments?[SOLVED]
- Replies: 2
- Views: 452
labels with arguments?[SOLVED]
So I have this bit of code here, with a bunch of displayables and such, with the "arguments" of Kazuya and Kobold. I have this exact same code elsewhere, but with other "arguments" Atsuro and Kabuso. Is there a way I can store this somewhere and access it with a jump label or cal...
- Wed Sep 13, 2017 3:53 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Make "return" statement return to Extra screen, NOT main menu?
- Replies: 9
- Views: 4869
Re: Make "return" statement return to Extra screen, NOT main menu?
I'm not really sure what the problem is in the first case. Can you label which one is line 275?
In the second case, I think if you put
use "extra"
or something like that, instead of ShowMenu, that might work.
In the second case, I think if you put
use "extra"
or something like that, instead of ShowMenu, that might work.
- Wed Sep 13, 2017 3:02 pm
- Forum: Development of Ren'Py
- Topic: Ren'Py Gripes
- Replies: 556
- Views: 585252
Re: Ren'Py Gripes
I can't get a box of any kind, be it the textbox or a viewport or whatever, to automatically bound text. I have to always put the \n in myself. I've heard about text overflow logging, but that doesn't automatically fix the problem, it just alerts you when it happens. I can't get a viewport to scroll...
- Wed Sep 13, 2017 2:54 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Make "return" statement return to Extra screen, NOT main menu?
- Replies: 9
- Views: 4869
Re: Make "return" statement return to Extra screen, NOT main menu?
The return statement goes back to the main menu because you go to the "epi" label with Start(). It can't really return to the menu that way, because it's not really recording the extra screen as an intermediary. If you call a label, return will take you back to where it was called from, bu...
- Tue Sep 12, 2017 10:30 pm
- Forum: Works in Progress
- Topic: Shin Megami Tensei: Devil Survivor [Reverse-Engineered]
- Replies: 12
- Views: 4259
Re: Shin Megami Tensei: Devil Survivor [Reverse-Engineered]
I'm working on the RPG system now, making and applying the DS visuals to it. The COMP initiation sequence is done, so the only things left are the battle sequences and the background music. The 'overworld' of the battlemap is done, with dancing idle sprites that can stand or walk or whatever, and th...
- Tue Sep 12, 2017 10:13 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Setting a button as not selected.[SOLVED]
- Replies: 2
- Views: 444
Re: Setting a button as not selected.
...
I figured it out...
I can even see it in this code here.
Show(your_turn2...
Hide(Your_turn2...
Oops.
I figured it out...
I can even see it in this code here.
Show(your_turn2...
Hide(Your_turn2...
Oops.
- Mon Sep 11, 2017 12:56 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Setting a button as not selected.[SOLVED]
- Replies: 2
- Views: 444
Setting a button as not selected.[SOLVED]
I have a screen (called), on which one of the buttons displays another screen (with show). The text overlays the buttons to indicate what they do. The third button (the unit.name) button calls the secondary menu. Once the second menu is called, I can't get it to go away. The "Back" button ...
- Mon Sep 11, 2017 9:52 am
- Forum: Works in Progress
- Topic: Tales From Windy Meadow [Fantasy/Slice of life/Pixel Art]
- Replies: 131
- Views: 48941
Re: Tales From Windy Meadow [Fantasy/Slice of life/Pixel Art/Drama]
The art looks amazing! It looks like you're making quite the step up from The Tavern in terms of visuals; I'll be honest, I tend to avoid games that look like their made in RPGMaker, just because I don't like the general aesthetic of them, but Tales From Windy Meadow looks much more like a Sierra ga...