Search found 777 matches

by hell_oh_world
Sat Aug 14, 2021 2:25 pm
Forum: Ren'Py Questions and Announcements
Topic: IndexError: list index out of range
Replies: 6
Views: 1276

Re: IndexError: list index out of range

you have a for loop in your code and those two lines that I mentioned should be indented 1 tab (select those two lines and press tab) so that it will go inside the for loop.
by hell_oh_world
Sat Aug 14, 2021 3:43 am
Forum: Ren'Py Questions and Announcements
Topic: IndexError: list index out of range
Replies: 6
Views: 1276

Re: IndexError: list index out of range

Looks okay to me. Only this part...

Code: Select all

x = line.split(',')
full_wordlist.append(...
Should be tabbed inside the loop.
by hell_oh_world
Sat Aug 14, 2021 12:37 am
Forum: Ren'Py Questions and Announcements
Topic: IndexError: list index out of range
Replies: 6
Views: 1276

Re: IndexError: list index out of range

Is wordlist empty? I'm guessing that's causing the issue there.
by hell_oh_world
Sat Aug 14, 2021 12:27 am
Forum: Ren'Py Questions and Announcements
Topic: Audio filters in Renpy and Python
Replies: 2
Views: 946

Re: Audio filters in Renpy and Python

the library that you want to use is a bit different, that actually takes an audio file then applies the effects, and saves it as a new audio file. It does not apply those effects while in-game. Besides, renpy handle audios a bit differently so I don't think you can easily integrate python audio libs...
by hell_oh_world
Wed Aug 11, 2021 3:12 am
Forum: Ren'Py Questions and Announcements
Topic: trying to make a task list
Replies: 3
Views: 739

Re: trying to make a task list

i dont see the error in here, maybe we can see more of the code? at the part where you called the label?
in the meantime, you could try to add default values to the parameter.

Code: Select all

label addtsk(task=None):
  if task is not None and task.get:
    ...
by hell_oh_world
Mon Aug 09, 2021 7:45 pm
Forum: Ren'Py Questions and Announcements
Topic: HELP coding MAP - how to unlock map fast travel once location has been reached
Replies: 2
Views: 644

Re: HELP coding MAP - how to unlock map fast travel once location has been reached

you can try to store the conditions in a dict. default locations = dict(loc1=False, loc2=False, loc3=False) then in your label where you want to unlock these, you just do... label loc1: $ locations["loc1"] = True lastly, you can use these in your screen as a condition. screen map(): textbu...
by hell_oh_world
Mon Aug 09, 2021 11:26 am
Forum: Ren'Py Questions and Announcements
Topic: Variables in a strange image statement
Replies: 4
Views: 934

Re: Variables in a strange image statement

you can try these options... this is probably the easiest way... but its still a fixed random number generated only upon the definition of image. image My_image_EyesRoll_Listen_loop: "My_image_EyesRoll_Listen1" renpy.random.random() * 1.5 # pause randomly between 0.0 and 1.5 "My_image...
by hell_oh_world
Sat Aug 07, 2021 4:59 am
Forum: Ren'Py Questions and Announcements
Topic: Disable Skipping Splashscreen?
Replies: 4
Views: 1185

Re: Disable Skipping Splashscreen?

maybe just create a screen with a button set to the whole size of the screen? not sure. screen blocker(duration=None): if duration: timer duration action Hide("blocker") button: action NullAction() background None xfill True yfill True label splashscreen: show screen blocker(10) # try it a...
by hell_oh_world
Fri Aug 06, 2021 10:45 am
Forum: Ren'Py Questions and Announcements
Topic: Assigning hex values from array to character.
Replies: 3
Views: 806

Re: Assigning hex values from array to character.

jpalmer999 wrote: Fri Aug 06, 2021 6:29 am Thanks this worked perfectly. Also where's your avatar from? Looks pretty cool.
It's from Dota 2's Wraith King's Arcana actually...
by hell_oh_world
Thu Aug 05, 2021 11:38 pm
Forum: Ren'Py Questions and Announcements
Topic: Assigning hex values from array to character.
Replies: 3
Views: 806

Re: Assigning hex values from array to character.

What you want is to make the character object dynamic... I would suggest defaulting the character object and passing the static properties. default player = Character ("[sName]") # plain definition, dont define the dynamic properties yet. then in your labels, once the the alignment variabl...
by hell_oh_world
Wed Aug 04, 2021 11:54 am
Forum: Ren'Py Questions and Announcements
Topic: imagebutton action invalid syntax
Replies: 2
Views: 711

Re: imagebutton action invalid syntax

Code: Select all

action [Play("sound", "sounds/Unlock.mp3"), SetDict(persistent.gallery_1_list[0], 1, 0), Hide("HidImg01")]
by hell_oh_world
Wed Aug 04, 2021 11:49 am
Forum: Ren'Py Questions and Announcements
Topic: How to make an "animation" appear on the main menu after clicking a button?
Replies: 9
Views: 1538

Re: How to make an "animation" appear on the main menu after clicking a button

the `showing` variable should be on the same screen as the button. and of course, the `showing` variable is only accessible to the screen where it is declared. to avoid issues regarding the global accessibility of the variable, make it a global variable instead, and perhaps a persistent one? default...
by hell_oh_world
Wed Aug 04, 2021 7:17 am
Forum: Ren'Py Questions and Announcements
Topic: How to make an "animation" appear on the main menu after clicking a button?
Replies: 9
Views: 1538

Re: How to make an "animation" appear on the main menu after clicking a button

that's not a valid screen. what you're doing is supposed to be ATL which is different from the syntax of a screen. What I can suggest is to use showif statements and trigger a variable. transform show_anim: on show: alpha 0.0 easein 0.25 alpha 1.0 on hide: easeout 0.25 alpha 0.0 screen test(): defau...
by hell_oh_world
Tue Aug 03, 2021 8:23 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved]Resizing Screens(not window)
Replies: 3
Views: 867

Re: Resizing Screens(not window)

try to enclose your screen elements inside a `transform` displayable, and use zoom/xzoom/yzoom properties to set the resolution.

Code: Select all

screen test():
  transform:
    zoom 0.5 # sets the size to half of the current resolution.

    pass # your screen elements should go here...