Re: Ren'Py 6.11.0 Public Pre-Release
Posted: Tue Aug 17, 2010 11:14 pm
Video looks awesome.
Hoping that this latest build will be the final or close to it.
Hoping that this latest build will be the final or close to it.
Supporting creators of visual novels and story-based games since 2003.
https://lemmasoft.renai.us/forums/
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init:
image effect magic:
around (0.5,0.5)
anchor (0.5,0.5)
alpha 0.5
contains:
"whitehouse.jpg"
zoom 0.5
block:
rotate 0
linear 10 rotate 360
repeat
contains:
"whitehouse.jpg"
zoom 0.8
block:
rotate 0
linear 10 rotate -360
repeat
image bg a = Solid("#eee")
image bg b = Solid("#fff")
$ e = Character('Eileen', color="#c8ffc8")
label start:
scene bg a
show effect magic at truecenter
e "We have a background, and an ATL animation using two independent 'contains' blocks with 'alpha' in each, using an image with no alpha of it's own."
e "Now see what happens when I try to cropmove another scene with that ATL animation in."
scene bg b
show effect magic at truecenter
with CropMove(3.0,"wipeleft")
e "During cropmove 'alpha' is lost. If I use an ImageDissolve instead, it isn't."
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# You can place the script of your game in this file.
init:
# Declare images below this line, using the image statement.
# eg. image eileen happy = "eileen_happy.png"
# Declare characters used by this game.
python:
def screen_a(**kwargs):
ui.frame()
ui.vbox()
ui.text("Test")
ui.close()
renpy.define_screen("screen_a", screen_a, "True", "2")
# The game starts here.
label start:
show screen screen_a
"You've created a new Ren'Py game."
hide screen screen_a
"Once you add a story, pictures, and music, you can release it to the world!"What you're saying makes sense for modal, now that I think about it. The problem is that I observe the behavior when I define a screen using renpy.define_screen regardless of the modal setting I pass to it. (I actually pasted the wrong code the last time, as I had actually been playing around with the values in my test script and pasted the version when I set modal to True. So that probably caused confusion.)PyTom wrote:You're telling the screen to be modal, and raising it to the top. That prevents the say behavior from working - and you're stuck like this.
(Modal was also documented incorrectly - it actually defaults to "False".)
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init:
# Declare images below this line, using the image statement.
# eg. image eileen happy = "eileen_happy.png"
# Declare characters used by this game.
screen screen_a:
modal False
zorder 1
text "Screen A"
python:
def screen_b(**kwargs):
ui.text("Screen B")
renpy.define_screen("screen_b", screen_b, "False", "1")
# The game starts here.
label start:
"Go screen A!"
show screen screen_a
"Go Away Screen A!"
hide screen screen_a
"Go screen B!"
show screen screen_b
"Go Away Screen B!"
hide screen screen_b
"Okay, done?"Code: Select all
I'm sorry, but errors were detected in your script. Please correct the
errors listed below, and try again.
On line 483 of C:\Users\Nikolas\Desktop\renpy-6.10.2\Project1/game/script.rpy: 'return' outside function
return
Ren'Py Version: Ren'Py 6.11.0l
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label show_statsT:
python:
action = 1
while action:
Teacher_name = Teachers_list [Tindex] [0]
Tgender = Teachers_list [Tindex] [1]
Tsubject = Teachers_list [Tindex] [2]
Tage = Teachers_list [Tindex] [3] [0]
Tpedagogy = Teachers_list [Tindex] [3] [1]
Tautority = Teachers_list [Tindex] [3] [2]
Tsex = Teachers_list [Tindex] [3] [3]
Tmorality = Teachers_list [Tindex] [3] [4]
Texperience = Teachers_list [Tindex] [3] [5]
Tsalary = Teachers_list [Tindex] [3] [6]
show_menu1 = False
display_statsT()
if Tindex:
ui.vbox(xpos = 0.01, ypos = 0.55)
ui.textbutton("Prev Teacher", clicked=ui.returns(1))
ui.close()
if Tindex != (len(Teachers_list) - 1):
ui.vbox(xalign = 0.99, ypos = 0.55)
ui.textbutton("Next Teacher", clicked=ui.returns(2))
ui.close()
ui.vbox(xalign = 0.5, ypos = 0.55)
ui.textbutton("Fire This Teacher", clicked=ui.returns(3))
ui.close()
return_button()
action = ui.interact()
if action == 3:
del Teachers_list [Tindex]
if Tindex != 0:
Tindex -= 1
elif len(Teachers_list) != 0 and Tindex == 0:
pass
else:
show_menu1 = True
return()
elif action == 2:
Tindex += 1
elif action == 1:
Tindex -= 1
else:
pass
show_menu1 = True
return()