I need help with animation
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This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
Re: I need help with animation
Wait, so I need to assign a number to the image rather than a word then? Some_move_trans sounds kind of vague.
Re: I need help with animation
Your code looks rather messy now... slight changes and it would look fine.
At first, you should declare the transform and then - use it, like
In your example, it also mixed the showing of an ATL image (http://www.renpy.org/doc/html/atl.html# ... -statement) and transform declaration (http://www.renpy.org/doc/html/atl.html# ... -statement).
And pay more attention to indentation of lines (http://www.renpy.org/wiki/renpy/FAQ#How ... _blocks.3F)
At first, you should declare the transform and then - use it, like
Code: Select all
init:
image Negi = "magic.png"
transform some_move_trans:
xalign 0.7 yalign 0.0
linear 3 xalign 0.3 yalign 0.5
label start:
show Negi with dissolve at some_move_trans
L "Yo!"
And pay more attention to indentation of lines (http://www.renpy.org/wiki/renpy/FAQ#How ... _blocks.3F)
Re: I need help with animation
So if I want to do a transform I need to definite it before Init? Sorry, please be patient. This is the first time I've ever programmed.
Re: I need help with animation
Inside <init:> block. There you can declare transforms, displayables, characters, etc.zeo1fan wrote:So if I want to do a transform I need to definite it before Init? ...
Re: I need help with animation
Okay. Now how do I set different options for the menu.
For example, if the player picks option A then so-and-so sees one image, but if the player picks option b then so-and-so sees another image. Basically, how do you specify what's going to happen when one option is picked?
For example, if the player picks option A then so-and-so sees one image, but if the player picks option b then so-and-so sees another image. Basically, how do you specify what's going to happen when one option is picked?
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Re: I need help with animation
A menu command?
I'm quite tired but I'll think about this anyway.
So, you want a different image to be displayed depending on choices? Heh, we were all in the same boat once, so here's something that should work.
Below this line, define another image, like so:
Then, do this where you want the menu called:
Alternatively, you can use jump labels if you want a bunch of stuff to happen afterwards:
The jump system may seem like it's more work, but really it's quite handy. Just remember, jump always jumps to a label, and label has be named the exact same thing, see above. It can even share the same name as an image, but as the image is defined as an image, it's all good. This should be good enough. I'm quite tired and frazzled.
Hope this helps ^^
I'm quite tired but I'll think about this anyway.
So, you want a different image to be displayed depending on choices? Heh, we were all in the same boat once, so here's something that should work.
Below this line, define another image, like so:
Code: Select all
init:
image Negi = "magic.png"
image optA = "optA.png" #this is just for example, rename it to something meaningful
image optB = "optB.png" # likewise
Code: Select all
menu:
"This is Option A" :
show optA
"This is Option B" :
show optB
Code: Select all
menu:
"This is Option A" :
jump optA
"This is Option B" :
jump optB
# some other stuff
label optA :
show optA
#some other stuff
label optB :
show optB
#some other stuff
Hope this helps ^^
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