Discuss how to use the Ren'Py engine to create visual novels and story-based games. New releases are announced in this section.
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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.
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amaturemanga
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#1
Post
by amaturemanga » Mon Mar 09, 2015 5:16 pm
Hey everyone i just finished my splashscreen however after the splashscreen is done it just like skips to the main menu like there's no like transition to it or anything and i think that looks pretty ugly so i was wondering if there's a way i could fade in from the splashscreen to the main menu here's my game code:
Code: Select all
# The game starts here.
label splashscreen:
scene black
$ renpy.pause(1)
show text "The following story is a work of fiction and contain fantasy situations and does not reflect hypnosis in real life" with dissolve
$ renpy.pause(2)
hide text with dissolve
$renpy.pause(1)
$ renpy.pause(1)
show text "AmatureManga Productions Presents\na story by: AmatureManga and Art by: SilverKazeNinja" with dissolve ## fix
$ renpy.pause(2)
hide text with dissolve
$renpy.pause(2)
return ## fix
label start:
e "You've created a new Ren'Py game."
e "Once you add a story, pictures, and music, you can release it to the world!"
return
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mjshi
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#2
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by mjshi » Mon Mar 09, 2015 7:04 pm
Well, a simple workaround to this is to screenshot the main menu screen, save it as an image, then fade in that image in your splashscreen script, then show the main menu.
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Zetsubou
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#3
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by Zetsubou » Mon Mar 09, 2015 7:28 pm
There's a setting for this. Open options.rpy and look for "config.end_splash_transition".
Set it to something like:
Code: Select all
config.end_splash_transition = dissolve
Finished games
-My games: Sickness, Wander No More, Max Massacre, Humanity Must Perish, Tomboys Need Love Too, Sable's Grimoire, My Heart Grows Fonder, Man And Elf, A Dragon's Treasure
-Commissions: No One But You, Written In The Sky, Diamond Rose, To Libertad, Catch Canvas, Love Ribbon, Happy Campers, Wolf Tails
Working on:
Sable's Grimoire 2

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amaturemanga
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#4
Post
by amaturemanga » Mon Mar 09, 2015 7:34 pm
Zetsubou wrote:There's a setting for this. Open options.rpy and look for "config.end_splash_transition".
Set it to something like:
Code: Select all
config.end_splash_transition = dissolve
it didnt work its coming out as an invalid syntax
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Zetsubou
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#5
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by Zetsubou » Mon Mar 09, 2015 7:35 pm
Could you show me your options.rpy file?
Finished games
-My games: Sickness, Wander No More, Max Massacre, Humanity Must Perish, Tomboys Need Love Too, Sable's Grimoire, My Heart Grows Fonder, Man And Elf, A Dragon's Treasure
-Commissions: No One But You, Written In The Sky, Diamond Rose, To Libertad, Catch Canvas, Love Ribbon, Happy Campers, Wolf Tails
Working on:
Sable's Grimoire 2

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amaturemanga
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#6
Post
by amaturemanga » Mon Mar 09, 2015 7:37 pm
Code: Select all
## this file contains some of the options that can be changed to customize
## your ren'py game. it only contains the most common options... there
## is quite a bit more customization you can do.
##
## lines beginning with two '#' marks are comments, and you shouldn't
## uncomment them. lines beginning with a single '#' mark are
## commented-out code, and you may want to uncomment them when
## appropriate.
init -1 python hide:
## should we enable the use of developer tools? this should be
## set to false before the game is released, so the user can't
## cheat using developer tools.
config.developer = true
## these control the width and height of the screen.
config.screen_width = 800
config.screen_height = 600
## this controls the title of the window, when ren'py is
## running in a window.
config.window_title = u"firstvisualnovel"
# these control the name and version of the game, that are reported
# with tracebacks and other debugging logs.
config.name = "firstvisualnovel"
config.version = "0.0"
#########################################
# themes
## we then want to call a theme function. theme.roundrect is
## a theme that features the use of rounded rectangles.
##
## the theme function takes a number of parameters that can
## customize the color scheme.
theme.roundrect(
## theme: roundrect
## color scheme: dramatic flesh
## the color of an idle widget face.
widget = "#bf7c51",
## the color of a focused widget face.
widget_hover = "#dda570",
## the color of the text in a widget.
widget_text = "#e5dfdf",
## the color of the text in a selected widget. (for
## example, the current value of a preference.)
widget_selected = "#ffffff",
## the color of a disabled widget face.
disabled = "#ab6038",
## the color of disabled widget text.
disabled_text = "#bf7c51",
## the color of informational labels.
label = "#ffffff",
## the color of a frame containing widgets.
frame = "#49271b",
## the background of the main menu. this can be a color
## beginning with '#', or an image filename. the latter
## should take up the full height and width of the screen.
mm_root = "#2a201f",
## the background of the game menu. this can be a color
## beginning with '#', or an image filename. the latter
## should take up the full height and width of the screen.
gm_root = "#2a201f",
## if this is true, the in-game window is rounded. if false,
## the in-game window is square.
rounded_window = false,
## and we're done with the theme. the theme will customize
## various styles, so if we want to change them, we should
## do so below.
)
#########################################
## these settings let you customize the window containing the
## dialogue and narration, by replacing it with an image.
## the background of the window. in a frame, the two numbers
## are the size of the left/right and top/bottom borders,
## respectively.
# style.window.background = frame("frame.png", 12, 12)
## margin is space surrounding the window, where the background
## is not drawn.
# style.window.left_margin = 6
# style.window.right_margin = 6
# style.window.top_margin = 6
# style.window.bottom_margin = 6
## padding is space inside the window, where the background is
## drawn.
# style.window.left_padding = 6
# style.window.right_padding = 6
# style.window.top_padding = 6
# style.window.bottom_padding = 6
## this is the minimum height of the window, including the margins
## and padding.
# style.window.yminimum = 250
#########################################
## this lets you change the placement of the main menu.
## the way placement works is that we find an anchor point
## inside a displayable, and a position (pos) point on the
## screen. we then place the displayable so the two points are
## at the same place.
## an anchor/pos can be given as an integer or a floating point
## number. if an integer, the number is interpreted as a number
## of pixels from the upper-left corner. if a floating point,
## the number is interpreted as a fraction of the size of the
## displayable or screen.
# style.mm_menu_frame.xpos = 0.5
# style.mm_menu_frame.xanchor = 0.5
# style.mm_menu_frame.ypos = 0.75
# style.mm_menu_frame.yanchor = 0.5
#########################################
## these let you customize the default font used for text in ren'py.
## the file containing the default font.
# style.default.font = "dejavusans.ttf"
## the default size of text.
# style.default.size = 22
## note that these only change the size of some of the text. other
## buttons have their own styles.
#########################################
## these settings let you change some of the sounds that are used by
## ren'py.
## set this to false if the game does not have any sound effects.
config.has_sound = true
## set this to false if the game does not have any music.
config.has_music = true
## set this to true if the game has voicing.
config.has_voice = false
## sounds that are used when button and imagemaps are clicked.
# style.button.activate_sound = "click.wav"
# style.imagemap.activate_sound = "click.wav"
## sounds that are used when entering and exiting the game menu.
# config.enter_sound = "click.wav"
# config.exit_sound = "click.wav"
## a sample sound that can be played to check the sound volume.
# config.sample_sound = "click.wav"
## music that is played while the user is at the main menu.
# config.main_menu_music = "main_menu_theme.ogg"
#########################################
## help.
## this lets you configure the help option on the ren'py menus.
## it may be:
## - a label in the script, in which case that label is called to
## show help to the user.
## - a file name relative to the base directory, which is opened in a
## web browser.
## - none, to disable help.
config.help = "readme.html"
#########################################
## transitions.
## used when entering the game menu from the game.
config.enter_transition = none
## used when exiting the game menu to the game.
config.exit_transition = none
## used between screens of the game menu.
config.intra_transition = none
## used when entering the game menu from the main menu.
config.main_game_transition = none
## used when returning to the main menu from the game.
config.game_main_transition = none
## used when entering the main menu from the splashscreen.
config.end_splash_transition = dissolve
## used when entering the main menu after the game has ended.
config.end_game_transition =
## used when a game is loaded.
config.after_load_transition = none
## used when the window is shown.
config.window_show_transition = none
## used when the window is hidden.
config.window_hide_transition = none
## used when showing nvl-mode text directly after adv-mode text.
config.adv_nvl_transition = dissolve
## used when showing adv-mode text directly after nvl-mode text.
config.nvl_adv_transition = dissolve
## used when yesno is shown.
config.enter_yesno_transition = none
## used when the yesno is hidden.
config.exit_yesno_transition = none
## used when entering a replay
config.enter_replay_transition = none
## used when exiting a replay
config.exit_replay_transition = none
## used when the image is changed by a say statement with image attributes.
config.say_attribute_transition = none
#########################################
## this is the name of the directory where the game's data is
## stored. (it needs to be set early, before any other init code
## is run, so the persistent information can be found by the init code.)
python early:
config.save_directory = "firstvisualnovel-1425853860"
init -1 python hide:
#########################################
## default values of preferences.
## note: these options are only evaluated the first time a
## game is run. to have them run a second time, delete
## game/saves/persistent
## should we start in fullscreen mode?
config.default_fullscreen = false
## the default text speed in characters per second. 0 is infinite.
config.default_text_cps = 0
## the default auto-forward time setting.
config.default_afm_time = 10
#########################################
## more customizations can go here.
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Zetsubou
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#7
Post
by Zetsubou » Mon Mar 09, 2015 7:40 pm
I think the error is being thrown by
Edit: actually... is "none" valid? I think all of those need to be changed to "None".
Finished games
-My games: Sickness, Wander No More, Max Massacre, Humanity Must Perish, Tomboys Need Love Too, Sable's Grimoire, My Heart Grows Fonder, Man And Elf, A Dragon's Treasure
-Commissions: No One But You, Written In The Sky, Diamond Rose, To Libertad, Catch Canvas, Love Ribbon, Happy Campers, Wolf Tails
Working on:
Sable's Grimoire 2

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amaturemanga
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#8
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by amaturemanga » Mon Mar 09, 2015 7:46 pm
Zetsubou wrote:I think the error is being thrown by
Edit: actually... is "none" valid? I think all of those need to be changed to "None".
well i changed the end game transition to = None and now its working but now its not dissolving.
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Zetsubou
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#9
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by Zetsubou » Mon Mar 09, 2015 7:48 pm
You could try something like "Dissolve(2.0)" instead, if only to make sure that it works.
dissolve is fairly quick, so it might be hard to tell.
Finished games
-My games: Sickness, Wander No More, Max Massacre, Humanity Must Perish, Tomboys Need Love Too, Sable's Grimoire, My Heart Grows Fonder, Man And Elf, A Dragon's Treasure
-Commissions: No One But You, Written In The Sky, Diamond Rose, To Libertad, Catch Canvas, Love Ribbon, Happy Campers, Wolf Tails
Working on:
Sable's Grimoire 2

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amaturemanga
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#10
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by amaturemanga » Mon Mar 09, 2015 8:01 pm
Zetsubou wrote:You could try something like "Dissolve(2.0)" instead, if only to make sure that it works.
dissolve is fairly quick, so it might be hard to tell.
ok its working now what i did is i added dissolve(2) and i got an error so i deleted the (2) and tried it again and now the dissolve is working thanks for the help.
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Donmai
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#11
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by Donmai » Mon Mar 09, 2015 9:18 pm
will surely give you an error.
will work.
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