i copy label splashscreen: into mainmenu.rpy
is it all right?label splashscreen:
scene black
show text "rouch7 Presents...' with fade
$ renpy.pause(1.0)
hide text with fade
return
thx
is it all right?label splashscreen:
scene black
show text "rouch7 Presents...' with fade
$ renpy.pause(1.0)
hide text with fade
return
You should never touch any of the files in the common/ directory. I update these files on every release, so you should keep your changes in the game directory so they are not overwritten.saru wrote:i try to make title look like Moonlight Walks
i copy label splashscreen: into mainmenu.rpy
Well, you should keep the code in script.rpy. But assuming what you want is to fade in "rouch7 presents..." on a black screen, and then fade it out again, that will work. Actually, since you're going to and from a black screen, it's probably better to use dissolve.Code: Select all
label splashscreen: scene black show text "rouch7 Presents...' with fade $ renpy.pause(1.0) hide text with fade return
Code: Select all
label splashscreen:
scene black
show text "rouch7 presents...' with dissolve
$ renpy.pause(1.0)
hide text with dissolve
return
Code: Select all
label splashscreen:
scene black
with None
scene bigbeach1 at Pan((0, 300), (0, 1200), 9.0)
if renpy.with(dissolve):
jump end_splash
# .5
show presents at Position(yanchor='center', ypos=0.5)
if renpy.with(slowdissolve):
jump end_splash
# 1.5 s
if renpy.pause(2.5):
jump end_splash
# 4.0 s
hide presents
if renpy.with(slowdissolve):
jump end_splash
# 5.0 s
if renpy.pause(4.0):
jump end_splash
# 9.0 s
label end_splash:
$ renpy.music_start('waves.ogg')
$ renpy.transition(slowdissolve)
return
That's an interesting question. I see nothing wrong with it.PyTom wrote:Hm... should I just release the script to moonlight walks, as an example? What do people think?
I know I've thought of releasing the WIRTW code, so that I can illustrate points with it in answering questions. I didn't use much fancy techniques, but one man's basics are another's fancy techniques. The MW source would probably make more sense, being an official American Bishoujo release. It might be coolPyTom wrote:Hm... should I just release the script to moonlight walks, as an example? What do people think?
Hm... what effects is the demo game missing? Offhand, I can only think of various types of motion, the pixellate transition not being explicitly mentioned, and a few more variants of cropmove.mikey wrote:Personally though, I'd like to see all the effects Ren'Py offers, like you used to do in the Demo Game, which isn't updated anymore. People would be able to see all that in action, while having a script.
That's them ^_^. I just liked the way various movements were presented that I wanted to see the others in action as well...PyTom wrote:Hm... what effects is the demo game missing? Offhand, I can only think of various types of motion, the pixellate transition not being explicitly mentioned, and a few more variants of cropmove.
As someone who hasn't played the game yet, I'd say no... keep the source under wraps for the most part... but don't be afraid to use non-spoiler code bits as examples.PyTom wrote:Hm... should I just release the script to moonlight walks, as an example? What do people think?
Agh... forgot to log in. Anyway, adding to that, one thing I'd like to see (eventually) is a comprehensive Ren'Py Object Model, covering all of the objects and attributes. The manual already does this to a certain extent, but it could be taken to the next level.Guest (PixelWrangler) wrote:As someone who hasn't played the game yet, I'd say no... keep the source under wraps for the most part... but don't be afraid to use non-spoiler code bits as examples.PyTom wrote:Hm... should I just release the script to moonlight walks, as an example? What do people think?
Just my two Lincoln-headed coins' worth.
P.W.
I'm not sure what you mean by this. In general, the Ren'Py user shouldn't care about the attributes of objects, but instead should care mostly about constructor arguments and the like. (The exception is style properties... but those are fairly well documented.)PixelWrangler wrote: Agh... forgot to log in. Anyway, adding to that, one thing I'd like to see (eventually) is a comprehensive Ren'Py Object Model, covering all of the objects and attributes. The manual already does this to a certain extent, but it could be taken to the next level.
I think he means something like taking the character declaration statement ["character([whatever the arguements are])"], and explaining each of the arguements individually, allowing the reader to see exactly what does what, and extending said documentation to... *loading train of thought... please wait... thanks for waiting!* maybe some basic Python script (like the dayplanner that I'd like to see actually used in a game!). I dunno, because [I've learned] I'm not PixelWrangler, and therefore cannot share his thought processes. (not that I think he has many... don't hurt me!)PyTom wrote:I'm not sure what you mean by this...PixelWrangler wrote: Agh... forgot to log in. Anyway, adding to that, one thing I'd like to see (eventually) is a comprehensive Ren'Py Object Model, covering all of the objects and attributes. The manual already does this to a certain extent, but it could be taken to the next level.
That pretty much covers it, possibly minus actual Python script... basically, a description of objects (frame, character, etc), and all of the sub-attributes, with parameters for what can be assigned to them, as well as syntactical representations where applicable.Megaman Z wrote:I think he means something like taking the character declaration statement ["character([whatever the arguements are])"], and explaining each of the arguements individually, allowing the reader to see exactly what does what, and extending said documentation to... *loading train of thought... please wait... thanks for waiting!* maybe some basic Python script (like the dayplanner that I'd like to see actually used in a game!).PyTom wrote:I'm not sure what you mean by this...PixelWrangler wrote: Agh... forgot to log in. Anyway, adding to that, one thing I'd like to see (eventually) is a comprehensive Ren'Py Object Model, covering all of the objects and attributes. The manual already does this to a certain extent, but it could be taken to the next level.
*sigh*Megaman Z wrote:I dunno, because [I've learned] I'm not PixelWrangler, and therefore cannot share his thought processes. (not that I think he has many... don't hurt me!)
http://www.bishoujo.us/renpy/dl/4.8.3/r ... #CharacterMegaman Z wrote:I think he means something like taking the character declaration statement ["character([whatever the arguements are])"], and explaining each of the arguements individually
Okay, most of the objects that you'll deal with in Ren'Py are fairly opaque, after they have been constructed. Once you create, say, and im.Image, there's really not much you can do with it.PyTom wrote: You're right, you do... and now that I read MMZ's description a little more closely, it's not really a breakout of function arguments, but rather a reference for alterable properties of various elements. For example, a list of all attributes and properties in a renpy.frame object that can be altered.
Code: Select all
init:
$ style.create('crazy_window', 'window')
$ style.crazy_window.ypos = 0.5
$ ui.window(style='crazy_window')
Code: Select all
$ ui.window(ypos=0.5)
Don't think of a Ren'Py script by analogy to a programming language. Instead, think of it by analogy to a script to a TV show, with the important things being blocks of dialogue and narration.I was assuming that a Ren'Py application was structured in an object-oriented fashion, since some of the syntax bore a striking resemblance to object-oriented Javascript programming I've worked with. (main_menu.textcolor=..., for example)
Of course, Ren'Py may not even be structured this way... in extremely general terms, I'm trying to get my head around Ren'Py as an application... failing all else, I will eventually do so by simply working with it.
(for those who are new to the forum, that's the second time he's done it on accident... do not blame him for it, it's just human nature to screw things up once in a while)PyTom wrote:Gorram it! I did it again. I clicked "edit" when I should have clicked "quote". So that last post is really my response to PW's post, which is now lost. We apologize for the inconvenience.
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