Thats nice but i dont get to the menu to make serum or anything else im stuck at screens leading me nowhere.[QUOTE = "Yggalf, post: 1751150, member: 225607"] Eu não sei como tocar isso. Nada diz a você o que diabos fazer e metade do tempo você encontra um bug ou um beco sem saída. Como falar com a mãe, então nada acontece ... [/ QUOTE]
[QUOTE = "Yggalf, post: 1751150, member: 225607"] Eu não sei como tocar isso. Nada diz a você o que diabos fazer e metade do tempo você encontra um bug ou um beco sem saída. Como falar com a mãe, então nada acontece ... [/ QUOTE]
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label corridor:
#lobby3like
$hideall()
show screen fullshud
show screen phonebuttonfulls
show screen infobuttonfulls
show screen mapbuttonfulls
show screen timeforwardfulls
show screen money_display
show screen kitchen
show screen bathroom
show screen toilet
show screen garden
show screen basement
show screen lobbycorridor
if dtime == 0 or dtime == 1 or dtime == 2 or dtime == 3:
scene corridormapbase
else:
scene corridormapbasenight
$renpy.pause(hard=True)
label lobby:
$hideall()
show screen fullshud
show screen phonebuttonfulls
show screen infobuttonfulls
show screen mapbuttonfulls
show screen timeforwardfulls
show screen money_display
if dtime == 0 or dtime == 1 or dtime == 2 or dtime == 3:
scene lobbybase
else:
scene lobbybasenight
show screen entrance
show screen corridor
show screen lobbytwostairs
show screen livingroom
$renpy.pause(hard=True)
label lobbytwo:
$hideall()
# The common part of the HUD
screen mainHUD:
frame:
pos (1550, 0)
image "fullshud"
imagebutton:
# If only /idle/ is defined, the image will be used
# for all the other properties.
idle "phonebuttonfulls"
xpos 1740 ypos 10
# It will show a screen, so just show it !!!
action Show("phonebuttonfulls")
imagebutton:
idle "infobuttonfulls"
xpos 1820 ypos 12
action Show("infobuttonfulls")
imagebutton:
idle "mapbuttonfulls"
xpos 1600 ypos 10
# Even the map can just be shown.
action Show("map")
[...]
# You absolutely don't need two screens for this !!!
screen phonebuttonfulls:
# Make the screen modal, so the player can't click on
# whatever isn't this screen.
modal True
# It's just an image, why using /imagebutton/ ?????
add "fullphone":
xpos 755 ypos 55
imagebutton:
idle "phonecrossexit"
xpos 930 ypos 765
# The action is to hide the screen, so just hide it.
action Hide("phonebuttonfulls")
# Same than above.
screen infobuttonfulls:
modal True
add "fullinfo":
xpos 653 ypos 243
imagebutton:
idle "phonecrossexit"
xpos 930 ypos 765
action Hide("infobuttonfulls")
screen map:
add map
imagebutton:
idle "bank"
xpos 850 ypos 435
# Here you effectively need to Jump somewhere else.
# But before you hide the map.
action [ Hide( "map" ), Jump("bank") ]
imagebutton:
idle "momwork"
xpos 1300 ypos 225
action [ Hide( "map" ), Jump("momwork") ]
[...]
# Include the screen for the common HUD
use mainHUD
screen corridorHUD:
imagebutton:
idle "gardenbutton"
xpos 50 ypos 875
# It's a called screen, it expect that you return
# a value. Here the value is the location where the
# player want to go.
action Return("garden")
imagebutton:
idle "kitchenbutton"
xpos 300 ypos 875
action Return("kitchen")
imagebutton:
idle "bathroombutton"
xpos 550 ypos 875
action Return("bathroom")
imagebutton:
idle "toiletbutton"
xpos 800 ypos 875
action Return("toilet")
imagebutton:
idle "basementbutton"
xpos 1050 ypos 875
action Return("basement")
imagebutton:
idle "lobbybutton"
xpos 1750 ypos 875
action Return("lobby")
# Once again, include the common HUD.
use mainHUD
label corridor:
# Display the background according to the day time.
# The value need to be one on the given list.
if dtime in [0, 1, 2, 3]:
scene corridormapbase
else:
scene corridormapbasenight
# Call the screen that display the buttons for the free
# roaming part. Ren'py will wait that the player click
# on one of them before doing anything else. The screen
# will be automatically hidden after this.
call screen corridorHUD
# The value returned by the screen is stored in the
# /_return/ variable. Just test the asked destination
# and jump to the right place. There's others way to
# do this, but less easy to understand.
if where == "kitchen":
jump kitchen
elif where == "bathroom" :
jump bathroom
elif where == "toilet":
jump toilet
elif where == "garden":
jump garden
elif where == "basement":
jump basement
elif where == "lobbycorridor":
jump lobbycorridor
# And that's all. The code will works as intended and
# the game will no more be totally broke.
I appreciate your suggestion and information, i saw your last reply. I didn't fix the bug not because i don't care about what you wrote or things like this but just because i tried in a lot of ways and i also asked in lemmasoft, i read the documentation but i didn't understand it, it's the first time on my life that i try to approce something like coding i want to learn and i want to fix these issues, i have a post-it of things to do for 0.5.0 and fix this huge problem was wrote in it, i didn't remove it so i also have this thing to fix i hope for 0.6.0, im sad about it and im angry to myself because im doing a lot of mistakes and not solving them, this isn't easy for me, this give me an amount of stress that i never had but i want to finish this project, i want people that says me that i did a good job and i promess you and everyone else there in past present and future that i will do my best to make you happy. Thanks again AON!Alright... I'll try again...
Please @RSSINFRos take the time to learn a little about Ren'py before the next update. It will really help the game to have more supporters. If the Skip and Auto-Advance feature don't works with a Ren'py game, it' the undeniable proof that the code is wrong.
Not only use called label like I previously said, but also learn to properly use screens, because it's the main reason why the game is broken. They can be, and in fact for a game like yours should be,You must be registered to see the links. The game is broke with both Skip and Auto-advance, because both feature don't take count of the pause, while your whole game rely on them to handle players free roaming.
By example, you have this in your code :
Due to the way Ren'py works, the Skip and Auto-advance feature will display all those screens (that can be only one), display the background according to the actual time of the day, then continue with the lobby label, hide all the screens, display all the asked screens, display the new background, then continue with the lobbytwo label, and it will continue like this until there's an effective interaction with the player. So if dtime is 3, it will continue until the line 2484, which is the first effective interaction.Code:label corridor: #lobby3like $hideall() show screen fullshud show screen phonebuttonfulls show screen infobuttonfulls show screen mapbuttonfulls show screen timeforwardfulls show screen money_display show screen kitchen show screen bathroom show screen toilet show screen garden show screen basement show screen lobbycorridor if dtime == 0 or dtime == 1 or dtime == 2 or dtime == 3: scene corridormapbase else: scene corridormapbasenight $renpy.pause(hard=True) label lobby: $hideall() show screen fullshud show screen phonebuttonfulls show screen infobuttonfulls show screen mapbuttonfulls show screen timeforwardfulls show screen money_display if dtime == 0 or dtime == 1 or dtime == 2 or dtime == 3: scene lobbybase else: scene lobbybasenight show screen entrance show screen corridor show screen lobbytwostairs show screen livingroom $renpy.pause(hard=True) label lobbytwo: $hideall()
What should be done, is this :
Now, it's up to you to continue with your actual code or start using one like this. But if you expect to have a game enjoyable to be played, well a game that isn't broke is always the best way to achieve this...Python:# The common part of the HUD screen mainHUD: frame: pos (1550, 0) image "fullshud" imagebutton: # If only /idle/ is defined, the image will be used # for all the other properties. idle "phonebuttonfulls" xpos 1740 ypos 10 # It will show a screen, so just show it !!! action Show("phonebuttonfulls") imagebutton: idle "infobuttonfulls" xpos 1820 ypos 12 action Show("infobuttonfulls") imagebutton: idle "mapbuttonfulls" xpos 1600 ypos 10 # Even the map can just be shown. action Show("map") [...] # You absolutely don't need two screens for this !!! screen phonebuttonfulls: # Make the screen modal, so the player can't click on # whatever isn't this screen. modal True # It's just an image, why using /imagebutton/ ????? add "fullphone": xpos 755 ypos 55 imagebutton: idle "phonecrossexit" xpos 930 ypos 765 # The action is to hide the screen, so just hide it. action Hide("phonebuttonfulls") # Same than above. screen infobuttonfulls: modal True add "fullinfo": xpos 653 ypos 243 imagebutton: idle "phonecrossexit" xpos 930 ypos 765 action Hide("infobuttonfulls") screen map: add map imagebutton: idle "bank" xpos 850 ypos 435 # Here you effectively need to Jump somewhere else. # But before you hide the map. action [ Hide( "map" ), Jump("bank") ] imagebutton: idle "momwork" xpos 1300 ypos 225 action [ Hide( "map" ), Jump("momwork") ] [...] # Include the screen for the common HUD use mainHUD screen corridorHUD: imagebutton: idle "gardenbutton" xpos 50 ypos 875 # It's a called screen, it expect that you return # a value. Here the value is the location where the # player want to go. action Return("garden") imagebutton: idle "kitchenbutton" xpos 300 ypos 875 action Return("kitchen") imagebutton: idle "bathroombutton" xpos 550 ypos 875 action Return("bathroom") imagebutton: idle "toiletbutton" xpos 800 ypos 875 action Return("toilet") imagebutton: idle "basementbutton" xpos 1050 ypos 875 action Return("basement") imagebutton: idle "lobbybutton" xpos 1750 ypos 875 action Return("lobby") # Once again, include the common HUD. use mainHUD label corridor: # Display the background according to the day time. # The value need to be one on the given list. if dtime in [0, 1, 2, 3]: scene corridormapbase else: scene corridormapbasenight # Call the screen that display the buttons for the free # roaming part. Ren'py will wait that the player click # on one of them before doing anything else. The screen # will be automatically hidden after this. call screen corridorHUD # The value returned by the screen is stored in the # /_return/ variable. Just test the asked destination # and jump to the right place. There's others way to # do this, but less easy to understand. if where == "kitchen": jump kitchen elif where == "bathroom" : jump bathroom elif where == "toilet": jump toilet elif where == "garden": jump garden elif where == "basement": jump basement elif where == "lobbycorridor": jump lobbycorridor # And that's all. The code will works as intended and # the game will no more be totally broke.
Just go home. If you are already at home, go to the entrance till she comes to you.I made things cool with the teacher for little sister. How do I then tell her?
That gives me an error. So I probably need to get a fix or something.Just go home. If you are already at home, go to the entrance till she comes to you.
Take the file from this post or the one after that. This should work.That gives me an error. So I probably need to get a fix or something.
I thought about an italian version translated with google translate but im scared that the result can be even worst...btw mr. @RSSINFRos, have you considered an Italian version along side the english version, having a version in Italian might also help you with the translation, or help others help with it
Do you mean English -> Italian with google, or Italian -> English with google? Because my guess is that Italian is your mother tongue, but of course I do not know for sure.I thought about an italian version translated with google translate but im scared that the result can be even worst...
Italian to English, yes my mother tongue is Italian!Do you mean English -> Italian with google, or Italian -> English with google? Because my guess is that Italian is your mother tongue, but of course I do not know for sure.
Maybe another italian speaking user could help translating it into english.Italian to English, yes my mother tongue is Italian!
It is good practice for you to do the translation yourself, an Italian version would allow you to focus on the translation from a clean Italian text, instead of writing it down in english without Italian in the middle.Italian to English, yes my mother tongue is Italian!
Are you talking about the ctrl bug? If you are talking about it i hope to solve it in the next releaseI really want to like this game but having it crash when you hold control on text you've already seen (not unseen or flipping through scenes just TEXT) is a real fucking ball buster.