OK,
@SciGuy. It's a bit hard to figure out exactly what's going on without seeing the indentation, but here are some basics.
I'm assuming what you meant was
Code:
show erica leave:
xpos 0.8 ypos 0.5
with move
pause (.1)
hide erica
Although what you are trying to do is legal (although you might have indentation issues), it's not necessarily best practice.
Things like "xpos, ypos, etc." are used within screens to position stuff and to define transforms. So let's assume that you have a character that you want to start out at 0.8, 0.5, and then you want to have that character exit off the screen to the right. What you can do is to define an animation transform that does that:
Code:
transform move_off_to_right:
xpos 0.8 ypos 0.5
ease 1.0 xpos 1.2
This defines a transform that starts the character at (0.8, 0.5) and then, over a period of one second, animates it to (1.2, 0.5), using the "ease" warping (which starts out slow, speeds up, and then slows down at the other end).
Then what you can do is:
Code:
show erica leave at move_off_to_right
hide erica
(I'm assuming that "erica leave" is one of your images.)
If you had any "erica" image on the screen before you executed this, that erica image would be replaced by "erica leave", and then the "erica leave" image would slide off to the right. The game will pause automatically while this animation is going on, then will continue with the next game statement, which will hide the erica image. (Even though it's off-screen, unless you hide it, it's still taking up resources, because Ren'py is thinking you might want to move it back onscreen. So maybe before that, you'd also have
Code:
transform watching_the_tv
xpos 0.8 ypos 0.5
and what you'd do is
Code:
show erica at watching_the_tv
e "Hey, good program."
e "but it's time to leave"
show erica leaving at move_off_to_right
hide erica
The first transform puts erica in the spot to watch the TV, without any motion. Then she gets replaced (at the same spot on the screen, since both transforms start out at the same spot) by "erica leaving" and slides away.
The "at" notation introduces a transform onto another image, which is used to move an image around, scale it, etc., while "with" introduces a transition - things like "dissolve". You can mix the two, but it gets trickier. But when you do the "show" command, you generally want to have pre-defined the transforms.
(BTW, don't mix the transforms into your text sequences - it works, but it's ugly. Define them at the top of the file or at the bottom, or in their own file. It'll save you - and the Renpy parser - a lot of hassle)
You can also create images that have transforms built in. For example, another way to do the above is:
Code:
image erica leaving_to_right:
"the_erica_image.png"
xpos 0.8 ypos 0.5
ease 1.0 xpos 1.2
Displaying this image:
Code:
show erica at watching_the_tv
e "Hey, good program."
e "but it's time to leave"
show erica leaving_to_right
hide erica
does basically the same thing as the above. When you tack the transform declarations onto the image declaration, what Ren'py does is take the PNG, wrap it in a Transform and then save that as "erica leaving_to_right", so by showing that image, you're essentially bringing along the "at" transform without having to name it.
Hopefully that starts getting you on the correct track.