Author Topic: General Discussion  (Read 3821361 times)

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Offline MuteDay

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Re: General Discussion
« Reply #7725 on: June 18, 2016, 01:44:28 PM »
sorry about using wrong place, just trying to understand renpy fully
Please Enjoy all the hard work i Do to help make the game and forums a better place :)

Offline DarkTl

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Re: General Discussion
« Reply #7726 on: June 19, 2016, 12:29:27 PM »
Returned from my vacation  :)
Tagger update, I added a small menu where you can select background color to help with noticing artifacts for portraits and sprites.

sorry about using wrong place, just trying to understand renpy fully
You can freely post here questions about renpy/python, I do it all the time  :D

Offline Xela

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Re: General Discussion
« Reply #7727 on: June 19, 2016, 05:03:51 PM »
I'll be around more starting the week after next (hopefully) :)

FG is getting into shape line by line but I need 5 - 6 hours to get it to run and debug.
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Offline DarkTl

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Re: General Discussion
« Reply #7728 on: June 20, 2016, 11:12:14 AM »
Could you add a field for consubales which is the name of a label where the game should jump if the item was used? Will help a lot for creating complex items. To avoid conflicts, it could just overwrite any other items effects if exists. Of course it still should affect the one who used the item, ie character or MC.
« Last Edit: June 20, 2016, 11:18:11 AM by DarkTl »

Offline Xela

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Re: General Discussion
« Reply #7729 on: June 20, 2016, 06:47:47 PM »
Could you add a field for consubales which is the name of a label where the game should jump if the item was used? Will help a lot for creating complex items. To avoid conflicts, it could just overwrite any other items effects if exists. Of course it still should affect the one who used the item, ie character or MC.

That's not hard, I'll take a look tomorrow if time permits. Is this just for logic? Or will there be events bound? I need to know to avoid interaction in interaction errors...
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Offline DarkTl

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Re: General Discussion
« Reply #7730 on: June 21, 2016, 12:43:05 AM »
Well, in fact I wanted it for events too. Not interaction module type of events, more like VN type of events.

Offline Xela

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Re: General Discussion
« Reply #7731 on: June 21, 2016, 03:36:25 AM »
Well, in fact I wanted it for events too. Not interaction module type of events, more like VN type of events.

Ok. We'll have to structure it accordingly, logic is much simpler and safer than VN stuff but both are always possible.
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Offline DarkTl

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Re: General Discussion
« Reply #7732 on: June 21, 2016, 05:42:12 AM »
At the character equipment screen switching between girl and hero inventories resets items filter. Is it intentional or just happened to be like that? Because it's a bit inconvenient.

Offline Xela

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Re: General Discussion
« Reply #7733 on: June 21, 2016, 06:01:45 AM »
At the character equipment screen switching between girl and hero inventories resets items filter. Is it intentional or just happened to be like that? Because it's a bit inconvenient.

I think each inventory keeps it's own filter setting + MC would normally have more items in more slots than the char so it makes sense to reset to all. It should be possible to keep the filter using an interim var or something like that.
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Offline DarkTl

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Re: General Discussion
« Reply #7734 on: June 21, 2016, 06:12:23 AM »
I create items for a very long time, and many times noticed that sometimes testing inventories (MC and Hinata) don't have the item that I want to test. Restarting the game usually solves it. I believe the way of adding items to them is randomized, and that leads to such cases.
I always thought it's a minor thing that will be resolved eventually, but after a few years of enduring I'm tired of it  :)

Offline Xela

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Re: General Discussion
« Reply #7735 on: June 21, 2016, 07:10:56 AM »
LoL

Yeap, that's a random thing for testing, you can add items yourself as needed or I can make sure every item is added to MC and Hinata...
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Offline DarkTl

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Re: General Discussion
« Reply #7736 on: June 21, 2016, 07:27:35 AM »
Yeah, ideally they should have multiple copies of every item.

Offline Xela

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Re: General Discussion
« Reply #7737 on: June 21, 2016, 07:44:16 AM »
I've just started looking into items, looks like some preparations were made for the system: item.jump_to_label

In either case, going to add all items to mc/h firsts.
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Offline Xela

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Re: General Discussion
« Reply #7738 on: June 21, 2016, 07:49:04 AM »
Yeah, ideally they should have multiple copies of every item.

Ok, you'll have to grab my testing file because it is handled there. I am going to take a look at jumping to labels from items now.
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Offline Xela

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Re: General Discussion
« Reply #7739 on: June 21, 2016, 08:31:08 AM »
Oki, jump_to_label is working now... you can try it out. It was already working but messy as hell.
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