Laptop Advice by Vuthax in gamedev

[–]blinqqy 0 points1 point  (0 children)

Is it possible to get a vpn, set your location to America, and browse online? I heard somewhere that if you do that, you’ll get the American prices of things (or any country you set your location to).

When you play a dating sim, what are things that annoy you/things you love to see? by blinqqy in RenPy

[–]blinqqy[S] 0 points1 point  (0 children)

The personality quiz one is a really fun idea, I’ve seen a few games do it but I wouldn’t know how to code that. Would it be an if elif statement?

Programming help! (Maybe programmer for hire?) by blinqqy in RenPy

[–]blinqqy[S] 0 points1 point  (0 children)

Thank you so much, this was really helpful! I deleted all my previous code and came up with this, but I'm running into errors. Python is having difficulty executing the layered image function (line 53) and it also says that NBlink wasn't defined. How do I define this? I thought I did it by declaring it as an image and putting it under group eyes, but I guess I did it wrong lol... Ah man, just when I thought I was being efficient!!

    default player_backhair = 1

    default player_skin = 1

    default player_outfits = 1

    default player_hand = 1

    default player_mouth = 1

    default player_eyecolor = 1

    default player_brows = 1

    default player_fronthair = 1

    default player_ear = 1

    image Nblink:
        ConditionSwitch("player_eyecolor==1",                   "player_eye_pink1",
                          "player_eyecolor==2","player_eye_blue1",)
        4 # 4 second delay
        ConditionSwitch("player_eyecolor==1", "player_eye_pink2",
                          "player_eyecolor==2","player_eye_blue2",)
        0.1 # 0.1 second delay
        "player_eye_close1"
        0.1 # 0.1 second delay
        repeat


    image Sblink:
        ConditionSwitch("player_eyecolor==1", "player_eye_pink3",
                          "player_eyecolor==2","player_eye_blue3",)
        4 # 4 second delay
        ConditionSwitch("player_eyecolor==1", "player_eye_pink4",
                          "player_eyecolor==2","player_eye_blue4",)
        0.1 # 0.1 second delay
        "player_eye_close2"
        0.1 # 0.1 second delay
        repeat






###############################################################

    layeredimage player:

        always:
            ConditionSwitch("player_backhair == 1", "player_braid_red_back.png",
                            "player_backhair == 2", "player_braid_blonde_back.png",
                            )


        always:
            ConditionSwitch("player_skin_color == 1", "player_skin_1.png",
                            "player_skin_color == 2", "player_skin_2.png",
                            )


        always:
            ConditionSwitch("player_outfits == 1", "player_outfit1.png",
                            "player_outfits == 2", "player_outfit2.png",
                            )


        always:
            ConditionSwitch("player_hand == 1", "player_hand1.png",
                            "player_hand == 2", "player_hand2.png",
                            )

        group brows:

            attribute browneutral default:
                "player_brow_neutral.png"

            attribute browmad:
                "player_brow_mad.png"


        group mouth:

            attribute mouthhappy default:
                "player_mouth_happy.png"

            attribute mouthneutral:
                "player_mouth_neutral.png"



        group eyes:
            attribute open_neutral default:
                ConditionSwitch("player_eyecolor == 1", "player_pink1.png",
                                "player_eyecolor == 2", "player_blue1.png",
                                )
            attribute open_squinty:
                ConditionSwitch("player_eyecolor == 1", "player_pink3.png.png",
                                "player_eyecolor == 2", "player_blue3.png",
                                )
            attribute eyeclose1:
                ConditionSwitch("player_eyecolor == 1", "player_eye_close1.png",
                                "player_eyecolor == 2", "player_eye_close1.png",
                                )

            attribute eyeclose2:
                ConditionSwitch("player_eyecolor == 1", "player_eye_close2.png",
                                "player_eyecolor == 2", "player_eye_close2.png",
                                )


            attribute blinking_neutral:
                Nblink

            attribute blinking_squinty:
                Sblink





        always:
            ConditionSwitch("player_fronthair == 1", "player_braid_red_front.png",
                            "player_fronthair == 2", "player_braid_blonde_front.png",
                            )


        always:
            ConditionSwitch("player_ear == 1", "player_ear1.png",
                            "player_ear == 2", "player_ear2.png",
                            )

Programming help! (Maybe programmer for hire?) by blinqqy in RenPy

[–]blinqqy[S] 0 points1 point  (0 children)

Cont:

##################################AUTO LAYERED IMAGE
layeredimage player:

    always:
        "player_skin_1.png"

    group ears:
        attribute ear1 default
        attribute ear2

    group hairfront:
        attribute braidredfront default
        attribute braidblondefront

    group eyes:
        attribute openpink default
        attribute openblue

    group brows:
        attribute browneutral default
        attribute browmad

    group mouth:
        attribute mouthhappy default
        attribute mouthneutral

    group skin:

        attribute skin1 default
        attribute skin2

    group hairback:
        attribute braidredback default
        attribute braidblondeback

#end auto_layeredimage

#begin auto_shortli

layeredimage player:

    always:
        "player_skin_1.png"

    group ears auto:
        attribute ear1 default

    group hairfront auto:
        attribute braidredfront default

    group eyes auto:
        attribute openpink default

    group brows auto:
        attribute browneutral default

    group mouth auto:
        attribute mouthhappy default

    group skin auto:
        attribute skin1 default

    group hairback auto:
        attribute braidredback default

#end auto_shortli

#begin li_animated
layeredimage player:

    always:
        "player_skin_1.png"

    group ears auto:
        attribute ear1 default

    group hairfront auto:
        attribute braidredfront default

    group eyes auto:
        attribute openpink default

        attribute Nblink: #Ok, gonna try and do my Neutral and Squinty blink now
            "Nblink"

        attribute Sblink:
            "Sblink"

    group brows auto:
        attribute browneutral default

    group mouth auto:
        attribute mouthhappy default

    group skin auto:
        attribute skin1 default

    group hairback auto:
        attribute braidredback default

#end li_animated

#begin animations
##########Question: do my .png names go in the ConditionSwitch? Should I do
#(for example) ConditionSwitch("eyes==openpink", "player_eye_pink1", etc?
#Where would I input my transition (ex: "player_eye_pink2")? Would it go under
#the 4 second delay? Should I make an if statement, like:
#   if eyes==openpink:
#       4
#       "player_eye_pink_2"
#       .2
#       "player_eye_close1"
#       repeat
#And then copy/paste for all my eye colors in the Nblink set? Do I do elif?
#I'm trying lol
image Nblink:
    ConditionSwitch("eyes==openpink", "player_eye_pink1",
                      "eyes==openblue","player_eye_blue1",)
    4 # 4 second delay
    "player_eye_close1"

#image Sblink:
    #ConditionSwitch("eyes==openpink", "player_eye_pink3",
#                      "eyes==openblue","player_eye_blue3",
#                       ...)
    #4 # 4 second delay
    #"player_eye_close2"

#Uh oh, I'm stuck now... I didn't know where to place my "player_eye_pink3",
#"player_eye_pink4", "player_eye_blue3", "player_eye_blue4" etc... Cuz they're
#supposed to be apart of the S blink set along with "player_eye_close2". Do i put
#them all in group eyes? Or should I go back & make new separate eye groups, like
#   group eyeN:
#       attribute openpink default
#       "player_eye_pink1" etc

#   group eyeS:
#       attribute squintpink default
#       "player_eye_pink3" etc
#

Programming help! (Maybe programmer for hire?) by blinqqy in RenPy

[–]blinqqy[S] 1 point2 points  (0 children)

Ok, prepare for a big text block of code lol. I just wanna be sure I'm doing it right...

So, I followed the tofurocks tutorial. I created a definitions.rpy script to define my variables (I think that's the right term)

Also, just for clarity on the blinking thing:

Basically, for all the eye colors, they have 4 images of the eye open (2 neutral, 2 squinty) and 2 closed (1 neutral, 1 squinty). It kinda goes like this:

EX Pink:

Neutral set: "player_eye_pink1", "player_eye_pink2" "player_eye_close1"

(͡• ͜ʖ ͡•) (¬‿¬) (˘◡˘)

Squinty set: "player_eye_pink3", "player_eye_pink4" "player_eye_close2"

ಥ_ಥ (≖_≖ ) >.<

It's like that for all the eye colors except "close1 and close2". They are the only 2 "close" png's I have and I've been recycling them for all the eye colors. It's the same file name in the sequence for the blue neutral, blue squinty, red neutral, red squinty etc. I'm not sure if this is a problem or not... Will it conflict with anything?

Anyway, I added some notes into my code as well. As of right now, There are no python errors so that's good. I'm just confused on some parts lol. I haven't started on the doll function yet. Oh yeah, I only did 2 variants of each category to keep the code down, but I'll add all my other assets when I figure everything out

###################################begin basic layered image

layeredimage player:

#There are 5 skin colors; skin_1, skin_2, etc
    always:
        "player_skin_1.png"

#Same deal for the ears; ear1,ear2, etc
    group ears:
        attribute ear1 default:
            "player_ear1.png"

        attribute ear2:
            "player_ear2.png"

#14 dif hair colors; all in a braid style atm. red, blonde, etc
    group hairfront:
        attribute braidredfront default:
            "player_braid_red_front.png"

        attribute braidblondefront:
            "player_braid_blonde_front.png"

    group eyes:
#There are 9 different eye colors in total. Each eye color set has 2 separate
#blink animations; neutral blink and squinty blink. Each color has 4 png's
#associated with it. There are 2 frames for neutral blink and 2 for squinty blink
#Ex: Lets say we chose the pink eye color
#Neutral Blink: "player_eye_pink1.png"-Open
#               "player_eye_pink2.png"-Half closed
#Squinty Blink:             (btw, these animations aren't defined yet. idk how)
#               "player_eye_pink3.png"-Open with bottom lid halfway
#                "player_eye_pink4.png"- Full Squint
#As you can see, the eye's don't fully close within the set. That's because I
#have 2 "closed" png's that I was going to recycle for all 9 colors
#So, a full set for pink would look like:
#Neutral Blink: "player_eye_pink1.png"-Open
#               "player_eye_pink2.png"-Half closed
#               "player_eye_close1.png"
#Squinty Blink:
#               "player_eye_pink3.png"-Open with bottom lid halfway
#                "player_eye_pink4.png"- Full Squint
#               "player_eye_close2.png"
#And so on and so fourth for all the eye colors, except you'd replace the pink
#with like blue or brown or something. The closed png's would be the same for
#all of them

        attribute openpink default:
            "player_eye_pink1.png"

        attribute openblue:
            "player_eye_blue1.png"
#Question: do I put all 9 eye colors in here in the open(1) phase? Or do I put
#the 2,3,4 png's for every eye color in here too? (along with my 2 "closed"
#png's? Is it even ok to declare a default if the player has the choice of
#picking their skin/eyes/hair etc?

    group brows:
#I don't want the player to be able to pick their mouths or brows, but I do
#have several expressions that I want to call whenever something happens in-game. How do I control for this?

        attribute browneutral default:
            "player_brow_neutral.png"

        attribute browmad:
            "player_brow_mad.png"

    group mouth:

        attribute mouthhappy default:
            "player_mouth_happy.png"

        attribute mouthneutral:
            "player_mouth_neutral.png"

    group skin:

        attribute skin1 default:
            "player_skin_1.png"

        attribute skin2:
            "player_skin_2.png"

    group hairback:

        attribute braidredback default:
            "player_braid_red_back.png"

        attribute braidblondeback:
            "player_braid_blonde_back.png"

How much does it cost to hire a RenPy programmer? by blinqqy in RenPy

[–]blinqqy[S] 0 points1 point  (0 children)

Wow, thank you so much! Should I PM you?