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Author Topic: How to Program an Event for Ashford Academy  (Read 28190 times)

Goldo

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Re: How to Program an Event for Ashford Academy
« Reply #15 on: August 27, 2013, 10:34:09 pm »

Thank you! :)
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jerricho13

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Re: How to Program an Event for Ashford Academy
« Reply #16 on: January 11, 2014, 01:50:11 am »

How is this post NOT a sticky?!

                  ???

- Keith
« Last Edit: January 11, 2014, 01:52:34 am by jerricho13 »
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Cypress_z

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Re: How to Program an Event for Ashford Academy
« Reply #17 on: January 11, 2014, 08:32:22 am »

How is this post NOT a sticky?!

                  ???

- Keith
Bam! Done.
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jerricho13

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Re: How to Program an Event for Ashford Academy
« Reply #18 on: March 19, 2014, 11:28:29 pm »

Question for you programmer types.  How do I flag an event so that it only runs on Sundays.

Looking through date.rpy, I believe it would entail adding "day == 1" to event flags(?).  Will this work?
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Tsapas

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Re: How to Program an Event for Ashford Academy
« Reply #19 on: March 19, 2014, 11:59:15 pm »

Looking through date.rpy, I believe it would entail adding "day == 1" to event flags(?).  Will this work?

Nope, as day == 1 occurs once a month. You'd need today == "Sunday", though there is a big BUT here. First of all, the today variable is changed after the planning jumps in the code so you may never trigger it (easily changed), and second, I believe that by default the normal event invoker is not called on the days of weekly/monthly planning so you cannot run normal events on Sundays (and that is a harder issue to tackle, albeit doable).
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jerricho13

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Re: How to Program an Event for Ashford Academy
« Reply #20 on: March 20, 2014, 12:39:04 am »

Looking through date.rpy, I believe it would entail adding "day == 1" to event flags(?).  Will this work?

Nope, as day == 1 occurs once a month. You'd need today == "Sunday", though there is a big BUT here. First of all, the today variable is changed after the planning jumps in the code so you may never trigger it (easily changed), and second, I believe that by default the normal event invoker is not called on the days of weekly/monthly planning so you cannot run normal events on Sundays (and that is a harder issue to tackle, albeit doable).

Well, at least i was in the ballpark!  :P  For a non-programmer, I done real good. lol
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xyllan

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Re: How to Program an Event for Ashford Academy
« Reply #21 on: July 16, 2014, 02:25:29 am »

So I've been fiddling around with the Renpy documentation and am in the process of making an event chain akin to Hina Amagi - that is, with fleshed out characters (4 of them), numerous events that lead to more intimate encounters down the line, and somewhat intricate scenes. ETA ~2-3 weeks, depending on how much free time I'll have and how much time I'll spend to fix the inevitable bugs in the code. I now have a few question and some information.

1) event.depends(...) doesn't seem to be working properly. I've no issues using event.happened(...) instead - a quick look through the code shows that event.depends(...) uses events_executed_yesterday list, which should be updated after a call to events_end_day happens, but I don't see any call going to that label looking through date.rpy and event_dispatcher.rpy.

2) Event chains can get lost beneath the huge amounts of single line/single image events. I have set up a recurring event that has to happen 4/5 times to advance the plot with a single character, but they can get buried under many small events come mid game - again like the Hina Amagi events. Expand that to 4 characters and you will probably never get to see the rest of my events. One option is to lessen the number of encounters with my characters, which would really reduce the realisticity of my events. Another is to force this plot moving event using event.once() and make sure it fires off at certain intervals using the "total_days" global variable and an internally kept variable - which makes sense at the moment where there aren't too many event chains that require this, but may clutter the game in the long run.

In fact, I've modified my Hina Amagi document to do things this way. Best way I've found that doesn't involve deleting fan-made event packs. No more spamming classroom for 6 months only to see her 4 times  :P

3) I haven't found a reliable way of streching smaller images through Renpy yet. I have a series of 800x600 images pulled from a VN that of course do not fill the background. I need to be able to diagonally strech them (so as not to distort the image) and leave a black background at the sides. I've cheesed my way into this using im.Scale("...",960,720), which is just 800x600 scaled up to 720 pixel height, but that only works as long as the frame stays at 720 pixels high, no more, no less, and I have to recalculate each specific resolution. Not much of an Ashford Academy question as much as a Renpy question, but still..

4) There is no generic bath background defined in the game. You know, showing the baths without anyone inside. It's always with a character. I haven't been able to find something like that, so I'd appreciate any help on that.

Cheers!
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Tsapas

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Re: How to Program an Event for Ashford Academy
« Reply #22 on: July 16, 2014, 11:49:50 am »

So I've been fiddling around with the Renpy documentation and am in the process of making an event chain akin to Hina Amagi - that is, with fleshed out characters (4 of them), numerous events that lead to more intimate encounters down the line, and somewhat intricate scenes. ETA ~2-3 weeks, depending on how much free time I'll have and how much time I'll spend to fix the inevitable bugs in the code. I now have a few question and some information.

I love you. No, really. I do. I'm quite fond of events chain with choices etc.

Quote
1) event.depends(...) doesn't seem to be working properly. I've no issues using event.happened(...) instead - a quick look through the code shows that event.depends(...) uses events_executed_yesterday list, which should be updated after a call to events_end_day happens, but I don't see any call going to that label looking through date.rpy and event_dispatcher.rpy.

I *think* this was included in v0.5005 but don't quote me on that.

Quote
2) Event chains can get lost beneath the huge amounts of single line/single image events. I have set up a recurring event that has to happen 4/5 times to advance the plot with a single character, but they can get buried under many small events come mid game - again like the Hina Amagi events. Expand that to 4 characters and you will probably never get to see the rest of my events. One option is to lessen the number of encounters with my characters, which would really reduce the realisticity of my events. Another is to force this plot moving event using event.once() and make sure it fires off at certain intervals using the "total_days" global variable and an internally kept variable - which makes sense at the moment where there aren't too many event chains that require this, but may clutter the game in the long run.

In fact, I've modified my Hina Amagi document to do things this way. Best way I've found that doesn't involve deleting fan-made event packs. No more spamming classroom for 6 months only to see her 4 times  :P

Here's a thread regarding event occurence probability and manipulation, maybe something in there suits your needs.

Quote
3) I haven't found a reliable way of streching smaller images through Renpy yet. I have a series of 800x600 images pulled from a VN that of course do not fill the background. I need to be able to diagonally strech them (so as not to distort the image) and leave a black background at the sides. I've cheesed my way into this using im.Scale("...",960,720), which is just 800x600 scaled up to 720 pixel height, but that only works as long as the frame stays at 720 pixels high, no more, no less, and I have to recalculate each specific resolution. Not much of an Ashford Academy question as much as a Renpy question, but still..

Is there no possibility to find appropriately sized images? You can always stretch them manually before throwing them in-game, since im.Scale is used in init and only for those specific images. But they would likely end quite pixelated, and black bars on edges don't look too good either.

Quote
4) There is no generic bath background defined in the game. You know, showing the baths without anyone inside. It's always with a character. I haven't been able to find something like that, so I'd appreciate any help on that.

There is one in the media gallery, but it is as well 800x600 unfortunately.
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