Thanks! You can add a renpy.play after this line. See Ren’Py’s official audio documentation here: https://www.renpy.org/doc/html/audio.html#renpy.play
r3dhummingbird
Creator of
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Thanks so much for trying out the project and writing up this helpful comment! :)
For people who want to look at the official doc about renpy.scene: https://www.renpy.org/doc/html/statement_equivalents.html#renpy.scene
I’ll check and update the project too when I can.
Hi, please use the latest version at https://github.com/RuolinZheng08/renpy-chess
Hi everyone - Lynn here. I had great fun building this game :D Everything in this game is free and open-source, so feel free to use any part of the code in your project.
You can find the source code here on GitHub.
I’ll be posting more open-source Ren’Py code on my personal GitHub.
Cheers!
Thanks for reaching out and for sure! Feel free to use it in commercial projects. If you use it, please credit both this itch.io page and my GitHub repo.
Hi, thanks for this wonderful pack!
I used and credited this asset in my recent blog post about getting started creating a VN game in Ren’Py.
Thanks for the amazing work!
If you are interested in creating a Visual Novel + Rhythm Game combined project, check out my source code for a rhythm game in Ren’Py. It’s entirely open-source (just a one-liner credit to me) and I’d be happy to provide support :)
Anyone interested in joining the upcoming Rhythm Game Jam in July? If so please reach out to me at lynn#9327 on Discord. Looks like a fun jam so I’d love to assemble a team!
Hi, thanks for the comment! And yes to your question: It’s not very hard to do.
Check out this line of code and my answer to a similar question on GitHub.
Basically, when you create the beat map, you can create a list of indices (indicating which note appears on which track) and assign that to self.random_track_indices.
Reach out to lynn#9327 on Discord if you have more questions!
Thanks! Your feedback means a lot to me.
how malleable is this for non-programmers
This code is pretty involved so probably some experience with Python is helpful. I’m not sure what you mean by “Quick Time Event” but currently it’s possible to automatically generate beatmaps based on the music currently playing (using its onsets) It’d be non-trivial work to try to support long-press notes if that’s what you are asking.
miss window
It’s doable in the code with some amount of work. I’ve opened a GitHub issue for this feature request and will post updates here if I have a chance to get to that.
Please upvote this post/thread if you’d like this feature as well. This helps me gauge people’s interest and prioritize feature requests. Thanks!
First, thanks for the note! I’m on a Mac and haven’t tested this on Windows so I can’t tell from the first glance what’s wrong. Is there any way I can reach you to discuss this further? Feel free to reach me at email r3dhummingbird at outlook.com, or, lynn#9327 on Discord.
As a starter for debugging, you can also try downloading the source code from GitHub and see if it runs.
Thanks for making these available! I used Ludum Dare 38 Track Nine for my first Unity 2D game, Clicky Galaxy. I hope I've credited the assets appropriately and please do let me know otherwise :)
Thanks for the support as always :D
Just a quick note that these features are only in the latest version of the engine and the new engine only supports Ren'Py SDK >= 7.4 . Please feel free to upgrade if you are comfortable with upgrading the SDK. I wasn't able to provide backward compatibility due to build complications.
Hi @pulpeirodasilva. Thanks for the note.
Can you confirm whether you have moved any of the files from the game I packaged? This seems like a missing file error and should not happen as long as the files are kept intact.
Please try the source code on GitHub (Ren'Py 7.3.5) without removing or changing anything. If your SDK is Ren'Py 7.4, try the GitHub prerelease.
If you have any more questions, please feel free to reach me on Discord. My handle is lynn#9327.
The latest update on GitHub makes GUI display text use DejaVuSans explicitly.
Basically,
# BEGIN STYLE
style game_status_text is text:
font 'DejaVuSans.ttf'
color COLOR_WHITE
size TEXT_SIZE
style promotion_piece is button
style promotion_piece_text is text:
font 'DejaVuSans.ttf'
size TEXT_BUTTON_SIZE
color '#aaaaaa' # gray
hover_color '#555555' # darker gray
selected_color COLOR_WHITE
style flip_board is button
style flip_board_text is text:
font 'DejaVuSans.ttf'
size TEXT_BUTTON_SIZE
color '#aaaaaa' # gray
hover_color COLOR_WHITE
# END STYLE








