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Ask questions about one topic per thread, and use a descriptive subject. "NotImplemented error in script.rpy" is a good subject, "Tom's problems" is not. Remember to include all of traceback.txt or error.txt when reporting a problem, as well as the relevant lines of script. Use the [code] tag to format scripts.



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PostPosted: Sat Jun 09, 2012 7:53 pm 
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1. Special letter in Ren'py

I'm kind of stuck right now...

Special letter like these ((╯‵□′)╯︵┴─┴; (°△°|||); ㄟ(≧◇≦)ㄏ) does anyone know the way for them to appear in Ren'py? (I put it in the script perfectly but when I launch the game they appeared like this: □□□□)

Maybe I have to use some kind of chinese/japanese font for them, but I don't know what kind of font to use...

(╯‵□′)╯︵┴─┴ !

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Last edited by Michiyo6918 on Sun Jun 10, 2012 1:51 am, edited 1 time in total.

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PostPosted: Sat Jun 09, 2012 8:46 pm 
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That's right.
For such signs to be showed properly, you need to use a japanese font -- Sazanami Gothic is an often used variant, for example.


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PostPosted: Sun Jun 10, 2012 1:53 am 
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Samidarenina wrote:
That's right.
For such signs to be showed properly, you need to use a japanese font -- Sazanami Gothic is an often used variant, for example.


Thank you. I will try that later :D

My next question is:

Is there a way to keep the dialog on as the same time with the nvl mode?

If it's impossible then maybe someone could show me how to do a simple chatroom in Ren'py...?

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PostPosted: Sun Jun 10, 2012 2:33 am 
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You can create something like that using a screen instead. Read this and simply call a screen with the chat box background while making chatroom text pop up using a variable representing time.

Code:
screen chatroom:
  xalign 0.5 yalign 0.5
  add "chatroombg.png"
  side "c b r":
         xmaximum 400
         ymaximum 600

         viewport id "vp":
             draggable True

             vbox:
               if chatroomtime >= 1:
                  text "Person: Hey man, what's up?" style "chatroom_text"
               if chatroomtime >= 2:
                  text "Person 2: Nothing much." style "chatroom_text"

         vbar value YScrollValue("vp")

label chat:
  call screen chatroom
  p "I wonder what's going on?"
  $ chatroomtime += 1
  p "He should respond soon."
  $ chatroomtime += 1
 

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PostPosted: Sun Jun 10, 2012 11:36 am 
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SundownKid wrote:
You can create something like that using a screen instead. Read this and simply call a screen with the chat box background while making chatroom text pop up using a variable representing time.

Code:
screen chatroom:
  xalign 0.5 yalign 0.5
  add "chatroombg.png"
  side "c b r":
         xmaximum 400
         ymaximum 600

         viewport id "vp":
             draggable True

             vbox:
               if chatroomtime >= 1:
                  text "Person: Hey man, what's up?" style "chatroom_text"
               if chatroomtime >= 2:
                  text "Person 2: Nothing much." style "chatroom_text"

         vbar value YScrollValue("vp")

label chat:
  call screen chatroom
  p "I wonder what's going on?"
  $ chatroomtime += 1
  p "He should respond soon."
  $ chatroomtime += 1
 


Thank you :) I will make use of this!

But wait... what if I want the person to have an avatar? Like each line of text will include an avatar in there? (I intend to use NVL mode but then... yeah :roll: )

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PostPosted: Sun Jun 10, 2012 1:15 pm 
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I just tried putting that code into a new renpy game and it didn't work for some reason. I get an error having to do with the 'xalign 0.5' underneath screen: chatroom, and when I moved that to a different area the screen shows up but the text window goes away and none of the text in the chatroom shows up. (Sorry for jumping in :oops:)


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PostPosted: Sun Jun 10, 2012 2:22 pm 
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Nuxill wrote:
I just tried putting that code into a new renpy game and it didn't work for some reason. I get an error having to do with the 'xalign 0.5' underneath screen: chatroom, and when I moved that to a different area the screen shows up but the text window goes away and none of the text in the chatroom shows up. (Sorry for jumping in :oops:)


Nope, I should say thank you for testing the code for me :D

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PostPosted: Sun Jun 10, 2012 7:13 pm 
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Sorry, those coordinates should have been next to the image instead... but it still doesn't work. I think a better idea would simply be to create a bunch of images in Photoshop and show them one after the other with text added to the chat screen.

Code:
label chat:
  show "chatimage1.png"
  p "I wonder what's going on?"
  play sound "bloop.ogg"
  hide "chatimage1.png"
  show "chatimage2.png"
  p "He should respond soon."
  play sound "bloop.ogg"
  hide "chatimage2.png"
  show "chatimage3.png"

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PostPosted: Sun Jun 10, 2012 9:20 pm 
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I remember making something like this a while ago, I one of the problems might be because of the side "c b r": and the fact that there is only one scroll bar......... Just tested it, and it did help a little but after calling the screen you were still not able to advance the text.

I'm not sure if this works with the new screen language in the first place. I'm pretty sure that you would have to do something similar to the In-game Message system that's in the Cookbook.

like sundownkid suggested, making them a series of images would be much easier for now.


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PostPosted: Mon Jun 11, 2012 7:17 pm 
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I'm thinking if you use text you need a way to refresh the screen when the variable is increased, but I don't have time to test it right now.

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PostPosted: Mon Jun 18, 2012 7:20 pm 
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SundownKid wrote:
Sorry, those coordinates should have been next to the image instead... but it still doesn't work. I think a better idea would simply be to create a bunch of images in Photoshop and show them one after the other with text added to the chat screen.

Code:
label chat:
  show "chatimage1.png"
  p "I wonder what's going on?"
  play sound "bloop.ogg"
  hide "chatimage1.png"
  show "chatimage2.png"
  p "He should respond soon."
  play sound "bloop.ogg"
  hide "chatimage2.png"
  show "chatimage3.png"


That won't work in my case because my game's mostly based on chat room and internet. My characters chat a lot, everyday... so if I have to use a bunch of image like that it would be impossible for me to keep track of them....

I will try to figure out another way to work then... hopefully...

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PostPosted: Tue Jul 03, 2012 12:37 am 
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I ran into a little problem while using condition switch and right now was really worried about it.

Since I'm lazy so I will just post my question here instead of creating another topic.

The code I used was for the background in the game:

Code:
init:
    image bg office = ConditionSwitch(
        "daytime == 'day'", "BG/office_day.jpg",
        "daytime == 'noon'", "BG/office_noon.jpg",
        )


When I need to show the BG, I used this command:

Code:
    $ daytime = 'day'
    scene bg office


I used these codes and they work perfectly... until the game came to the end, where I put 'return', an error message will pop up and say something like 'Name 'daytime' is not defined'.

Can someone fix this for me? I really don't understand what is happening here...

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PostPosted: Tue Jul 03, 2012 2:10 am 
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Probably the simplest thing to do is just make sure no ConditionSwitch is showing when the game ends. (i.e. put a "scene black" at the end of your game.) You can also try setting "daytime" in an init statement, but might make the transition at the end of the game look weird.


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PostPosted: Tue Jul 03, 2012 11:30 am 
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apricotorange wrote:
Probably the simplest thing to do is just make sure no ConditionSwitch is showing when the game ends. (i.e. put a "scene black" at the end of your game.) You can also try setting "daytime" in an init statement, but might make the transition at the end of the game look weird.


I tried to put the scene black at the end of my game but it still was not working... the same problem kept popping up.

I wonder if anyone has the same problem when working with Condition Switch...

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PostPosted: Tue Jul 03, 2012 2:14 pm 
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Sorry, try "scene black with dissolve". Or setting "daytime" in an init block.


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