Could this be public?jack_norton wrote:I have modified the dump_text.rpy already so it produces a more human-readable output, scanning the first chars of each spoken line, so it looks like:
Search found 284 matches
- Wed Jun 03, 2009 1:56 pm
- Forum: Ren'Py Questions and Announcements
- Topic: associating a sound to each spoken line?
- Replies: 9
- Views: 1320
Re: associating a sound to each spoken line?
- Mon Jun 01, 2009 10:57 am
- Forum: Skill Development
- Topic: Music composing software
- Replies: 13
- Views: 3342
Re: Music composing software
You're correct afu.
- Tue May 26, 2009 4:07 am
- Forum: Ren'Py Questions and Announcements
- Topic: Is it possible to do this on RenPy?
- Replies: 3
- Views: 1181
Re: Is it possible to do this on RenPy?
Animations can be done:
http://renpy.org/wiki/renpy/doc/referen ... /Animation
TIP: always search the Ren'py reference first. Not with the Search field, but manually
http://renpy.org/wiki/renpy/doc/referen ... /Animation
TIP: always search the Ren'py reference first. Not with the Search field, but manually
- Sun May 17, 2009 5:46 am
- Forum: Ren'Py Questions and Announcements
- Topic: how to use Chinese or somewhat in the game?
- Replies: 2
- Views: 561
- Wed May 13, 2009 8:36 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Character Positions
- Replies: 4
- Views: 757
Re: Character Positions
First question: you will have to define your own Move.
Second question:
hide char1 happy
hide char2 happy
with dissolve
Second question:
hide char1 happy
hide char2 happy
with dissolve
- Tue May 12, 2009 3:21 am
- Forum: Ren'Py Questions and Announcements
- Topic: How do I control the speed of the text for narration?
- Replies: 6
- Views: 3409
Re: How do I control the speed of the text for narration?
This is, AFAIK, the only way to do it.
- Thu May 07, 2009 1:21 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Hyperlinks in Ren'Py
- Replies: 3
- Views: 5542
Re: Hyperlinks in Ren'Py
You have to play a little with style variables. Style variables for links are:
style.hyperlink
style.hyperlink_text
You usually put those in options.rpy. But I don't know the correct sub-classes for style variables to do what you want. I would also want to know!
style.hyperlink
style.hyperlink_text
You usually put those in options.rpy. But I don't know the correct sub-classes for style variables to do what you want. I would also want to know!
- Sat May 02, 2009 4:51 am
- Forum: Ren'Py Questions and Announcements
- Topic: {w=.5} Not working properly... and Arrays...
- Replies: 6
- Views: 954
Re: {w=.5} Not working properly... and Arrays...
Nah, it should work without leading zero. It has always worked for me.
- Wed Apr 29, 2009 3:46 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Make the music loop from a certain point [SOLVED]
- Replies: 4
- Views: 954
Re: Make the music loop from a certain point
Yes, you just need to declare a new channel and play it on that channel, the music plays in another channel so it won't collide.Satoh wrote:If I set the SFX up as a music, it can still overlap the other music without stopping it correct?
- Wed Apr 29, 2009 1:19 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Figuring out condition switch (Solved/Found Bug)
- Replies: 23
- Views: 3543
Re: Figuring out condition switch (Solved/Found Bug)
Hmmm... Let's check 6.9.0. release log: The image statement now implicitly places itself inside an init block if it's not inside an init block to begin with. The code: image bg world = "world.jpg" is now equivalent to: init 990: image bg world = "world.jpg" Try upgrading, then?
- Wed Apr 29, 2009 3:41 am
- Forum: Ren'Py Questions and Announcements
- Topic: Figuring out condition switch (Solved/Found Bug)
- Replies: 23
- Views: 3543
Re: Figuring out condition switch
"/game/script.rpy: image statements may only appear in init blocks." I can't help much more than to say that you can't call the "image" function outside of init. But I figure if nothing else I can save the time testing that... Wasn't the last Ren'py version made with this in min...
- Tue Apr 28, 2009 7:36 pm
- Forum: Ren'Py Questions and Announcements
- Topic: CTC issue that's bugging me...
- Replies: 8
- Views: 1337
Re: CTC issue that's bugging me...
Try them, try resizing, or adding whitespace above and below... There's plenty of options
Those CTCs are placeholders anyways... but they look good so I might just keep them, dunno.
Those CTCs are placeholders anyways... but they look good so I might just keep them, dunno.
- Tue Apr 28, 2009 7:00 pm
- Forum: Ren'Py Questions and Announcements
- Topic: CTC issue that's bugging me...
- Replies: 8
- Views: 1337
Re: CTC issue that's bugging me...
Hmmmm.... Try using my CTCs, with the following code in options.rpy: config.nvl_page_ctc = anim.Blink("arrow2.png", 0.1, 0.1, 0.35, 0.35) config.nvl_paged_rollback = True Also, in script.rpy: $ blink = anim.Blink("arrow1.png", 0.1, 0.1, 0.35, 0.35) $ ctc = Character(kind=nvl, ctc...
- Tue Apr 28, 2009 6:42 pm
- Forum: Ren'Py Questions and Announcements
- Topic: CTC issue that's bugging me...
- Replies: 8
- Views: 1337
Re: CTC issue that's bugging me...
Try adding some whitespace in the PNG image below, like 2 to 4 pixels, make it 24x28 or something.
- Tue Apr 28, 2009 11:52 am
- Forum: Ren'Py Questions and Announcements
- Topic: Clickable Text list without them frame or buttons (Solved)
- Replies: 15
- Views: 1534
Re: Clickable Text list without them frame or buttons
You might try using ConditionSwitch paired with ui.textbutton.