Search found 89 matches

by plaster
Thu Apr 16, 2020 5:19 pm
Forum: Ren'Py Cookbook
Topic: Dynamic Text Bleeps/Animalese/Phonemes
Replies: 4
Views: 693

Re: Dynamic Text Bleeps/Animalese/Phonemes

Yay! I've always wanted something like this!
by plaster
Tue Sep 03, 2019 12:03 am
Forum: Development of Ren'Py
Topic: Ren'Py Gripes
Replies: 509
Views: 129406

Re: Ren'Py Gripes

It'd be nice to be able to add comments that the Ren'Py linter could interpret to ignore certain lines. 😌
by plaster
Fri Apr 26, 2019 9:15 pm
Forum: Works in Progress
Topic: Café Rouge 2020 [DEMO RELEASED] [Otome, GxB]
Replies: 60
Views: 8031

Re: Café Rouge 2019: Second Reproduction [Otome, GxB][Free w/In-Game Purchases]

Awww, I loved this game when it came out!!
by plaster
Tue Apr 23, 2019 8:22 pm
Forum: Creative Commons
Topic: Glossy, colorful bars [CC0]
Replies: 0
Views: 497

Glossy, colorful bars [CC0]

I made these for the game I'm working on in ye olde Photoshop. Feel free to use them in your own game! CC0, no credit necessary :P https://i.ibb.co/0jLHK5r/gbar-empty.png https://i.ibb.co/1XZZ031/gbar-full.png https://i.ibb.co/rQVSsgd/pbar-empty.png https://i.ibb.co/5Rht144/pbar-full.png https://i.i...
by plaster
Fri Apr 19, 2019 6:59 pm
Forum: Ren'Py Questions and Announcements
Topic: Using variables in dialog that need captialisation [solved]
Replies: 6
Views: 260

Re: Using variables in dialog that need captialisation

You're right, that is a lot more complicated than I'd assumed... Having a capitalized version of the string either thru text tags or a second variable is probably your best bet, then...
by plaster
Thu Apr 18, 2019 8:19 pm
Forum: Ren'Py Questions and Announcements
Topic: Using variables in dialog that need captialisation [solved]
Replies: 6
Views: 260

Re: Using variables in dialog that need captialisation

Assuming you always want your sentences to start with a capital letter, you could get away with this:

Code: Select all

define config.say_menu_text_filter = capitalize_string

init python:
    def capitalize_string(what):
        return what.capitalize()
by plaster
Thu Apr 18, 2019 8:13 pm
Forum: Ren'Py Questions and Announcements
Topic: Define Carracter with condition.
Replies: 2
Views: 150

Re: Define Carracter with condition.

Have you looked at Ren'Py's built-in translation framework ? Just write everything in one language: bob "Hello!" bob "Very nice..." ... and then when you're done, click Generate Translations in the launcher and make a translation called "french". Then in game/tl/french you'll see a copy of the game'...
by plaster
Wed Apr 17, 2019 11:33 pm
Forum: Ren'Py Questions and Announcements
Topic: Game a little broken after updates..(layers)
Replies: 5
Views: 294

Re: Game a little broken after updates..(layers)

I don't think showing vs calling make a difference as far as getting rid of the black, but in general calling a screen sends control of the program to that screen until the player dismisses it. Definitely try it at the main_menu label, though.
by plaster
Wed Apr 17, 2019 7:58 pm
Forum: Ren'Py Questions and Announcements
Topic: Is there a way to delay self-voicing playback?
Replies: 7
Views: 406

Re: Is there a way to delay self-voicing playback?

Imperf3kt wrote:
Wed Apr 17, 2019 8:21 am
You use the text tag "w" - which is for wait. (You might want to supply it a time so it continues instead of waiting for a click, {w=1.0}, for example)
Self-voicing ignores text tags.
by plaster
Wed Apr 17, 2019 7:26 pm
Forum: Ren'Py Questions and Announcements
Topic: Going back to the last used label
Replies: 4
Views: 179

Re: Going back to the last used label

You don't need to handle the tabs with labels. Just do it with screen language. Assuming you have a way of showing the cellphone, like a button on the quick menu: textbutton _("Cell") action Show("cellphone") ... you can handle all the cellphone tab logic on one screen (or a set of screens sharing a...
by plaster
Wed Apr 17, 2019 6:51 pm
Forum: Ren'Py Questions and Announcements
Topic: Changing the y-axis and size of the Menu buttons?
Replies: 1
Views: 138

Re: Changing the y-axis and size of the Menu buttons?

Everything you do with x you should also be able to do with y (ypos, yanchor, yoffset, etc)
by plaster
Wed Apr 17, 2019 6:41 pm
Forum: Ren'Py Questions and Announcements
Topic: Game a little broken after updates..(layers)
Replies: 5
Views: 294

Re: Game a little broken after updates..(layers)

Yeah, depending on how you want character creation to work there are various ways to circumvent the main menu. Your best bet is probably to do something like this: label main_menu: call screen character_creation() return where "character_creation" is whatever name you gave your character creation sc...
by plaster
Wed Apr 17, 2019 6:10 am
Forum: Ren'Py Questions and Announcements
Topic: Is there a way to delay self-voicing playback?
Replies: 7
Views: 406

Re: Is there a way to delay self-voicing playback?

Oh. Actually, now that I'm going through it, it seems TTS has a built-in delay related to the voice statement. Does anyone know how to trigger that delay manually? I suppose I could make a dummy voice clip that's silent and call it to trigger the pause every time a sound is used at the start of a st...
by plaster
Tue Apr 16, 2019 8:57 pm
Forum: Ren'Py Questions and Announcements
Topic: NoneType object has no attribute 'append'
Replies: 2
Views: 256

Re: NoneType object has no attribute 'append'

First, you're on 7.2.0. Update your Ren'Py! Maybe some of the patches will magically fix it :> Second... "append" is just a built-in method for adding items to Python lists, so the issue isn't necessarily coming from appending items in MouseParallax. In fact, the traceback seems to be pointing to re...
by plaster
Tue Apr 16, 2019 7:42 pm
Forum: Ren'Py Questions and Announcements
Topic: Game a little broken after updates..(layers)
Replies: 5
Views: 294

Re: Game a little broken after updates..(layers)

Are you talking about the layers defined in config.layers (i.e., master, transient, screens, and overlay)? If it's been a while since you last updated, it's possible this change might be your culprit. Ensuring config.start_scene_black is set to False would be a good start, but if that doesn't work, ...