Search found 15 matches

by menostorpe
Wed Apr 05, 2017 3:47 pm
Forum: Ren'Py Questions and Announcements
Topic: [solved] Manually stop skipping
Replies: 4
Views: 4200

Re: Manually stop skipping

Ah, that didn't occur to me. For anyone else reading, you just need to put it in a python block or as a one-line statement:

Code: Select all

$ renpy.choice_for_skipping()
Thanks for the help!
by menostorpe
Wed Apr 05, 2017 3:06 pm
Forum: Ren'Py Questions and Announcements
Topic: [solved] Manually stop skipping
Replies: 4
Views: 4200

Re: Manually stop skipping

That seems like what I need, but I'm not sure what the actual syntax for using it is. I tried just putting it in verbatim and it didn't work. To be clear, I just pasted this in the appropriate place:

Code: Select all

renpy.choice_for_skipping()
by menostorpe
Wed Apr 05, 2017 2:24 pm
Forum: Ren'Py Questions and Announcements
Topic: [solved] Manually stop skipping
Replies: 4
Views: 4200

[solved] Manually stop skipping

I've been trying to search the documentation for a line that will stop skipping - that is, players who have clicked the "skip" button should always stop skipping at certain points regardless of if they've read the text before. In case my reasoning is wrong, let me explain the issue. The ga...
by menostorpe
Wed Mar 29, 2017 2:48 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Changing the title screen throughout the game?
Replies: 5
Views: 917

Re: Changing the title screen throughout the game?

Thanks for the quick answer! I should probably have mentioned that I'm using the legacy theme, not the GUI interface. I think the relevant part looks like this: window: style "mm_root" I tried something very much like what you suggested, just in case the screen could take if/else statement...
by menostorpe
Wed Mar 29, 2017 2:19 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Changing the title screen throughout the game?
Replies: 5
Views: 917

[Solved] Changing the title screen throughout the game?

Basically, I want to have several different title screens. When the player starts up the VN for the first time, they'll see the first image, but after they progress far enough in the story, the title screen will change to the second image, and so on. How should I do this? I set persistent data when ...
by menostorpe
Wed Mar 15, 2017 11:28 pm
Forum: Ren'Py Questions and Announcements
Topic: Character name as image
Replies: 13
Views: 3459

Re: Character name as image

Adding what_ypos=n is normal practice. Did you modify something else on screens.rpy and gui.rpy? Heh, yes. I've been working on this project for a few months, so I've fiddled with almost everything. I actually don't have a gui.rpy, I presume because I started this game in an older version? Thanks f...
by menostorpe
Wed Mar 15, 2017 9:34 pm
Forum: Ren'Py Questions and Announcements
Topic: Character name as image
Replies: 13
Views: 3459

Re: Character name as image

Ah, sorry for misunderstanding your suggestion, trooper6. And thank you for your help, indoneko. I think I'm most of the way there now. Defining the character as you stated worked, but it resulted in each line of text starting well below the top of the text box. I managed to fix that by adding what_...
by menostorpe
Wed Mar 15, 2017 8:16 pm
Forum: Ren'Py Questions and Announcements
Topic: Character name as image
Replies: 13
Views: 3459

Re: Character name as image

Thanks to everyone for their suggestions so far. you might need to modify the say screen, so that it accepts namebox image Looking at screens.rpy, I don't see anything that jumps out as me as a switch for this. Is there something I need to add? If so, could someone help me with what that might be? T...
by menostorpe
Wed Mar 15, 2017 7:04 pm
Forum: Ren'Py Questions and Announcements
Topic: Character name as image
Replies: 13
Views: 3459

Character name as image

I'd like to have my characters' names be displayed as images, not text. Exactly as is requested/explained in the first part of this thread: https://lemmasoft.renai.us/forums/viewtopic.php?f=8&t=6483 I feel like there must be a straightforward way to do this, as suggested there: define ban = Char...
by menostorpe
Sun Dec 11, 2016 3:56 pm
Forum: Ren'Py Questions and Announcements
Topic: Fixing advancement during a navigation screen
Replies: 0
Views: 285

Fixing advancement during a navigation screen

I have a navigation system where players can click different areas to go to that place. I do this by calling a screen with imagebuttons. The problem is that the player is able to roll forward past the screen to the next label. I assume there is an easy way to stop this, but after looking at a bunch ...
by menostorpe
Wed Nov 23, 2016 12:21 pm
Forum: Ren'Py Questions and Announcements
Topic: Map navigation with irregular hotspots?
Replies: 2
Views: 1001

Map navigation with irregular hotspots?

What I'm trying to do is create a screen where players can navigate to different parts of a town visually. It doesn't need any special features beyond what can be found in an imagemap, but the problem is that, as I understand it, hotspots can only be defined as rectangles. The image is a complex one...
by menostorpe
Wed Jan 20, 2016 5:13 pm
Forum: Ren'Py Questions and Announcements
Topic: Graphics-based 1v1 Combat System
Replies: 4
Views: 705

Re: Graphics-based 1v1 Combat System

Yes, passing things to screens was one of the parts I just didn't grasp. I think I understand the basics now, thank you for helping.
by menostorpe
Mon Jan 18, 2016 11:04 pm
Forum: Ren'Py Questions and Announcements
Topic: Graphics-based 1v1 Combat System
Replies: 4
Views: 705

Re: Graphics-based 1v1 Combat System

Ah, sorry, I may not have expressed my problem clearly enough. I did my very best to make a basic framework, let me show what I have to demonstrate my coding ability or lack thereof: (clipped because outdated) So you see how I'm just setting up the character images and stats before each battle. It's...
by menostorpe
Mon Jan 18, 2016 2:49 pm
Forum: Ren'Py Questions and Announcements
Topic: Graphics-based 1v1 Combat System
Replies: 4
Views: 705

Graphics-based 1v1 Combat System

EDIT: I'm not sure I explained this clearly. Please see post #3 for my best attempt and further questions. Original Post: Basically, I have some artistic talent, but I'm in over my head on the coding side. To play to my strengths, I would like to make a simple combat system that relies on nice visua...