Search found 1910 matches
- Tue Apr 23, 2024 12:03 am
- Forum: Ren'Py Questions and Announcements
- Topic: Using imagemaps to create a flowchart, hotspots not working
- Replies: 2
- Views: 90
Re: Using imagemaps to create a flowchart, hotspots not working
A hotspot needs an action to be hoverable (use NullAction() as a placeholder if need be). You also wouldn't be able to see whether your hotspot is since your idle and hover images are the same. imagemap: ground "flowchart_repaired_no_true" idle Solid("#FF09", xysize=(config.scree...
- Fri Apr 12, 2024 9:27 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Variable Layered Image/Composite Within an Item Definition
- Replies: 5
- Views: 216
Re: Variable Layered Image/Composite Within an Item Definition
Eh... I mean, that's a data structure question and basically only you can decide, but if you don't want to change the static item definitions, you could just have a list/dictionary in the screen to keep track (i.e., toppings = {0:[True, False], 1:[False, False]} etc. with True/False switches for eac...
- Fri Apr 12, 2024 8:32 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Variable Layered Image/Composite Within an Item Definition
- Replies: 5
- Views: 216
Re: Variable Layered Image/Composite Within an Item Definition
Probably simplest route would be to use a ConditionSwitch or LayeredImage with conditions for the toppings in place of the LiveComposite.
- Fri Apr 12, 2024 8:31 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Accessing the content of say statement inside character callback?
- Replies: 2
- Views: 179
Re: Accessing the content of say statement inside character callback?
Merely linking because I remember seeing this discussion but did not actually try any of it: viewtopic.php?p=558474
- Thu Apr 11, 2024 2:48 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved!] Name Generator generating twice?
- Replies: 5
- Views: 263
Re: Name Generator generating twice?
The whole thing seems wildly overengineered, tbh. define mc = DynamicCharacter("mc_name") default names = ["Eisley","Romi","Arianwen","Elvira","Belphoebe","Etol","Aralueni","Morag","Ottoline","Ve...
- Wed Apr 10, 2024 8:08 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Can't Continue Gameplay After a Screen Closes
- Replies: 1
- Views: 145
Re: Can't Continue Gameplay After a Screen Closes
Use Return() instead of Hide().
- Wed Apr 10, 2024 8:07 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Screen parameters not clearing properly
- Replies: 2
- Views: 113
Re: Screen parameters not clearing properly
https://www.renpy.org/doc/html/screens.html
More documentation on what Ocelot says above. More specifically, anything you want to happen in a screen should be a ScreenAction (e.g., SetVariable rather than directly manipulating a variable).
More documentation on what Ocelot says above. More specifically, anything you want to happen in a screen should be a ScreenAction (e.g., SetVariable rather than directly manipulating a variable).
- Mon Apr 08, 2024 11:48 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Help on animated counter
- Replies: 4
- Views: 257
Re: Help on animated counter
Nope. It works.
- Sun Apr 07, 2024 9:44 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Alternative display format
- Replies: 3
- Views: 195
Re: Alternative display format
Doesn't auto advance already do this?
- Sun Apr 07, 2024 9:42 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Help on animated counter
- Replies: 4
- Views: 257
Re: Help on animated counter
Doesn't look like that would run (for instance, there's no screen variable tickets) but I assume it's down to editing for posting. In any case, here's a simple running counter. default tickets = 0 label start: "Start" $ tickets += 50 show screen running_counter(tickets, 50) pause hide scre...
- Thu Mar 28, 2024 12:25 am
- Forum: Ren'Py Questions and Announcements
- Topic: Tooltip on mouse cursor and custom UI?
- Replies: 3
- Views: 208
Re: Tooltip on mouse cursor and custom UI?
Last I checked this still works - or at least should provide guidance towards getting where you want. viewtopic.php?t=47205
- Wed Mar 27, 2024 10:01 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Dialogue that differs from a menu choice
- Replies: 4
- Views: 234
Re: [SOLVED] Dialogue that differs from a menu choice
It's all good, everyone's new at one point. Good luck with your game.
- Wed Mar 27, 2024 10:00 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Having problems with classes, trying to create turn based combat with random enemies
- Replies: 6
- Views: 275
Re: Having problems with classes, trying to create turn based combat with random enemies
Honestly, I would simply put the game down and go study a python OOP course. Barring that, at least another working example. (e.g., viewtopic.php?t=59747 )
- Mon Mar 25, 2024 10:31 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Dialogue that differs from a menu choice
- Replies: 4
- Views: 234
Re: Dialogue that differs from a menu choice
From what I've learned thus far (admittedly not much), the default behavior seems to have the player simply say what the option says verbatim. Not really. In the example in the documentation, "Drink coffee" is the text displayed as a choice. "I drink the coffee, and it's good to the ...
- Fri Mar 22, 2024 7:19 am
- Forum: Ren'Py Questions and Announcements
- Topic: Ren'Py or Adventure Game Studio for Point-and-Click/VN Hybrid?
- Replies: 2
- Views: 191
Re: Ren'Py or Adventure Game Studio for Point-and-Click/VN Hybrid?
1. Branching dialogue trees, with the ability to remove options once read, return to previous topics, and have in-game variables dependent upon choices made. 2. Objects in the background/room that can be hidden or shown on command (e.g., character images which would transition to the dialogue view ...