Search found 228 matches
- Wed Feb 10, 2021 10:00 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Ren'Py 7.4.2 Released
- Replies: 7
- Views: 1739
Re: Ren'Py 7.4.2 Released
Not sure where to ask this, so I'm posting here... Is there any solid progress on 7.4.3 yet? I realize 7.4.2 just came out recently, but apparently APK builds made using 7.4.x have issues on newer phones, and I've been getting a number of reports of the issue on a release I made using features from ...
- Thu Feb 04, 2021 3:27 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Change language in screen's text
- Replies: 4
- Views: 457
Re: Change language in screen's text
Another note with translating displayables (as opposed to dialogue): some displayables only update on the next interaction. This means changing languages while that text is displayed requires rolling back to update the language. Using translation strings should prevent this in most cases, while the ...
- Tue Feb 02, 2021 10:42 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] How to code text-based endings gallery please?
- Replies: 10
- Views: 423
Re: [Solved] How to code text-based endings gallery please?
There are a few options for dealing with that, but it depends on how you want to handle things. Off the top of my head, the main options would be having the player set their custom name in the preferences menu as a config value (maybe with the option of changing it in-game from a new game) or have a...
- Tue Feb 02, 2021 8:09 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] How to code text-based endings gallery please?
- Replies: 10
- Views: 423
Re: [Solved] How to code text-based endings gallery please?
Sounds like you figured it out, but it looks like the reason the first attempt had everything on top of each other is because of improper indentation. Make sure that elements that rely on something else are indented unless something is designed otherwise. (In that case, things inside the vbox needed...
- Tue Feb 02, 2021 1:57 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] How to code text-based endings gallery please?
- Replies: 10
- Views: 423
Re: How to code text-based endings gallery please?
That looks pretty close to something that should work. I'd recommend seeing how the code runs in-game and tweaking from there. Now that I'm at a slightly better device, here's a loose idea of how I might code something like this (not exact code, but I'll try to be close): screen endlist(): ## skippi...
- Tue Feb 02, 2021 12:16 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] How to code text-based endings gallery please?
- Replies: 10
- Views: 423
Re: How to code text-based endings gallery please?
Not at my main computer so I can't go into details at the moment, but if you want the buttons to lead to replays of the scenes in question, look into the replay functionality. (It might be in the same part of the documentation as the galleries.) In general, you'll want to check persistent variables ...
- Mon Jan 25, 2021 5:52 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Antivirus and 7.4.1 x32 files
- Replies: 7
- Views: 801
Re: Antivirus and 7.4.1 x32 files
I started having problems with this recently as well. After updating to 7.4.0 and 7.4.1, I can no longer make Windows packages of one of my games. (The others seem unaffected.) The Winx32 file for the game I'm trying to make a release package for keeps tripping Windows Defender, which immediately de...
- Mon Jan 11, 2021 2:52 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Title Screen ATL on Android using 7.4.0
- Replies: 0
- Views: 238
Title Screen ATL on Android using 7.4.0
After updating Ren'Py to 7.4.0, I decided to try using the new model-based renderer using the GL2 flag. This seemed to improve a lot of things in most cases, but I have noticed an issue in one of my projects: title screen ATL on Android devices. Here's the situation: The title screen has several ima...
- Fri Jan 08, 2021 2:42 pm
- Forum: Creator Discussion
- Topic: Directing Scenes With Too Many (or Too Few) Characters
- Replies: 4
- Views: 569
Directing Scenes With Too Many (or Too Few) Characters
I keep ending up stumped on this problem, so I've decided I'll ask to see if anyone else has ideas or suggestions. The situation: sometimes, I'll have scenes in my games where there are more characters in the scene than can fit on the screen. When some characters talk more than others, this isn't to...
- Tue Nov 03, 2020 9:13 pm
- Forum: We are offering Paid Work
- Topic: [CLOSED?] Looking for GUI Artist for 1-3 Projects
- Replies: 8
- Views: 852
Re: [CLOSED?] Looking for GUI Artist for 1-3 Projects
I want to once again apologize for the delay in replying. I still have two or three people to get back to, so I'll try to do so soon. As a general update on the offer listed in the first post, here's the status of those projects: - LD is going to stick with the minimalist UI for the moment, as I've ...
- Mon Oct 19, 2020 4:04 pm
- Forum: We are offering Paid Work
- Topic: [CLOSED?] Looking for GUI Artist for 1-3 Projects
- Replies: 8
- Views: 852
Re: Looking for GUI Artist for 1-3 Projects
I'm going to mark this thread as closed for now, since there are still a few people that I need to get back to and I don't want to forget to reply to them.
- Sat Oct 10, 2020 7:41 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Keeping a Character Tag Consistent for Layered Sprites
- Replies: 12
- Views: 393
Re: Keeping a Character Tag Consistent for Layered Sprites
That explains things: layered images were added in Ren'Py 7.0. You will need to update Ren'Py in order to use them.
- Sat Oct 10, 2020 4:30 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Keeping a Character Tag Consistent for Layered Sprites
- Replies: 12
- Views: 393
Re: Keeping a Character Tag Consistent for Layered Sprites
One, what version of Ren'Py are you using? I'm starting to wonder if this version even has layered image support. Two, does your version of Ren'Py not have an images folder that can auto-define images? Auto-defined images from the image folder are a massive part of making layered images without need...
- Sat Oct 10, 2020 3:57 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Keeping a Character Tag Consistent for Layered Sprites
- Replies: 12
- Views: 393
Re: Keeping a Character Tag Consistent for Layered Sprites
I finally sat down and tried to make Ren'Py compile the sample myself, and I figured out at least one part of the problem. It seems I forgot to define the attributes for the body layer: layeredimage x: group face auto: attribute happy default group body variant "pose1" if_any ["happy","content"]: at...
- Sat Oct 10, 2020 3:51 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] What is the best way to create a condition switch for all attributes in a layeredimage group?
- Replies: 3
- Views: 614
Re: What is the best way to create a condition switch for all attributes in a layeredimage group?
To begin with, maybe what I went over in this thread can help in some way: link Secondly, to my understanding, layered image proxies are for using the same layered image for multiple displayables at once. For instance, a scene with a clone/duplicate of a character can use the same basic layered imag...