Search found 41 matches

by Peach
Sun Jun 22, 2014 10:05 am
Forum: Ren'Py Questions and Announcements
Topic: Viewport scrolls farther than content
Replies: 6
Views: 824

Re: Viewport scrolls farther than content

Beautiful. One step closer to cleaner programming! Thank you a lot Asceai!! I prefer the second version myself because the whole absolute positioning rubs me the wrong way and its a bad case of frankencoding on my part... It took me forever to adjust the values so that it looked the way I wanted it ...
by Peach
Sun Jun 22, 2014 7:51 am
Forum: Ren'Py Questions and Announcements
Topic: Viewport scrolls farther than content
Replies: 6
Views: 824

Re: Viewport scrolls farther than content

No problem, here it is. Just... "again?" ._. I´m sorry...
by Peach
Sat Jun 21, 2014 7:31 pm
Forum: Ren'Py Questions and Announcements
Topic: Viewport scrolls farther than content
Replies: 6
Views: 824

Viewport scrolls farther than content

Hello everyone, precisely 3 days until my deadline I come to you with this question: I changed around a code for save/load screens so that it fit my needs and then afterwards decided to add a viewport in it to fit more saveslots. Now after atrocious hours of trial and error it looks the way I want i...
by Peach
Wed May 28, 2014 12:29 pm
Forum: Ren'Py Questions and Announcements
Topic: renpy.curried_invoke_in_new_context action in imagemap?
Replies: 7
Views: 2003

Re: renpy.curried_invoke_in_new_context action in imagemap?

Alright let me see: screen investigation_shack: if not obj_gold: imagebutton: xpos 360 ypos 445 idle "images/objects/gold.png" hover "images/objects/gold.png" selected_idle "images/objects/gold.png" selected_hover "images/objects/gold.png" action Execute(renpy...
by Peach
Wed May 28, 2014 12:11 pm
Forum: Ren'Py Questions and Announcements
Topic: renpy.curried_invoke_in_new_context action in imagemap?
Replies: 7
Views: 2003

Re: renpy.curried_invoke_in_new_context action in imagemap?

It´s really interesting to know that you can also do that with labels, however it doesnt quite seem to work :S I'm sorry, but an uncaught exception occurred. While running game code: File "game/script.rpy", line 8, in script label my_label(value, a, b): Exception: Required parameter value ...
by Peach
Wed May 28, 2014 10:02 am
Forum: Ren'Py Questions and Announcements
Topic: renpy.curried_invoke_in_new_context action in imagemap?
Replies: 7
Views: 2003

Re: renpy.curried_invoke_in_new_context action in imagemap?

I´m sorry, but this gives me the same error as if I´d tried to call it without curried_invoke_in_context I'm sorry, but an uncaught exception occurred. While running game code: File "game/script.rpy", line 7, in script $ renpy.pause() File "game/script.rpy", line 7, in <module> $...
by Peach
Wed May 28, 2014 7:57 am
Forum: Ren'Py Questions and Announcements
Topic: renpy.curried_invoke_in_new_context action in imagemap?
Replies: 7
Views: 2003

renpy.curried_invoke_in_new_context action in imagemap?

This is basically a followup to the question stated here: http://lemmasoft.renai.us/forums/viewtopic.php?f=8&t=26101 Goal: A Hotspot in an imagemap toggles a variable/sets it to True, displays the renpy.say window and shows an image. I don´t know why it worked before, or why it doesn´t work anym...
by Peach
Mon May 26, 2014 12:50 pm
Forum: Ren'Py Questions and Announcements
Topic: Spaces between dialogue lines in Nvl mode?
Replies: 6
Views: 3223

Re: Spaces between dialogue lines in Nvl mode?

for that you can cheat a little and use \n to force a line break.
basically:

"Sample text.. sample text"
\n
\n
\n puts more sample txt
\n more sample txt here.. "
by Peach
Mon May 26, 2014 9:47 am
Forum: Ren'Py Questions and Announcements
Topic: Huge NVL question block
Replies: 2
Views: 702

Re: Huge NVL question block

Can nobody help me with at least the first two things? :(
by Peach
Sun May 25, 2014 6:34 pm
Forum: Ren'Py Questions and Announcements
Topic: Use style to change "label" colors in a screen?
Replies: 4
Views: 638

Re: Use style to change "label" colors in a screen?

I found that labels are a bit of a pain myself when styling my options screen. What I did was turn them into text statements, I don´t know the exact workings of it, but you can customise your text a lot like this. example: text ("Display") xalign 0.5 yalign 0.5 size 20 color "#592616&...
by Peach
Sun May 25, 2014 11:00 am
Forum: Ren'Py Questions and Announcements
Topic: config.mouse "ValueError" (solved)
Replies: 4
Views: 1121

Re: config.mouse "ValueError: too many values to unpack"

ahhh I copied a bad code from someone else then XD thank you both kindly.
by Peach
Sun May 25, 2014 8:35 am
Forum: Ren'Py Questions and Announcements
Topic: config.mouse "ValueError" (solved)
Replies: 4
Views: 1121

config.mouse "ValueError" (solved)

I used this code: config.mouse = {"default" : ("images/cursor.png", 0, 0)} and it crashes upon startup with "ValueError: too many values to unpack" :/ The documentation doesn´t really help in that regard, maybe it can be updated with an example on how to use the code pr...
by Peach
Sun May 25, 2014 5:30 am
Forum: Ren'Py Questions and Announcements
Topic: [solved] Choice menu with images
Replies: 6
Views: 4342

Re: Choice menu with images

You create the image yourself, so you can make it as big as you want it :) but you can also make the background of the menu choices transparent, though I think you can only do this via style and for all menu choices... I think this might do the trick: init -2: style menu_choice_button is button: bac...
by Peach
Sat May 24, 2014 7:19 pm
Forum: Ren'Py Questions and Announcements
Topic: Transition when starting a new game?
Replies: 5
Views: 1598

Re: Transition when starting a new game?

Just for future reference, what else could prevent this built-in function from happening? Because I don´t have such a screen showing up before the game, and I don´t have a smooth transition :/
by Peach
Sat May 24, 2014 7:18 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Problem with the text in two window NVL
Replies: 7
Views: 1139

Re: Problem with the text in two window NVL

I´m just guessing here, but what is stopping you from using ADV mode for this one instance? (I´m going to assume this is not used for the whole game) You could define two ADV characters like that and just switch to those whenever you need it to work like that.