Search found 41 matches
- 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 ...
- 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...
- 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...
- 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...
- 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 ...
- 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> $...
- 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...
- 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.. "
basically:
"Sample text.. sample text"
\n
\n
\n puts more sample txt
\n more sample txt here.. "
- 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?
- 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&...
- 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.
- 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...
- 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...
- 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 :/
- 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.