Search found 32 matches
- Sun Mar 26, 2017 7:15 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED!] Popups appearing above highlighted objects
- Replies: 6
- Views: 866
Re: Show transient: Popups relative to highlighted objects
I hid (xvalue, yvalue): and it works fine. So I guess that bit isn't vital. It isn't vital, but it is: 1) Allows for better performance https://www.renpy.org/doc/html/screen_optimization.html#parameter-list 2) Documents screen parameters: you would know what you should provide and what can be tuned...
- Sat Mar 25, 2017 7:30 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED!] Popups appearing above highlighted objects
- Replies: 6
- Views: 866
Re: Show transient: Popups relative to highlighted objects
Yes, anchor property. Anchor is a point on image which is used as base, for example, *pos statements will ensure that anchor of your image will be positioned in place described by *pos. align just sets pos and anchor to the same value (and it should really be used only with relative values, not abs...
- Fri Mar 24, 2017 2:25 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED!] Popups appearing above highlighted objects
- Replies: 6
- Views: 866
Re: Show transient: Popups relative to highlighted objects
You can add parameters to your screen: screen USE(xvalue, yvalue): image "ASSETS/UI/popupUSE.png" align (xvalue, yvalue) # . . . ShowTransient("USE", xvalue=.5, yvalue=.95) THANK YOU! One follow up question, I find it difficult to wrap my head around xalign, xpos and xanchor. I ...
- Fri Mar 24, 2017 1:43 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Change menu after finish the game
- Replies: 4
- Views: 701
Re: Change menu after finish the game
I would set a variable which controls whether the button is ready to show; init: $ gameCompleted = False #CAN BE ANYTHING is just an example. Then in the main menu code I would include: frame: style_group "mm" xalign .98 yalign .98 has vbox textbutton _("Start Game") action Start...
- Fri Mar 24, 2017 1:30 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED!] Popups appearing above highlighted objects
- Replies: 6
- Views: 866
[SOLVED!] Popups appearing above highlighted objects
I want one of three popups (Use, Talk or View) to appear when hovering over interact-able objects or people (which are imagebuttons). CABIN example.png In the image example, you can see the USE popup appearing over the desk, showing the player that clicking on the desk will make the character "...
- Wed Sep 23, 2015 4:59 am
- Forum: Ren'Py Questions and Announcements
- Topic: Help with streamlining my tooltip code?
- Replies: 4
- Views: 1548
Re: Help with streamlining my tooltip code?
Yay, I was helpful! ^^ I actually used this post as an exercise to make my tooltip code, so you have already helped me greatly. The trouble I was having is that I didn't know where that code was supposed to go. I eventually figured out that the bulk of it (the part that maps the hotspots) goes in s...
- Wed Sep 23, 2015 4:39 am
- Forum: Ren'Py Questions and Announcements
- Topic: I need some help with tooltips please.
- Replies: 13
- Views: 3352
Re: I need some help with tooltips please.
Hello there! I've been having some difficulties mapping tooltips to an image. I'm creating something that requires a bit of background to be fully appreciated, and I thought it would be easier on the player to find out more information by mousing over the class in question rather than be buried und...
- Wed Sep 23, 2015 4:01 am
- Forum: Ren'Py Questions and Announcements
- Topic: Help with streamlining my tooltip code?
- Replies: 4
- Views: 1548
Re: Help with streamlining my tooltip code?
I'm quite a newbie myself, but if this works like the other styling I've done, you might be able to trade init python: style.tooltipcaption = Style(style.default) style.tooltipcaption.font = "cour.ttf" style.tooltipcaption.kerning = 5 style.tooltipcaption.xalign = 0.5 style.tooltipcaption...
- Tue Sep 15, 2015 5:17 am
- Forum: Ren'Py Questions and Announcements
- Topic: Viewport with Buttons and Foreground
- Replies: 4
- Views: 4363
Re: Viewport with Buttons and Foreground
Try to set the child_size parameter for the viewport the same as the background image size. http://www.renpy.org/doc/html/screens.html#viewport Thank you! They seem to be moving together now... However I still have an issue where once you reach the end of the viewport (backgroung layer), the screen...
- Thu Sep 10, 2015 11:14 am
- Forum: Ren'Py Cookbook
- Topic: Hidden Quickmenu for a cleaner GUI
- Replies: 4
- Views: 7453
Re: Hidden Quickmenu for a cleaner GUI
If you want to toggle it you could probably do something like: init: $ pause_menu_open = False screen quick_menu(): #---------- this line is super important, needs to match the "use quick_menu" line found in screens.rpy default tt = Tooltip("") #---------- hover captions if paus...
- Thu Sep 10, 2015 11:00 am
- Forum: Ren'Py Questions and Announcements
- Topic: Viewport with Buttons and Foreground
- Replies: 4
- Views: 4363
Viewport with Buttons and Foreground
Our game is a point & click adventure, and some areas of the level are navigable spaces wider than the screen size (ie. scroll left & right to look around - the environment is a long, narrow train car). I'm trying to implement a parallax scrolling effect, so that the foreground image moves s...
- Wed Sep 09, 2015 4:50 pm
- Forum: Ren'Py Cookbook
- Topic: Hidden Quickmenu for a cleaner GUI
- Replies: 4
- Views: 7453
Hidden Quickmenu for a cleaner GUI
Worked on this today, thought I'd share it (also my first tutorial ever?) It's basically a container for all those pesky little quick menu buttons, so that everything looks sleek and tidy! Take a gander at the images below for an example of the screen and hover states. ( Or you can see it "in a...
- Wed Sep 09, 2015 3:14 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Help with streamlining my tooltip code?
- Replies: 4
- Views: 1548
Help with streamlining my tooltip code?
So, this is more of a cosmetic ask (I hate untidy code) and not strictly a functional one (no errors are being returned or anything). Basically, our game is a point & click adventure, so lots of screens with imagemaps and imagebuttons. And each one looks like this: IN INIT: ... init python: styl...
- Tue Aug 25, 2015 7:32 am
- Forum: Works in Progress
- Topic: The Adventures of Scottie [1950s] [Heist & Espionage]
- Replies: 9
- Views: 2198
Re: The Adventures of Scottie [1950s] [Heist & Espionage]
UPDATE - AUGUST 8, 2015 Hey y'all! We're creeping towards our goal of having our prototype done by the end of September! There's a local science convention here around that time, and we've been given a table at the video game section. We're working on a Prologue which will release free or pay-what-...
- Tue Aug 25, 2015 5:02 am
- Forum: Works in Progress
- Topic: Cavaliers & Carnivals [KN][fantasy/adventure]
- Replies: 79
- Views: 31849
Re: Cavaliers & Carnivals [KN][fantasy/adventure, friendship
Hey there! Thanks for checking out our game and leaving your lovely comments <3 I came over to take a look at yours, and from the GUI to the backgrounds and character sprites, EVERYTHING LOOKS GREAT! The story sounds awesome, with an interesting take on the 'transported into my own thoughts' trope. ...