Search found 33 matches

by hassohappa
Tue Aug 04, 2020 8:45 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] "has side" causing "A side has the wrong number of children" exception after updating from Renpy 6.99 to 7.3.5
Replies: 2
Views: 319

[SOLVED] "has side" causing "A side has the wrong number of children" exception after updating from Renpy 6.99 to 7.3.5

After updating my project from Renpy 6.99.12.4 to 7.3.5, my nvl screen now throws some exceptions, including "A side has the wrong number of children". The problem is here: frame: xpos 0 ypos 0 background "gui/nvl.png" has side "c r": #used to move choices under dialogu...
by hassohappa
Sun Aug 02, 2020 9:32 pm
Forum: Development of Ren'Py
Topic: Having RTL enabled causes {w} tag to crash game
Replies: 3
Views: 6046

Re: Having RTL enabled causes {w} tag to crash game

Since it's been a week and no one's responded to the bug, here is my very clunky workaround. 1. Delete all {w} tags from the rtl language translations (in my case, just Farsi). This is tedious and will cause the waits not to work in those translations, but the waits will still work in other language...
by hassohappa
Mon Jul 27, 2020 7:14 pm
Forum: Development of Ren'Py
Topic: Having RTL enabled causes {w} tag to crash game
Replies: 3
Views: 6046

Re: Having RTL enabled causes {w} tag to crash game

Good idea! For anyone from the future also encountering the issue, I've filed the bug report here: https://github.com/renpy/renpy/issues/2298
by hassohappa
Mon Jul 27, 2020 1:40 am
Forum: Development of Ren'Py
Topic: Having RTL enabled causes {w} tag to crash game
Replies: 3
Views: 6046

Having RTL enabled causes {w} tag to crash game

I've been trying to implement a right-to-left language translation (Farsi) for my game, and added this. renpy.config.rtl = True However, it seems that as long as this is true, the {w} tag causes an error in all languages (Farsi, English, etc): While running game code: File "game/1_diya.rpy"...
by hassohappa
Thu Feb 01, 2018 10:54 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Toggling between English/Chinese font for game translation
Replies: 5
Views: 2619

Re: Toggling between English/Chinese font for game translation

If I understood it correctly, add this to any rpy file: translate english style default: font "fonts/your_english_font_name_here.ttf" translate chinese style default: font "fonts/your_chinese_font_name_here.ttf" This worked, thank you so much! In English, I used multiple fonts i...
by hassohappa
Thu Feb 01, 2018 2:56 am
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Toggling between English/Chinese font for game translation
Replies: 5
Views: 2619

[SOLVED] Toggling between English/Chinese font for game translation

Someone translated my game to Chinese, but I don't know how to change to a Chinese font when you choose it in the menu. So everything shows up as rectangles: screenshot0131.png I've added a Chinese font to the game directory with my other fonts, and tried adding the lines of code from this https://w...
by hassohappa
Sat Sep 23, 2017 4:45 pm
Forum: Development of Ren'Py
Topic: Screenshots don't save with special characters in filepath
Replies: 0
Views: 674

Screenshots don't save with special characters in filepath

Just reporting this in case no one else has -- https://68.media.tumblr.com/bf87bef13db8f72f7e41dc413fd37a16/tumblr_owqn8xRtbS1qim1cvo1_540.png When pressing s, each time the message pops up in the top left, but no image is actually saved (this screenshot was taken through printscreen). The reason it...
by hassohappa
Sun May 14, 2017 12:23 am
Forum: Ren'Py Questions and Announcements
Topic: How to display an image on a custom layer in screens
Replies: 2
Views: 1349

Re: How to display an image on a custom layer in screens

Thanks Tom! I've tried this: label main_menu: $ renpy.call_screen('main_menu', _layer="farBack") return But it still appeared on the default layer. I realized the problem is actually that the effects of my custom layers don't kick in until the start label. I just never noticed this with my...
by hassohappa
Sat May 13, 2017 4:06 pm
Forum: Ren'Py Questions and Announcements
Topic: How to display an image on a custom layer in screens
Replies: 2
Views: 1349

How to display an image on a custom layer in screens

I have custom layers in my game - images on different layers shift different distances to give it a parallax effect. In most of the game, images with the tag "bg" automatically go on the layer "farBack" because of this: $ config.tag_layer = {'bg' : 'farBack'} In cases where I wan...
by hassohappa
Fri Feb 05, 2016 6:03 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Say window ATL animation replaying on {w} tag
Replies: 4
Views: 1227

Re: Say window ATL animation replaying on wait tag in dialog

Knowing that now, it would've been some kind of miracle if by chance I really did get it working! I hope someone does post a solution for it someday. And holy cow, moving the {w} tag after like that works!! There's a plugin in Notepad++ for multiline find/replace, so I was able to replace all my wai...
by hassohappa
Fri Feb 05, 2016 4:03 am
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Say window ATL animation replaying on {w} tag
Replies: 4
Views: 1227

Re: Say window ATL animation replaying on wait tag in dialog

Thanks for the suggestion to use extend! Unfortunately, while it does prevent the animation from playing again, it causes this flash between the two halves of the line, so I can't quite use it... http://i.imgur.com/xVW3ffW.gifv I'm determining newSpeaker manually, just like you've put above! What ki...
by hassohappa
Thu Feb 04, 2016 8:32 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Say window ATL animation replaying on {w} tag
Replies: 4
Views: 1227

[SOLVED] Say window ATL animation replaying on {w} tag

I have an ATL transform that causes the say window to ease in from the bottom of the screen when a new character speaks, like this: https://youtu.be/zSml_ZQW30c?t=52s This works okay, but if I use a wait tag in the dialogue like {w=1.0}, the ATL animation starts again when the text scrolls to the wa...
by hassohappa
Sat Jan 23, 2016 6:41 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] what_prefix showing during dialogue box transitions
Replies: 2
Views: 384

[SOLVED] what_prefix showing during dialogue box transitions

My game's narration puts a ">" symbol before every line like in Persona games, like: ">You ate grass. " To avoid having to manually type a ">" before every sentence, I set my narrator's what_prefix to ">". This works great, except the ">" now gets in...