Search found 99 matches
- Sat Oct 29, 2022 5:24 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Help with cross-platform Steam Cloud Saves
- Replies: 2
- Views: 47
Re: Help with cross-platform Steam Cloud Saves
Wow, that was a lot simpler than what I had, and works like a charm. Thanks!
- Sat Oct 29, 2022 3:26 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Help with cross-platform Steam Cloud Saves
- Replies: 2
- Views: 47
[SOLVED] Help with cross-platform Steam Cloud Saves
So I'm trying to add Cloud Saves to my games on Steam. I managed to get it working between two Windows computers, but the transfer does not work between Windows and Linux/SteamOS. (All other combinations probably also don't work - I wasn't able to test them.) For Windows, I wrote: Root: WinAppDataRo...
- Sun Sep 18, 2022 1:13 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] How to create a scrollable save/load menu (2 cols X 3 rows)
- Replies: 2
- Views: 361
Re: How to create a scrollable save/load menu (2 cols X 3 rows)
Try using a "vpgrid" instead of simply a "grid"
https://www.renpy.org/doc/html/screens.html?#vpgrid
https://www.renpy.org/doc/html/screens.html?#vpgrid
- Tue Aug 23, 2022 4:57 am
- Forum: Ren'Py Questions and Announcements
- Topic: How to Write a Function That Saves Character Position, Emotion, and Direction?
- Replies: 1
- Views: 303
Re: How to Write a Function That Saves Character Position, Emotion, and Direction?
renpy.get_attributes would allow you to store a character's current expression: https://www.renpy.org/doc/html/displaying_images.html?highlight=renpy%20get#renpy.get_attributes Not sure how well it would work, but one idea would be to just make one "relationship_bar" screen that takes a character's...
- Tue Aug 16, 2022 5:10 pm
- Forum: Ren'Py Cookbook
- Topic: Detailed word counts for Lint (Character/File/Character&File)
- Replies: 0
- Views: 276
Detailed word counts for Lint (Character/File/Character&File)
I first just wanted to add character word counts to Lint, but then I went a bit overboard... I'm sharing the result with you here! With this code, the expanded capabilities of Lint are to display word counts per character, per file, and per character per file. This has many practical use cases, such...
- Wed Jul 06, 2022 5:15 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to make characters clickable
- Replies: 2
- Views: 268
Re: How to make characters clickable
I would definitely go with imagebuttons. You can avoid the "h" hiding thing by setting the screen's layer to "master". So something like:
Code: Select all
screen characterButton(character, position):
layer "master"
imagebutton:
idle character xpos position action ...- Mon Jun 20, 2022 6:12 am
- Forum: Ren'Py Questions and Announcements
- Topic: Code so that the text does not appear in the history
- Replies: 3
- Views: 273
Re: Code so that the text does not appear in the history
An alternate solution that I tend to use is:
That way you don't need to deal with the history at all.
Code: Select all
label start:
scene anim_01
voice "voice/001.ogg"
ger "bla-bla{nw}"
show anim_02
extend "" - Fri Jun 17, 2022 4:04 am
- Forum: Ren'Py Questions and Announcements
- Topic: TypeError problem
- Replies: 2
- Views: 194
Re: TypeError problem
Is it possible that you already defined a Character that uses the shortcut "y"? If yes, you should use a different name for this variable.
- Mon Jun 13, 2022 10:52 am
- Forum: Ren'Py Questions and Announcements
- Topic: Text beep plays during the game menu
- Replies: 10
- Views: 1530
Re: Text beep plays during the game menu
Oh yeah, now that I checked, I can confirm I get the same error in 8 even though my beep code is different. :/
- Mon Jun 13, 2022 7:00 am
- Forum: Ren'Py Questions and Announcements
- Topic: Text beep plays during the game menu
- Replies: 10
- Views: 1530
Re: Text beep plays during the game menu
I actually had the same issue last year. Maybe this helps you like it helped me?
viewtopic.php?f=8&t=62820&p=545206#p545368
viewtopic.php?f=8&t=62820&p=545206#p545368
- Sun Jun 12, 2022 2:57 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] How to display screen elements with nested for loop exactly once?
- Replies: 2
- Views: 212
Re: How to display screen elements with nested for loop exactly once?
I think I love screen language a little too much, because this didn't even occur to me... But thank you, this worked like a charm!
- Sun Jun 12, 2022 2:20 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]Grid Code for Textbuttons Works in RenPy 7.4.11 but not in RenPy 8.0
- Replies: 4
- Views: 250
Re: Grid Code for Textbuttons Works in RenPy 7.4.11 but not in RenPy 8.0
I have no idea, to be honest. I'm pretty sure I've gotten underfull grid errors before, so I'm more surprised that your code was working in 7.4.11!
- Sun Jun 12, 2022 2:10 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Default class not updating for defined value
- Replies: 5
- Views: 217
Re: Default class not updating for defined value
Currently, your values are set to "First Name", etc. instead of what you pass on to the constructor. The correct way to do it would be: class char() : def __init__ (self, firstName="First Name", lastName="Last Name", fullName="Full Name", age=18): self.firstName = firstName self.lastName = lastName ...
- Sun Jun 12, 2022 1:57 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]Grid Code for Textbuttons Works in RenPy 7.4.11 but not in RenPy 8.0
- Replies: 4
- Views: 250
Re: Grid Code for Textbuttons Works in RenPy 7.4.11 but not in RenPy 8.0
It's possible that this could be fixed just by adding:
Code: Select all
define config.allow_underfull_grids = True- Sun Jun 12, 2022 1:44 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] How to display screen elements with nested for loop exactly once?
- Replies: 2
- Views: 212
[SOLVED] How to display screen elements with nested for loop exactly once?
So I'm currently working on a flowchart screen. To save myself the effort of defining each node's position manually, I tried defining only the first position, and made the screen figure out the rest by telling it how the nodes are connected: screen flowchart(): tag menu use game_menu(_("Flowchart"))...