Search found 94 matches
- Sun Dec 30, 2018 8:07 am
- Forum: Ren'Py Questions and Announcements
- Topic: Inventory: define items each chapter
- Replies: 8
- Views: 713
Re: Inventory: define items each chapter
Hm, this should work as long as the player has this note-item in inventory. Did he get it somehow in second chapter? For test purposes you can move the code for one of working items (like image tooltip_inventory_Silverweed=LiveComposite((300, 300), (0,0), ImageReference("silverweedView"),...
- Sun Dec 30, 2018 3:20 am
- Forum: Ren'Py Questions and Announcements
- Topic: Inventory: define items each chapter
- Replies: 8
- Views: 713
Re: Inventory: define items each chapter
Yes, all init blocks are run before loading data from save. It's not clear that note in second chapter is another item, 'cause in both of your posts you show code for the tooltip_inventory_note. If this is two different named items it doesn't matter where you put code for them in the same script fi...
- Thu Dec 27, 2018 4:00 am
- Forum: Ren'Py Questions and Announcements
- Topic: Inventory: define items each chapter
- Replies: 8
- Views: 713
Re: Inventory: define items each chapter
Loks like you trying to re-create the tooltip_inventory_note... This might be, that init block for your next chapter was run first and then was run the code you have for all your items (is this code placed in script.rpy?). Anyway, try to create completely different items in chapters (not re-create ...
- Tue Dec 25, 2018 8:46 am
- Forum: Ren'Py Questions and Announcements
- Topic: Inventory: define items each chapter
- Replies: 8
- Views: 713
Re: Inventory: define items each chapter
I tried putting this statement inside an init block at the start of the second chapter file, but this doesn't work. I then tried putting with the other image statements that I have in this chapter, but still doesn't work. image tooltip_inventory_note=LiveComposite((300, 300), (0,0), ImageReference(&...
- Mon Dec 24, 2018 4:37 am
- Forum: Ren'Py Questions and Announcements
- Topic: Inventory: define items each chapter
- Replies: 8
- Views: 713
Inventory: define items each chapter
Hello, I'm using leon's code as a base for my inventory. However, I'm facing some issues. My game is divided in chapters and I would like to initiate each chapter's items alone. The way the code works now is that the items are initialized when the game first load, and so I have to define all the ite...
- Wed Nov 07, 2018 7:27 am
- Forum: Development of Ren'Py
- Topic: In 7.1, Arabic is broken.
- Replies: 6
- Views: 1512
Re: In 7.1, Arabic is broken.
Thank you!!PyTom wrote: ↑Wed Oct 31, 2018 9:50 am https://www.renpy.org/dl/7.1.2/
Should have a fix in it. (It's not out yet, but I did make an early prerelease so Arabic support gets unbroken.)
- Wed Oct 31, 2018 2:02 am
- Forum: Development of Ren'Py
- Topic: In 7.1, Arabic is broken.
- Replies: 6
- Views: 1512
Re: In 7.1, Arabic is broken.
I'm having the same problem but in the 7.1.1 version.
Arabic just doesn't work.
Arabic just doesn't work.
- Sun Oct 28, 2018 8:34 am
- Forum: Ren'Py Questions and Announcements
- Topic: Ren'Py 7.1.1 Released
- Replies: 16
- Views: 5551
Re: Ren'Py 7.1.1 Released
Hello,
Is Arabic still broken in the latest version?
Because the text in my game is unreadable!
Is Arabic still broken in the latest version?
Because the text in my game is unreadable!
- Sun May 27, 2018 3:37 am
- Forum: Ren'Py Questions and Announcements
- Topic: Arabic diacritics (Tashkil)
- Replies: 6
- Views: 1989
Re: Arabic diacritics (Tashkil)
Okay, I spent a few hours looking into this, but unfortunately I don't have good news for. I'm going to explain my understanding of things - I'm sure you already know this, but I'm kind of hoping that I got something wrong that would make things easier on us. Forgive me if this sounds like I'm talk...
- Tue May 22, 2018 4:12 am
- Forum: Ren'Py Questions and Announcements
- Topic: Displaying Timer on Screen
- Replies: 9
- Views: 6557
Re: Displaying Timer on Screen
You need a hide to effectively remove the dynamic displayable, otherwise it would expect an (image, delay) return from the function else: renpy.hide_screen("countdown") renpy.jump("police_storming") Oh..I didn't know that. Thank you so much for the help!
- Mon May 21, 2018 6:30 am
- Forum: Ren'Py Questions and Announcements
- Topic: Arabic diacritics (Tashkil)
- Replies: 6
- Views: 1989
- Mon May 21, 2018 6:28 am
- Forum: Ren'Py Questions and Announcements
- Topic: Displaying Timer on Screen
- Replies: 9
- Views: 6557
Re: Displaying Timer on Screen
So this is my final code for the timer init: python: # This function will run a countdown of the given length. It will # be white until 5 seconds are left, and then red until 0 seconds are # left, and then will blink 0.0 when time is up. def countdown(st, at, length=0.0): remaining = length - st min...
- Sun May 20, 2018 3:58 am
- Forum: Ren'Py Questions and Announcements
- Topic: Displaying Timer on Screen
- Replies: 9
- Views: 6557
Re: Displaying Timer on Screen
Oh cool, this is the exact code someone was looking for the other day. Unless it was you? XD Anyway this works for me: screen countdown(cd_time): zorder 99 frame: xalign 0.1 yalign 0.1 add DynamicDisplayable(countdown, length=cd_time) label start: show screen countdown(120) Basically here you're cr...
- Thu May 17, 2018 3:30 am
- Forum: Ren'Py Questions and Announcements
- Topic: Displaying Timer on Screen
- Replies: 9
- Views: 6557
Re: Displaying Timer on Screen
Glad to hear you got it working! May be worth posting your end code for others who need it (I'd be curious myself!) What was the error you got when you tried zorder? Always useful to share the error messages. Regardless, the screen layer comes above the master layer: https://www.renpy.org/doc/html/...
- Tue May 15, 2018 8:28 am
- Forum: Ren'Py Questions and Announcements
- Topic: Displaying Timer on Screen
- Replies: 9
- Views: 6557
Re: Displaying Timer on Screen
I managed to get the code to work as I need. However, I've run in another problem, show countdown at Position(xalign=.1, yalign=.1) call screen geneticCodeLab I'm showing the timer and then calling another screen which causes the timer to disappear. Is there a way to always make on top? I've tried t...