Search found 786 matches
- Fri Aug 23, 2019 11:03 am
- Forum: Ren'Py Questions and Announcements
- Topic: Errors building distributions from Centos 7 server
- Replies: 1
- Views: 499
Re: Errors building distributions from Centos 7 server
Update: I've managed to solve the Sound issue by installing a dummy sound card using this article: https://www.alsa-project.org/main/index.php/Matrix:Module-dummy That removed the ALSA errors, so I feel like my suspicion was right, but I'm unable to resolve the video problem still: Full traceback: F...
- Fri Aug 23, 2019 5:38 am
- Forum: Ren'Py Questions and Announcements
- Topic: Errors building distributions from Centos 7 server
- Replies: 1
- Views: 499
Errors building distributions from Centos 7 server
Renpy Version: 7.3.2 OS: CentOS Linux release 7.6.1810 (Core) Due to upload bandwidth limitations, I use Gitlab to manage my code and build my game distributions remotely. I was working fine for me last year, but as I try to set it from scratch today (had to rebuild the server), using the latest ren...
- Fri Aug 31, 2018 4:57 am
- Forum: Development of Ren'Py
- Topic: Support for HEIF format in the future?
- Replies: 3
- Views: 858
Support for HEIF format in the future?
Just wondering if this would be considered in the future to help optimise file sizes?
- Sat Jul 28, 2018 7:07 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Building distribution options from command line
- Replies: 2
- Views: 2061
Building distribution options from command line
Sorry if I'm being dumb and missing something. I found this thread that is a good starting point for me, but I need help to figure out the rest: https://lemmasoft.renai.us/forums/viewtopic.php?t=24850 The command renpy.sh launcher distribute /path/to/mygame builds 5 versions for me currently: linux,...
- Wed Jul 18, 2018 6:53 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Old save files in updated game version
- Replies: 13
- Views: 6087
Re: Old save files in updated game version
@kivik - your statement about “default” is incorrect: Text below taken from https://www.renpy.org/doc/html/python.html The default statement sets a single variable to a value if that variable is not defined when the game starts, or after a new game is loaded.For example: default points = 0 When the...
- Wed Jul 18, 2018 6:32 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Old save files in updated game version
- Replies: 13
- Views: 6087
Re: Old save files in updated game version
Assuming these flags are not going to be hit by players until they reach new dialogues that you create, you can just use a python dictionary and set key values as the game progresses. Then rather than checking the value of the variable, you check if the key exists in your dictionary. Something like ...
- Wed Jul 18, 2018 5:02 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Old save files in updated game version
- Replies: 13
- Views: 6087
Re: Old save files in updated game version
Old save files generally break because you're checking a variable, or perform something that requires data which doesn't exist in the game save, or in the case of Renpy version changes - old renpy code being phased out. The issue you've got is that Renpy wasn't designed for iterative updates in itse...
- Thu Jul 12, 2018 7:09 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Is it safe to add new config variables?
- Replies: 4
- Views: 644
Re: Is it safe to add new config variables?
Technically no difference, but the define keyword is redundant in the second scenario.
See documentation about define here: https://www.renpy.org/doc/html/python.h ... -statement
See documentation about define here: https://www.renpy.org/doc/html/python.h ... -statement
- Wed Jul 11, 2018 8:20 am
- Forum: Development of Ren'Py
- Topic: [Solved] config.speaking_attribute does not play nice with config.layers
- Replies: 7
- Views: 1700
Re: config.speaking_attribute does not play nice with config.layers
That's correct. config.tag_layer is used to find the layer with the image on it, with the master layer being used if one is not found. You're allowed to have different images with the same tag on different layers - for example, you can have a screen with the same name as a sprite tag. (I don't reco...
- Tue Jul 10, 2018 4:52 pm
- Forum: Development of Ren'Py
- Topic: [Solved] config.speaking_attribute does not play nice with config.layers
- Replies: 7
- Views: 1700
Re: config.speaking_attribute does not play nice with config.layers
Just done a couple of tests. Without default config.layers setup: - If I show the images on the screens layer (transient and overlay leads to images fading away quickly), speaking attribute doesn't work. - If I show the images on the master layer manually, speaking attribute works as intended. - If ...
- Tue Jul 10, 2018 4:38 pm
- Forum: Development of Ren'Py
- Topic: [Solved] config.speaking_attribute does not play nice with config.layers
- Replies: 7
- Views: 1700
Re: config.speaking_attribute does not play nice with config.layers
If you assign it correctly - using your tag_layer - it will work. If not, it will not. I don't consider this to be a problem. So you're saying that config.speaking_attribute only works with images on non-standarded layers if config.tag_layer is used in the first place? As this is the current behavi...
- Tue Jul 10, 2018 4:48 am
- Forum: Development of Ren'Py
- Topic: [Solved] config.speaking_attribute does not play nice with config.layers
- Replies: 7
- Views: 1700
Re: config.speaking_attribute does not play nice with config.layers
You shouldn't be manually specifying a layer if you give a tag_layer - that's just redundancy. Other than that, the layers are independent of each other, so Ren'Py doesn't know which one to use if it's not told. Agreed on removing the redundancy - it was written before I was aware of tag_layer. How...
- Sun Jul 08, 2018 5:35 am
- Forum: Development of Ren'Py
- Topic: [Solved] config.speaking_attribute does not play nice with config.layers
- Replies: 7
- Views: 1700
[Solved] config.speaking_attribute does not play nice with config.layers
I've just discovered a behaviour that I wasn't aware of till now, and I wonder if it's intended behaviour or not. I've got a speaking attribute enabled with my images, and my character images are assigned to a "characters" layer, to allow me to clear out all visible characters without chan...
- Sat Jul 07, 2018 10:23 am
- Forum: Development of Ren'Py
- Topic: config.speaking_attribute not working properly with layeredimage
- Replies: 1
- Views: 654
config.speaking_attribute not working properly with layeredimage
I use the config.speaking_attribute to define alternative images for speaking characters, and I've noticed that since I've converted all my characters into layered images, there's a problem with this feature. My characters can successfully change from non-speaking to speaking version of their images...
- Tue Jul 03, 2018 6:49 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved]Need help changing the default keymap
- Replies: 3
- Views: 639
Re: Need help changing the default keymap
Create a new layer using the config variable. Show this screen at the start label, on that specific layer. Then so long as you don't hide this screen, it'll always been there, invisibly, waiting to accept the key input.