Search found 786 matches

by kivik
Fri Aug 23, 2019 11:03 am
Forum: Ren'Py Questions and Announcements
Topic: Errors building distributions from Centos 7 server
Replies: 1
Views: 491

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...
by kivik
Fri Aug 23, 2019 5:38 am
Forum: Ren'Py Questions and Announcements
Topic: Errors building distributions from Centos 7 server
Replies: 1
Views: 491

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...
by kivik
Fri Aug 31, 2018 4:57 am
Forum: Development of Ren'Py
Topic: Support for HEIF format in the future?
Replies: 3
Views: 841

Support for HEIF format in the future?

Just wondering if this would be considered in the future to help optimise file sizes?
by kivik
Sat Jul 28, 2018 7:07 pm
Forum: Ren'Py Questions and Announcements
Topic: Building distribution options from command line
Replies: 2
Views: 2029

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,...
by kivik
Wed Jul 18, 2018 6:53 pm
Forum: Ren'Py Questions and Announcements
Topic: Old save files in updated game version
Replies: 13
Views: 5964

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...
by kivik
Wed Jul 18, 2018 6:32 pm
Forum: Ren'Py Questions and Announcements
Topic: Old save files in updated game version
Replies: 13
Views: 5964

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 ...
by kivik
Wed Jul 18, 2018 5:02 pm
Forum: Ren'Py Questions and Announcements
Topic: Old save files in updated game version
Replies: 13
Views: 5964

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...
by kivik
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: 633

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
by kivik
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: 1638

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...
by kivik
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: 1638

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 ...
by kivik
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: 1638

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...
by kivik
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: 1638

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...
by kivik
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: 1638

[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...
by kivik
Sat Jul 07, 2018 10:23 am
Forum: Development of Ren'Py
Topic: config.speaking_attribute not working properly with layeredimage
Replies: 1
Views: 648

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...
by kivik
Tue Jul 03, 2018 6:49 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved]Need help changing the default keymap
Replies: 3
Views: 624

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.