Search found 28 matches

by expenseroso
Thu Feb 08, 2018 6:38 am
Forum: Ren'Py Questions and Announcements
Topic: Customizing main menu textbuttons
Replies: 1
Views: 507

Re: Customizing main menu textbuttons

Look into styles, the tutorial goes in depth on it I believe. You could also just change each button individually, like:

Code: Select all

textbutton _("Start") text_size 30 text_color "#880000" action Start()
by expenseroso
Thu Feb 08, 2018 6:30 am
Forum: Ren'Py Questions and Announcements
Topic: The Screens saga continues
Replies: 4
Views: 739

Re: The Screens saga continues

I'm really unclear on what exactly you're trying to accomplish with the loop style you have going on. Can you get a more detailed example? I suspect there's a better method that using a while loop.
by expenseroso
Thu Feb 08, 2018 5:46 am
Forum: Ren'Py Questions and Announcements
Topic: How to Optimize Screens with Lots of Imagebuttons
Replies: 2
Views: 602

Re: How to Optimize Screens with Lots of Imagebuttons

Not much to go by in your post. However, I downloaded your game and extracted the archives and can tell you that your file sizes are all about 10 times bigger than they should be. Just from exporting as an 8-bit PNG in photoshop i was able to get a button's file size down from 450kb to around 40kb w...
by expenseroso
Sun Jan 28, 2018 6:37 pm
Forum: Ren'Py Questions and Announcements
Topic: Variable string not changing inside image
Replies: 3
Views: 641

Re: Variable string not changing inside image

You declare a variable in python simply by setting it equal to something. So your first line would declare the variable if you took out the define and put a $ in front of the line (which tells renpy to expect a line of python). As for the problem--what are you trying to do with the text? If you're t...
by expenseroso
Sun Jan 28, 2018 6:01 pm
Forum: Ren'Py Questions and Announcements
Topic: Variable string not changing inside image
Replies: 3
Views: 641

Re: Variable string not changing inside image

'define' is used for declaring constants at init time and should not be changed. 'image' statements are also evaluated at init time, regardless of where they in your script.
by expenseroso
Sun Jan 28, 2018 3:56 am
Forum: Ren'Py Questions and Announcements
Topic: Making a Points Variable having problems
Replies: 7
Views: 926

Re: Making a Points Variable having problems

> and < should work fine without testing for equality as well, not sure what was going on with your initial problem. Your last bit of code wouldn't work because you didn't specify two variables to compare after the 'and'... python will not just assume you were intending to test both against the firs...
by expenseroso
Sun Jan 28, 2018 3:47 am
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] How do I set variables through a game menu to use in the game?
Replies: 4
Views: 1294

Re: How do I set variables through a game menu to use in the game?

Assuming that's an input box you're using, the contents will of the box will be returned by the function if you're calling the screen using renpy.call_screen(your_menu) . So you could use my_variable = renpy.call_screen(myscreen) and get back in my_variable whatever is entered into the text box. If ...
by expenseroso
Sun Jan 28, 2018 3:24 am
Forum: Ren'Py Questions and Announcements
Topic: PLZ HELP Build error codes
Replies: 1
Views: 428

Re: PLZ HELP Build error codes

You're hitting the limit for how long a command line argument can be. Is it possible that you have an abnormally large number of script files or abnormally long path names to your files? I don't know what Renpy calls at the command line for builds, but just some things to try: If you're attempting b...
by expenseroso
Sun Jan 28, 2018 3:04 am
Forum: Ren'Py Questions and Announcements
Topic: Music in Main Menu from Splashscreen (Solved!)
Replies: 3
Views: 1902

Re: Music in Main Menu from Splashscreen

If your main menu music is the same file as the music you start in the splash screen it should simply continue without interruption--no need to do anything. Don't know if there's a way to test for music playing, but I believe using 'queue' instead of 'play' would work for the purposes you describe.
by expenseroso
Sat Jan 06, 2018 2:22 pm
Forum: Ren'Py Questions and Announcements
Topic: Setting a default wait time for {w}
Replies: 2
Views: 460

Re: Setting a default wait time for {w}

Ocelot wrote: Sat Jan 06, 2018 2:14 pm {w} without time specified has entirely different semantic: it waits until user clicks, not for some amount of time.
I'm aware. That's not a behavior I ever want in the middle of a line.
by expenseroso
Sat Jan 06, 2018 1:52 pm
Forum: Ren'Py Questions and Announcements
Topic: Setting a default wait time for {w}
Replies: 2
Views: 460

Setting a default wait time for {w}

Is this possible? I couldn't find anything in the documentation. I know that custom tags are possible but in the documentation it mentions that {w} doesn't work with them. I suppose I could make a variable ww = "{w=1.0}" or something but I'd rather set a default if that's an option. If not...
by expenseroso
Sun Dec 10, 2017 4:04 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Can I hide the dialogue box and still have text run in it?
Replies: 2
Views: 502

Re: Can I hide the dialogue box and still have text run in it?

I'm not sure exactly what effect you're trying to achieve--what's the difference between "invisible dialogue" and dialogue that simply isn't there until the user clicks? If you just want to hide the window and then show it again when the user clicks you can do that with something like: &qu...
by expenseroso
Sun Dec 03, 2017 9:59 pm
Forum: Ren'Py Questions and Announcements
Topic: How would you change the vertical positioning of text during a choice menu?
Replies: 7
Views: 705

Re: How would you change the vertical positioning of text during a choice menu?

You can put the dialogue under the menu:

Code: Select all

menu:
	e "This will be show up during your choices."
	"Ok":
		pass
	"Oh, really?":
		pass
by expenseroso
Sun Dec 03, 2017 8:29 pm
Forum: Ren'Py Questions and Announcements
Topic: Help with displaying a scene image
Replies: 10
Views: 1039

Re: Help with displaying a scene image

I'm confused about what is supposed to be happening here, but if you don't want the image buttons then hide the screeen as the other buttons do. Change action Jump("osbedroombasket") to action [Hide ("osbedroom"), Hide ("osbedroomib"), Jump ("osbedroombasket")...