This is the reference for what you can put after the keyword action (not exclusive, but contains a lot): https://www.renpy.org/doc/html/screen_actions.html You probably want to use that function instead: https://www.renpy.org/doc/html/statement_equivalents.html?#renpy.show to do so, you will have to...
Finally, upon reconsideration, I made this out: label tutorial_1: tutorial "Describe the game mechanic." if not test_to_continue: $ _history = False $ renpy.suspend_rollback(True) jump tutorial_1 $ renpy.suspend_rollback(False) $ _history = True #the rest of the story
For the history, I ended up using the variable just under it:https://www.renpy.org/doc/html/store_va ... story_list
By doing history.pop() for each statement before the jump, I can remove the double before they happens.
Doesn't work for the rollback though... Still no solution.
In my game, I have a tutorial that loop until a certain action has been done, but I want it to only appear once in the history and rollback (aka you don't have to back for a year to get to the line before the tutorial). Is that possible, and how would I do that?
Generally speaking, trying not to do a 10009 thing at the same time is a good idea. Try to do them when needed. for size, trying to combine scene that are the same but in different path is a good idea I guess (also help with typo), either by using call/return rather than jump, or by having a variabl...
try this: c1 = '' for c in credits: if not c1==c[0]: credits_s += "\n{size=50}" + "[c[0]!t]" + "\n" credits_s += "{size=30}" + "[c[1]!t]" + "\n" c1=c[0] This is what I suggested before, though I don't know if it will work. Might not need th...
Maybe you could evaluate the size of the content on the support, and use that as a key to allow to start the game/ use the main-menu. That would prevent starting it without the right support. You could also check for specific file, like the installer, for more precision. Also, by memory, Ren'py game...
Does the game work before you build the archive? I never encountered a problem with putting everything in the archive, but then again I never tried with a full game. Maybe try to force recompile (I do think it does that automatically before creating a build, but...) to see if the problem appear/pers...
I'm not sure if it as been brought up, but on the use of float for screen customization. I feel like there is an untapped potential for using float while defining screen. If fully implemented, we could have screen that would scale to all size... But right now there is a few problem: while the 0.0 po...
If there is absolutely nothing to save but the configuration option, you could maybe consider using persistent variable rather than a save system. Persistent variable are defined per game, meaning that even new game will keep the previous configuration. It does limit it to one profile, unless you sa...
That wouldn't solve the problem, only maybe make it worst as test get activated as soon as the screen update. Also, I might add that I added my screen in config.per_frame_screens already, it might be part of the problem. Also, as I said, the problem is solved by calling Function(j.test, current_data...
First thing first, unskipable cutscene are the bane of repeat player. You might want to consider to force stop skipping right before starting it, but keeping the player from doing anything... Basically, just make sure it is needed to see it every time. There is probably a way to disable clicking for...