Search found 34 matches

by rebellare
Thu Mar 17, 2022 10:42 am
Forum: Ren'Py Questions and Announcements
Topic: Translation not working on one Character
Replies: 1
Views: 320

Translation not working on one Character

So, I've done everything by the book and made translations for my game. I have a few and they all work fine. Except! One character's dialogue isn't getting translated into any language. I checked and the lines are translated like they should be in the tl folders, I don't understand why it's not work...
by rebellare
Fri Mar 11, 2022 9:06 am
Forum: Ren'Py Questions and Announcements
Topic: Chinese keeps using squares only[SOLVED]
Replies: 13
Views: 651

Re: Chinese keeps using squares only

Made it work with styles, gonna put the subject as resolved. Thanks a lot, everyone!
by rebellare
Thu Mar 10, 2022 10:42 am
Forum: Ren'Py Questions and Announcements
Topic: Chinese keeps using squares only[SOLVED]
Replies: 13
Views: 651

Re: Chinese keeps using squares only

Great! Thanks a lot! I'll try making it work today, fingers crossed
by rebellare
Thu Mar 10, 2022 10:20 am
Forum: Ren'Py Questions and Announcements
Topic: Chinese keeps using squares only[SOLVED]
Replies: 13
Views: 651

Re: Chinese keeps using squares only

So in my case, it'd be: translate chinese style default: font "ChineseFontThatIFound.ttf" and what would I use to change to font of names and my interface? I mean, the equivalents of "gui.name_text_font" and "gui.interface_text_font" since font is equivalent to gui.text...
by rebellare
Thu Mar 10, 2022 6:16 am
Forum: Ren'Py Questions and Announcements
Topic: Chinese keeps using squares only[SOLVED]
Replies: 13
Views: 651

Re: Chinese keeps using squares only

Could you maybe show how it'd look for my project? just for one language, I'll do the rest, of course. What I want is the abilty to choose which font for dialgoue, names and interface and the sizes for them all
by rebellare
Thu Mar 10, 2022 5:51 am
Forum: Ren'Py Questions and Announcements
Topic: Chinese keeps using squares only[SOLVED]
Replies: 13
Views: 651

Re: Chinese keeps using squares only

Is this it?

Code: Select all

translate piglatin style default:
    font "stonecutter.ttf"
translate piglatin python:
    style.default.font = "stonecutter.ttf"
If yes, what's the difference? Since it says equivalently, I'm presuming it's either, right?
by rebellare
Mon Mar 07, 2022 10:14 am
Forum: Ren'Py Questions and Announcements
Topic: Chinese keeps using squares only[SOLVED]
Replies: 13
Views: 651

Re: Chinese keeps using squares only

Of course, if there is a smarter, simpler option to do what I'm trying to, I'd be really grateful
by rebellare
Mon Mar 07, 2022 10:11 am
Forum: Ren'Py Questions and Announcements
Topic: Chinese keeps using squares only[SOLVED]
Replies: 13
Views: 651

Re: Chinese keeps using squares only

Thanks for the reply, I've been dabbling since then and already realized that the changes I did changed nothing since they were local so I changed everything to define. Naturally, since they're "define" it just went through everything despite the conditions I set and just did the defines t...
by rebellare
Wed Mar 02, 2022 6:14 am
Forum: Ren'Py Questions and Announcements
Topic: Chinese keeps using squares only[SOLVED]
Replies: 13
Views: 651

Chinese keeps using squares only[SOLVED]

So, all the documentation I went through resulted in nothing. I tried everything I could think of and the only thing I noticed is that the game name (when the game is turned on) is actually in chinese, everything else is just squares, no matter what I do. I already got russian working long time ago ...
by rebellare
Tue Aug 10, 2021 8:10 am
Forum: Ren'Py Questions and Announcements
Topic: A way to get currently shown scene?
Replies: 5
Views: 1229

Re: A way to get currently shown scene?

Wow, completely forgot about this post since I wasn't on Lemma for a while. Anyway, I managed to get it running by using renpy.get_showing_tags(layer='master') and putting it into a temporary variable, thus creating a new set that has the names of each displayable currently on the "master"...
by rebellare
Fri Feb 05, 2021 8:40 am
Forum: Ren'Py Questions and Announcements
Topic: A way to get currently shown scene?
Replies: 5
Views: 1229

Re: A way to get currently shown scene?

I derived a version from your idea that fits perfectly. Thanks a lot!
by rebellare
Fri Feb 05, 2021 3:07 am
Forum: Ren'Py Questions and Announcements
Topic: A way to get currently shown scene?
Replies: 5
Views: 1229

Re: A way to get currently shown scene?

Hey, Yeah, they're together and yeah, it pretty much works as a little animation. Don't worry, when creating actual, more complex, animations, I use actual videos with Movie(). thanks for the idea, it's close to something I already tried, except this probably works (gonna test it out on Monday). The...
by rebellare
Thu Feb 04, 2021 11:55 am
Forum: Ren'Py Questions and Announcements
Topic: A way to get currently shown scene?
Replies: 5
Views: 1229

A way to get currently shown scene?

So, as the title says, I'm trying to get the string of the currently shown scene. The idea is that I added blinking to a good number of my images and would like the screen I created to use the currently shown scene's name in the define: In this example, I'm already using everything except the [persi...
by rebellare
Thu Dec 19, 2019 4:26 am
Forum: Ren'Py Questions and Announcements
Topic: How to properly create a function?
Replies: 5
Views: 689

Re: How to properly create a function?

I think you'd be better off using ATL for this. https://www.renpy.org/doc/html/atl.html If I got it right, I would still have to make a new transform each time as it takes different images on each blink. Currently, I use something like this: init: image name_blink: "path/name.jpg" with di...
by rebellare
Wed Dec 18, 2019 6:34 am
Forum: Ren'Py Questions and Announcements
Topic: How to properly create a function?
Replies: 5
Views: 689

Re: How to properly create a function?

I know I'm talking to myself here (just for now, hopefully), but I handled the repeat part and "fixed" a part of the image show. Now the code looks like this: init python: def blinks(img1, img2, img3): var_a = False while(var_a == False): renpy.scene() renpy.show(img1) renpy.with_statement...