Search found 50 matches
- Fri Jul 15, 2022 9:52 am
- Forum: Ren'Py Questions and Announcements
- Topic: Add Sepia Filter To LayeredImage?
- Replies: 2
- Views: 320
Re: Add Sepia Filter To LayeredImage?
Oh my god, the 'camera at sepia' thing is so much simpler! Honestly I just started using RenPy again today after a few years' break, so idk if that's new or not, but it's going to be a huge help. Thanks so much!
- Fri Jul 15, 2022 4:56 am
- Forum: Ren'Py Questions and Announcements
- Topic: Add Sepia Filter To LayeredImage?
- Replies: 2
- Views: 320
Add Sepia Filter To LayeredImage?
Okay, there HAS to be an easier way to do this than what I have. So far I've got something like this: layeredimage ply: always: Null(width=1) group expr: attribute flat default: Null(width=1) attribute anxious: Null(width=1) group arms: attribute down default: Null(width=1) attribute up: Null(width=...
- Mon Sep 07, 2020 1:53 am
- Forum: Ren'Py Questions and Announcements
- Topic: Change Layered Side Image Expression Without Dialogue
- Replies: 1
- Views: 348
Change Layered Side Image Expression Without Dialogue
Hi! I'm having a bit of trouble with side images at the moment. I'm using the side image to display the main character only (not switching to other characters when they speak), and thus have it onscreen all the time outside of CGs. I also don't have full images for the main character, she only appea...
- Fri May 08, 2020 5:47 am
- Forum: Ren'Py Questions and Announcements
- Topic: Use LayeredImage attribute as a variable?
- Replies: 2
- Views: 324
Re: Use LayeredImage attribute as a variable?
No, isn't possible. The same way you defined the image can't work. You must create single animations. That's boring, but you can spare yourself a bit of pain by copy/paste and find/modify each definition. Ah, that's a shame. It was less about saving time programming and more about being code-effici...
- Thu May 07, 2020 8:32 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Use LayeredImage attribute as a variable?
- Replies: 2
- Views: 324
Use LayeredImage attribute as a variable?
So I've been looking around for a while on how to do this, but haven't managed to come up with much. I would like to be able to 'mix and match' different parts of faces (mouth, eyes, eyebrows, etc) to make new expressions, so I've been using LayeredImage. But I would also like for the characters to ...
- Wed Feb 19, 2020 7:29 pm
- Forum: Ren'Py Questions and Announcements
- Topic: renpy.restart_interaction AFTER a Return?
- Replies: 11
- Views: 750
Re: renpy.restart_interaction AFTER a Return?
How do you show your inventory screen - using ShowMenu action? If so change it to Show action. https://www.renpy.org/doc/html/screen_actions.html#ShowMenu https://www.renpy.org/doc/html/screen_actions.html#Show The inventory screen uses the game menu, the same way a save or load screen does. Do I n...
- Wed Feb 19, 2020 7:07 pm
- Forum: Ren'Py Questions and Announcements
- Topic: renpy.restart_interaction AFTER a Return?
- Replies: 11
- Views: 750
Re: renpy.restart_interaction AFTER a Return?
Try to name your in-game menu, store its name in variable, jump to this menu if your inventory screen was opened while in menu. https://lemmasoft.renai.us/forums/viewtopic.php?f=8&t=57948&p=524422#p524422 https://www.renpy.org/doc/html/menus.html Using Jump looks like it works at first, but...
- Wed Feb 19, 2020 1:23 am
- Forum: Ren'Py Questions and Announcements
- Topic: renpy.restart_interaction AFTER a Return?
- Replies: 11
- Views: 750
- Tue Feb 18, 2020 11:58 pm
- Forum: Ren'Py Questions and Announcements
- Topic: renpy.restart_interaction AFTER a Return?
- Replies: 11
- Views: 750
Re: renpy.restart_interaction AFTER a Return?
Yeah, it's an inventory screen. Right now it's like this: init -1 python: import renpy.store as store import renpy.exports as renpy # we need this so Ren'Py properly handles rollback with classes from operator import attrgetter # we need this for sorting items inv_page = 0 # initial page of teh inve...
- Tue Feb 18, 2020 11:36 pm
- Forum: Ren'Py Questions and Announcements
- Topic: renpy.restart_interaction AFTER a Return?
- Replies: 11
- Views: 750
- Tue Feb 18, 2020 10:28 pm
- Forum: Ren'Py Questions and Announcements
- Topic: renpy.restart_interaction AFTER a Return?
- Replies: 11
- Views: 750
renpy.restart_interaction AFTER a Return?
I have an inventory screen where a player can select an item, and that item is then 'in use'. I would like to have it so that new options show up in the choice screen when certain items are in use, which is working... mostly. It detects the in use item, but only if I use it at least one interaction ...
- Wed Jan 22, 2020 12:39 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Add selected choice to History?
- Replies: 4
- Views: 515
Re: Add selected choice to History?
Oh my goodness, it worked like a charm! Thank you so much!
- Wed Jan 22, 2020 12:11 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Add selected choice to History?
- Replies: 4
- Views: 515
Re: Add selected choice to History?
Yeah, it's possible to do it manually by adding this code after each choice: $ narrator.add_history(kind="adv", who=narrator.name, what="YourChoice") #Note: You can replace narrator.name with the name you want displayed beside the choice. But I'm making a fairly big game with a l...
- Tue Jan 21, 2020 11:24 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Add selected choice to History?
- Replies: 4
- Views: 515
[SOLVED] Add selected choice to History?
What I would like to do is automatically add the selected choice to the history screen. Most of the editing has actually been done in the choice screen. So, I've gotten halfway there, I think. screen choice(items): style_prefix "choice" vbox: for i in items: textbutton i.caption action [na...
- Thu Dec 12, 2019 11:24 am
- Forum: Ren'Py Questions and Announcements
- Topic: Slide navigation screen in on pause then fade in rest of menu?
- Replies: 0
- Views: 525
Slide navigation screen in on pause then fade in rest of menu?
Hey all, I've got another weird question. So I was wondering if this was possible, and if so how would I do it. Say for example the player presses the 'save' button. I would like the navigation screen (with the History, Save, Load, etc) to slide in, and then the Save screen to fade in afterward. If ...