Search found 2031 matches

by Alex
Tue Jan 15, 2019 2:17 pm
Forum: Ren'Py Questions and Announcements
Topic: Button that change background many times
Replies: 6
Views: 102

Re: Button that change background many times

Yes, it doesn't matter - choose what suits you better textbutton, imagebutton, button or imagemap - https://www.renpy.org/doc/html/screens.html
by Alex
Mon Jan 14, 2019 6:40 pm
Forum: Ren'Py Questions and Announcements
Topic: Button that change background many times
Replies: 6
Views: 102

Re: Button that change background many times

Yes, this won't switch because of label posebasestand: $ posebasestand = 0 Everytime you send player to this label, the posebasestand variable is set to 0. Anyway, try dynamc images instead - https://www.renpy.org/doc/html/changelog.html#dynamic-images https://lemmasoft.renai.us/forums/viewtopic.php...
by Alex
Mon Jan 14, 2019 6:08 pm
Forum: Ren'Py Questions and Announcements
Topic: Can't find any info about MainMenu()
Replies: 3
Views: 90

Re: Can't find any info about MainMenu()

Looks like it just sends player to main menu - https://www.renpy.org/doc/html/screen_a ... nu-actions
If you get any issues with your variables, check if they set properly:
https://www.renpy.org/doc/html/python.html
https://www.renpy.org/doc/html/save_load_rollback.html
by Alex
Sat Jan 12, 2019 9:38 am
Forum: Ren'Py Questions and Announcements
Topic: Need Help With Lists In Python
Replies: 2
Views: 116

Re: Need Help With Lists In Python

Instead of

Code: Select all

$ bob.player_gets_poisoned(poison)
try

Code: Select all

$ bob.player_gets_poisoned(Poison())
by Alex
Tue Jan 08, 2019 5:04 pm
Forum: Ren'Py Questions and Announcements
Topic: Have "renpy.input" display as though character dialogue?
Replies: 8
Views: 188

Re: Have "renpy.input" display as though character dialogue?

Is there a way to have text used for an input screen display like standard dialogue (with a character name, and the letters typing themselves out instead of appearing all at once)? Does your character have a side image or just a name? If the last, then you can add this name at the beginning of prom...
by Alex
Mon Jan 07, 2019 4:04 pm
Forum: Ren'Py Questions and Announcements
Topic: HOW CAN I MAKE LIKE THIS
Replies: 7
Views: 229

Re: HOW I CAN MAKE LIKE THIS

Try something like this (might need some tweaking) screen choice(items): if d == 1: hbox: spacing 5 xalign 0.5 yalign 0.75 for i in items: textbutton i.caption action i.action xsize (config.screen_width//5) elif d == 0: vbox: for i in items: textbutton i.caption action i.action https://www.renpy.org...
by Alex
Mon Jan 07, 2019 3:51 pm
Forum: Ren'Py Questions and Announcements
Topic: Stats and new updates
Replies: 1
Views: 82

Re: Stats and new updates

The default statement should be the answer - https://www.renpy.org/doc/html/python.html#default-statement You'll be able to add new variables in updated script files and they should work. Line with define statement doesn't need to be indented at all. You can place it whereever you want in script fil...
by Alex
Mon Jan 07, 2019 3:20 pm
Forum: Ren'Py Questions and Announcements
Topic: Help defining keyboard input actions for imagebuttons
Replies: 3
Views: 118

Re: Help defining keyboard input actions for imagebuttons

Well, you can try to left the keymap unchanged (the default one), create a screen with changes for key actions, and show this screen at the very begining of the game. screen keys_change(): key "K_LEFT" action Rollback() key "K_RIGHT" action Return() https://www.renpy.org/doc/html/screen_actions.html...
by Alex
Sun Jan 06, 2019 6:53 am
Forum: Ren'Py Questions and Announcements
Topic: Help defining keyboard input actions for imagebuttons
Replies: 3
Views: 118

Re: Help defining keyboard input actions for imagebuttons

Isn't it the default behaviour? Ren'Py designed to be operated not only by mouse but by keyboard and joystick.
Check focus_up and focus_down in a keymap - https://www.renpy.org/doc/html/keymap.html#keymap
by Alex
Sun Jan 06, 2019 5:19 am
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Prevent empty text input/more obvious text input box?
Replies: 10
Views: 151

Re: Prevent empty text input/more obvious text input box?

Well, actually I don't know - when I changed the code like you did I didn't get any line...
Did you changed the font for the game? Have you tried to show another blinking symbol or letter, or maybe even an image? Maybe add an extra space after >, like "> "...
by Alex
Sat Jan 05, 2019 1:36 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Prevent empty text input/more obvious text input box?
Replies: 10
Views: 151

Re: Prevent empty text input/more obvious text input box?

Second, I'm wondering if there's a way to make it more obvious that PLAYER can enter text. You easily can modify the input screen in screens.rpy transform blink_tr(): alpha 1.0 linear 0.75 alpha 0.3 linear 0.75 alpha 1.0 repeat screen input(prompt): style_prefix "input" window: vbox: xalign gui.dia...
by Alex
Sat Jan 05, 2019 1:20 pm
Forum: Ren'Py Questions and Announcements
Topic: Prevent clicking during dialogue?
Replies: 9
Views: 162

Re: Preventing clicking during dialogue?

Well, you can disable the player's ability to click through the dialog, but don't forget to make a kind of autoforward through the lines. Not tested, but try screen stop_scr(): key "dismiss" action [[]] label start: "Let's begin." "Now you can skip the dialog by clicking..." show screen stop_scr "An...
by Alex
Sat Jan 05, 2019 7:54 am
Forum: Ren'Py Questions and Announcements
Topic: How to Prolong a Transition?
Replies: 1
Views: 70

Re: How to Prolong a Transition?

Nothing wrong, but it works a bit different. The original code is # These shake the screen up and down for a quarter second. # The delay needs to be an integer multiple of the period. define vpunch = Move((0, 10), (0, -10), .10, bounce=True, repeat=True, delay=.275) define hpunch = Move((15, 0), (-1...
by Alex
Fri Jan 04, 2019 4:42 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] If/elif always equal last branch?
Replies: 3
Views: 131

Re: If/elif always equal last branch?

It's all looks so wrong... Do you have any default value for perkchoice variable? All the 'default' and 'define' statements are run before main menu whereever they placed in script, so your characters will be set as if you choose 'Calm Spirit' anyway. https://lemmasoft.renai.us/forums/viewtopic.php?...