Search found 2724 matches

by Alex
Sat Jul 24, 2021 3:37 pm
Forum: Ren'Py Questions and Announcements
Topic: Inactivity Timer in a RenPy Game
Replies: 19
Views: 1873

Re: Inactivity Timer in a RenPy Game

initialzero wrote:
Sat Jul 24, 2021 3:25 pm

Code: Select all

    key 'dismiss' action [Hide("main_menu_timer"), Show("main_menu_timer")]
Should be

Code: Select all

    key 'dismiss' action [Hide("main_menu_timer"), Show("main_menu_timer"), Return()]
by Alex
Sat Jul 24, 2021 3:12 pm
Forum: Ren'Py Questions and Announcements
Topic: Inactivity Timer in a RenPy Game
Replies: 19
Views: 1873

Re: Inactivity Timer in a RenPy Game

initialzero wrote:
Sat Jul 24, 2021 2:20 pm
Unfortunately nothing happens while playing the game.
I put the code before label start.

Is there a better solution to solve it?
Could you provide the code you have so far?
by Alex
Sat Jul 24, 2021 1:33 pm
Forum: Ren'Py Questions and Announcements
Topic: Renpy Controlflow - Ren'py-return after label-call by Python-function
Replies: 4
Views: 114

Re: Renpy Controlflow - Ren'py-return after label-call by Python-function

...But the return of the scene-call goes not into the function-loop but rather directly after the function in the script.... That's how it works. Call statement has a 'from_current' property to let game return to the line of code where it was called - https://www.renpy.org/doc/html/statement_equiva...
by Alex
Sat Jul 24, 2021 7:04 am
Forum: Ren'Py Questions and Announcements
Topic: Inactivity Timer in a RenPy Game
Replies: 19
Views: 1873

Re: Inactivity Timer in a RenPy Game

...But it doesnt run smoothly if I add the screen main_menu_timer in the label section. I can't play further after I add the screen main_menu_timer.... Oops, lack of testing, sorry. Try screen main_menu_timer(): timer 180.0 action MainMenu(confirm=False) key 'dismiss' action [Hide("main_menu_timer"...
by Alex
Sat Jul 24, 2021 4:09 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Exception: Possible infinite loop
Replies: 4
Views: 159

Re: Exception: Possible infinite loop

label navegacion: $flag_boton = True $flag_navegacion_activa = True while True: $ renpy.pause(200, hard=True) Try label navegacion: $flag_boton = True $flag_navegacion_activa = True $ renpy.pause(hard=True) or label navegacion: $flag_boton = True $flag_navegacion_activa = True $ ui.interact() https...
by Alex
Sat Jul 24, 2021 2:29 am
Forum: Ren'Py Questions and Announcements
Topic: Inactivity Timer in a RenPy Game
Replies: 19
Views: 1873

Re: Inactivity Timer in a RenPy Game

... Try it like screen main_menu_timer(): timer 180.0 action MainMenu(confirm=False) key 'dismiss' action [Hide("main_menu_timer"), Show("main_menu_timer")] label start: "..." show screen main_menu_timer "... ..." "?!" https://www.renpy.org/doc/html/screens.html#key https://www.renpy.org/doc/html/s...
by Alex
Wed Jul 21, 2021 6:55 am
Forum: Ren'Py Questions and Announcements
Topic: In a Screen, Calling a Label having variables changes the main game.[Solved]
Replies: 2
Views: 345

Re: In a Screen, Calling a Label having variables changes the main game.

... You could make a function to reset some variables and run it for close button. Something like init python: def reset_some_vars(): # all neccessary variables should be listed below as global ones global steve_character_imagebutton, diana_character_imagebutton, stacy_character_imagebutton, robin_...
by Alex
Mon Jul 19, 2021 12:52 pm
Forum: Ren'Py Cookbook
Topic: Parallax Camera and "Drunken" Blur
Replies: 1
Views: 394

Re: Parallax Camera and "Drunken" Blur

Thanks for sharing this :)
by Alex
Sun Jul 18, 2021 9:10 am
Forum: Development of Ren'Py
Topic: del
Replies: 1
Views: 579

Re: [bug] 1.textbox hover with timer 2.else

smollvrn wrote:
Sun Jul 18, 2021 5:02 am

Code: Select all

    timer 0.01 repeat True action If(e_time> 0, true=SetVariable('e_time', e_time- 0.01), false= Hide('test')) 
is a bad idea. Better make it like - https://patreon.renpy.org/timed-choice-menus.html
by Alex
Fri Jul 16, 2021 4:54 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Correct Ren'py way to trigger hover state of other displayables when one dislpayable is hovered?
Replies: 4
Views: 607

Re: Correct Ren'py way to trigger hover state of other displayables when one dislpayable is hovered?

...So with one line, you can select a group of displayables and just set their hover state to true. I bet renpy can do stuff like that... You can use variables to set selected state of your displayables. So, if several displayables uses the same variable they all will be set as selected. When you a...
by Alex
Fri Jul 16, 2021 10:57 am
Forum: Ren'Py Questions and Announcements
Topic: Indentation error at the very beginning of a script
Replies: 4
Views: 537

Re: Indentation error at the very beginning of a script

Try to delete space at the beginning of first line (it shouldn't be an issue, but...). Also, check if you've actually saved changes made in script file.
by Alex
Thu Jul 15, 2021 5:25 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Correct Ren'py way to trigger hover state of other displayables when one dislpayable is hovered?
Replies: 4
Views: 607

Re: Correct Ren'py way to trigger hover state of other displayables when one dislpayable is hovered?

The question is why do you need this? Hovered state is really means that button is hovered by mouse pointer or selected via gamepad or keyboard. Normally, you unable to click two not overlapped buttons by single mouse pointer... So, you want to use this feature for something that it's not suited for...
by Alex
Wed Jul 14, 2021 2:10 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Return() not working as intended
Replies: 2
Views: 497

Re: Return() not working as intended

risukadekei wrote:
Wed Jul 14, 2021 1:38 pm
...

Code: Select all

        hotspot (0, 53, 733, 202) action ShowMenu('start')
Why it is showing menu instead of doing Start()-action?
https://www.renpy.org/doc/html/screen_a ... html#Start
by Alex
Mon Jul 12, 2021 3:33 pm
Forum: Ren'Py Questions and Announcements
Topic: [Workaround] Anyone know a simple way to inform the player if the say dialogue box has lost or gained focus?
Replies: 2
Views: 457

Re: Anyone know a simple way to inform the player if the say dialogue box has lost or gained focus?

Do you have quick_menu shown with your say screen? Or some other buttons onscreen? This might be that one of those buttons gain focus - you can notice the hovered state of the button. If you want to avoid changing focus from say screen try to modify the say screen screen say(who, what): style_prefix...