Search found 26 matches
- Thu Dec 16, 2021 7:17 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] renpy.fix_rollback() is broken with menus
- Replies: 4
- Views: 416
Re: [Solved] renpy.fix_rollback() is broken with menus
Thank you Ocelot! I didn't even have the idea to try to advance further and check whether the bug still applied... So solved. I've cleanup the test case and opened an issue for it: https://github.com/renpy/renpy/issues/3183 But knowing that it's locked in after one step more makes it indeed a fairly...
- Wed Dec 15, 2021 5:02 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] renpy.fix_rollback() is broken with menus
- Replies: 4
- Views: 416
Re: Rollback with fixed choices
Thank you alot for that suggestion! I did not even know such a function existed... Now that I read up the documentation on that: https://www.renpy.org/doc/html/modes.html I have at least a much more elegant solution for my use case. However, all that ended up doing, is replacing my hacky solution wi...
- Tue Dec 14, 2021 1:02 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] renpy.fix_rollback() is broken with menus
- Replies: 4
- Views: 416
[Solved] renpy.fix_rollback() is broken with menus
EDIT: This is actually just a plain bug in renpy.fix_rollback() Please see my comment below for steps to reproduce it. ====original post==== So I updated Ren'Py to 7.4.11, finally. Luckily, it seemed to be a drop-in replacement, and everything continued to work. Now, however, I have noted a problem....
- Sun Oct 17, 2021 6:32 am
- Forum: Ren'Py Questions and Announcements
- Topic: show: transforms don't reset? (renpy 7.3.5)
- Replies: 1
- Views: 363
show: transforms don't reset? (renpy 7.3.5)
Hello, I was just playing around a bit with transforms of characters, and stumbled upon a weird issue. I am still working in renpy 7.3.5, so apologies if this behavior has changed since then (I'd be glad to know about that fact, then!). simplified example: "girl" is an image which is norma...
- Tue Jan 12, 2021 10:47 am
- Forum: Ren'Py Questions and Announcements
- Topic: Working with time for a game mechanic?
- Replies: 1
- Views: 345
Re: Working with time for a game mechanic?
Well, I'd assume you keep track of the current game day using a variable? For each stat, remember the game day where that stat was last upgraded by the player (each time a stat is upgraded, update its variable to the current game day). Then each game day, iterate over all stats, comparing the curren...
- Sun Jan 10, 2021 10:11 am
- Forum: Ren'Py Questions and Announcements
- Topic: Why does Ren'Py try to save screen variables?
- Replies: 1
- Views: 370
Re: Why does Ren'Py try to save screen variables?
I have now changed my code to hold the key in the variable and look up the dict value each time I need it.
As expected, saving and loading work that way.
I still feel like I have coded around a bug in Ren'Py here.
As expected, saving and loading work that way.
I still feel like I have coded around a bug in Ren'Py here.
- Sat Jan 09, 2021 10:09 am
- Forum: Ren'Py Questions and Announcements
- Topic: Why does Ren'Py try to save screen variables?
- Replies: 1
- Views: 370
Why does Ren'Py try to save screen variables?
I am using Ren'Py 7.3.5 Before I go and create a test game to make the bug(?) reproducible for others, I'll first just throw the general problem out here, and maybe somebody can tell me why it is the way it is, and maybe even offer a workaround? Pseudocode: python init: class Obj(object): def __init...
- Sat Jan 12, 2019 10:34 am
- Forum: Ren'Py Questions and Announcements
- Topic: hpunch in MultipleTransition
- Replies: 0
- Views: 309
hpunch in MultipleTransition
A simple question, but apparently too specialized to have been asked before. I want to give a visual effect to a slap. This works: scene picturename with Fade(.1, 0.0, .1, color="#000") scene picturename with hpunch However, I like to make my code pretty, so tried to make a custom transfor...
- Sun Dec 16, 2018 6:59 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [solved] Can't pickle class
- Replies: 1
- Views: 286
Re: Can't pickle class
And solved:
Saving events does not work.
Fixed by adding a dictionary of all the events in addition to the list all_events, saving the event name in the variable, and looking up event properties by way of the dictionary.
Sorry for the noise, but maybe it will end up helpful for somebody else.
Saving events does not work.
Fixed by adding a dictionary of all the events in addition to the list all_events, saving the event name in the variable, and looking up event properties by way of the dictionary.
Sorry for the noise, but maybe it will end up helpful for somebody else.
- Sun Dec 16, 2018 5:29 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [solved] Can't pickle class
- Replies: 1
- Views: 286
[solved] Can't pickle class
This happens if I try to save my game after my first event started: (with "config.use_cpickle = False" for a more useful error message) I'm sorry, but an uncaught exception occurred. While running game code: File "renpy/common/00action_file.rpy", line 372, in __call__ renpy.save(...
- Thu Nov 08, 2018 5:05 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How is the save game picture chosen?
- Replies: 5
- Views: 595
Re: How is the save game picture chosen?
I am pretty sure the way I am now doing it is at least as correct as it was before: Each of the full screen screens has "tag fs_menu", so that showing one replaces the one shown before. And I either return to the main screen when leaving it (action Show("main")), or I take the sc...
- Wed Nov 07, 2018 1:03 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How is the save game picture chosen?
- Replies: 5
- Views: 595
Re: How is the save game picture chosen?
Sorry, no, that did not solve it. I replaced all the places where I used "ShowMenu" with "Show" (giving "None" for transition). This is definitely cleaner, since I am not polluting the stack anymore when I jump from screen to screen. But unfortunately I am still getting...
- Mon Nov 05, 2018 3:53 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How is the save game picture chosen?
- Replies: 5
- Views: 595
Re: How is the save game picture chosen?
Thank you! I think this shows me the right path! I am calling my submenus using "ShowMenu". I will carefully reread which screen calling action is supposed to be used when, and hopefully that will clear this up. :D (I have not changed anything about how I access the save menu, I just press...
- Sun Oct 28, 2018 11:31 am
- Forum: Ren'Py Questions and Announcements
- Topic: Trouble calling a self-made function from screen
- Replies: 6
- Views: 3193
Re: Trouble calling a self-made function from screen
Alright, as I expected, it was something utterly dumb: I wrote "python:" instead of "init python:" :oops: init python: def get_text(): return "its a test string" screen test_screen(): frame: vbox: $ t=get_text() text t label start: call screen test_screen This works as ...
- Sun Oct 28, 2018 10:06 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] A bit of an 'if'fy problem, a good way to change screen actions for the same button when condition(s) are met?
- Replies: 5
- Views: 598
Re: A bit of an 'if'fy problem, a good way to change screen actions for the same button when condition(s) are met?
How about something like this, keeping closely to your starting code: default turn = "one" screen turn(): frame: if turn=="one": textbutton "pica" action ([SetVariable("turn", "two"),Return(True)]) elif turn=="two": textbutton "charman...