Search found 39 matches

by hapciupalit
Thu Oct 22, 2020 10:58 am
Forum: Ren'Py Questions and Announcements
Topic: More types of say
Replies: 7
Views: 107

Re: More types of say

do you mean the two different text sizes in one dialogue screen? use text tags npc "{size=30}This is size 30 text, {/size} and this is {size=50}size 50{/size} text." To have it as you've displayed there, something like this should work. (numbers made up, adjust as necessary) npc "{size=20}\"Yelling...
by hapciupalit
Thu Oct 22, 2020 10:53 am
Forum: Ren'Py Questions and Announcements
Topic: More types of say
Replies: 7
Views: 107

Re: More types of say

well, it's getting a bit complicated what you want, but i can suggest a workaround, though not really sure if it is the best way, but it works. first is to remove the *emo in your code. then replace the condition within the say screen as something like... $ emo = _last_say_kwargs.get("emo") # emo s...
by hapciupalit
Thu Oct 22, 2020 5:44 am
Forum: Ren'Py Questions and Announcements
Topic: More types of say
Replies: 7
Views: 107

Re: More types of say

I think you can simply do this without changing anything under the say screen, and just doing this... define yell = dict( who_color="#f00", who_font="some_font.ttf", # what_color="#0f0" # you can also pass styles for the what statement, just prefix whatever you want to pass with who/what/window ) l...
by hapciupalit
Wed Oct 21, 2020 10:45 am
Forum: Ren'Py Questions and Announcements
Topic: More types of say
Replies: 7
Views: 107

Re: More types of say

I think you can simply do this without changing anything under the say screen, and just doing this... define yell = dict( who_color="#f00", who_font="some_font.ttf", # what_color="#0f0" # you can also pass styles for the what statement, just prefix whatever you want to pass with who/what/window ) l...
by hapciupalit
Wed Oct 21, 2020 8:30 am
Forum: Ren'Py Questions and Announcements
Topic: More types of say
Replies: 7
Views: 107

More types of say

So I've been trying to customise the say screen to allow different types of text. Something like this: screen say(who, what, type): style_prefix "say" window: id "window" if who is not None: window: style "namebox" if type == "think": text who id "who" color "#fafafa" size 10 elif type == "yell": te...
by hapciupalit
Fri Oct 02, 2020 3:50 pm
Forum: Ren'Py Questions and Announcements
Topic: Two types of menu
Replies: 2
Views: 182

Re: Two types of menu

Easiest is to duplicate screen choice using different names... Then specify the screen in the menu syntax... screen alternative_choice(items): style_prefix "choice" vbox: for i in items: textbutton i.caption action i.action label start: menu (screen="alternative_choice"): "Choice A": pass Style/twe...
by hapciupalit
Fri Oct 02, 2020 2:48 pm
Forum: Ren'Py Questions and Announcements
Topic: Two types of menu
Replies: 2
Views: 182

Two types of menu

Hi there I need to have two menus. Right now on my choices screen I expect a parameter called type and I do something like this: screen choices(type): if type == “something”: ... else: ... And in my label I do something like: menu (type=“something”): “option 1”: ... But to be honest I don’t really l...
by hapciupalit
Thu Oct 01, 2020 6:54 am
Forum: Ren'Py Questions and Announcements
Topic: Update JSON files
Replies: 0
Views: 204

Update JSON files

Hi there. So because my game got really big I decided to move on using database, but it got too complicatend so instead I just exported all the datas from the databse into JSON files. At first everything was okay, except when I have made some modifications in the JSON file. I still see the datas fro...
by hapciupalit
Thu Oct 01, 2020 6:48 am
Forum: Ren'Py Questions and Announcements
Topic: Menu from another label
Replies: 10
Views: 279

Re: Menu from another label

list+=list will extend first list with second's values, so [1,2,3]+[4,5] will be [1,2,3,4,5] list.append(list) with add second list to first as single element, so [1,2,3].append([4,5]) will be [1,2,3,[4,5]] list+=tuple works same way. Can you show example of list+=list working as you said? Yes you ...
by hapciupalit
Wed Sep 30, 2020 4:11 am
Forum: Ren'Py Questions and Announcements
Topic: Menu from another label
Replies: 10
Views: 279

Re: Menu from another label

display_menu will show menu even if you set interact=False, it is different thing, mostly used to show more than just menu before you start interaction. If by checking you mean adding (or not adding) choices depending on conditions, then you just want to replace park_questions+npc_questions with ac...
by hapciupalit
Tue Sep 29, 2020 11:07 am
Forum: Ren'Py Questions and Announcements
Topic: Menu from another label
Replies: 10
Views: 279

Re: Menu from another label

If you need to combine menus often, renpy.display_menu may be useful. https://www.renpy.org/doc/html/statement_equivalents.html#renpy.display_menu python: park_questions=[ ["Weather","talk_about_weather"], ["Nature","talk_about_nature"], ] npc_questions=[ ["Favorite color","ask_about_favorite_color...
by hapciupalit
Tue Sep 29, 2020 8:44 am
Forum: Ren'Py Questions and Announcements
Topic: Menu from another label
Replies: 10
Views: 279

Re: Menu from another label

You can treat menus as labels as well, but only in `giving it a name part`. https://www.renpy.org/doc/html/menus.html#in-game-menus The menu statement begins with the keyword menu. This may be followed by a label name, in which case it's equivalent to preceding the menu with that label label greeti...
by hapciupalit
Tue Sep 29, 2020 5:18 am
Forum: Ren'Py Questions and Announcements
Topic: Menu from another label
Replies: 10
Views: 279

Menu from another label

Hi there, I have this code below. In my game is a little bit more complicated than this, but this is the main structure. Can I have in both of my greetingInPark and greetingInSchool the other two options from the npcMenu. label greetingInPark: mc "Hi there how are you today" npc "Fine, how are you?"...
by hapciupalit
Wed Sep 02, 2020 2:46 am
Forum: Ren'Py Questions and Announcements
Topic: RenPy Animation vs .mov
Replies: 2
Views: 302

Re: RenPy Animation vs .mov

You should see the difference if you'll try to show animation out of 20-30 fullscreen-size images...;) That's exactly what I'm doing I have a 30 frames animation but I don't see a problem with it right now, it might be because I'm working on a very powerful machine, but not all my players will have...
by hapciupalit
Mon Aug 31, 2020 4:41 am
Forum: Ren'Py Questions and Announcements
Topic: RenPy Animation vs .mov
Replies: 2
Views: 302

RenPy Animation vs .mov

Hi there. I'm working on some project that will have a good number of animations. Right now I'm doing the animations like this: image test_animation: "test_1.png" pause 0.1 "test_2.png" pause 0.1 "test_3.png" pause 0.3 ... repeat Does it affect my runtime in a way or should I just import all the fra...