Search found 56 matches
- Fri Feb 17, 2023 3:05 am
- Forum: Ren'Py Questions and Announcements
- Topic: NVL as chat with images
- Replies: 4
- Views: 673
Re: NVL as chat with images
Any ideas on how one might do something like this? The text side can easily be handled, but the image just puzzles me. You can use some systems from Cookbook (a couple of examples): Simple messaging UI for mobile game telegram messenger (2 version) Using nvl mode is ok, but you might have to handle...
- Thu Feb 16, 2023 4:48 am
- Forum: Ren'Py Questions and Announcements
- Topic: NVL as chat with images
- Replies: 4
- Views: 673
NVL as chat with images
Hi there, I'm trying to build a chat system and I'm thinking to use the NVL mode since it has almost everything I need. With some small adjustments on the screens I can reach what I want, however my problem is that I don't have any idea on how to handle images sent. I want something like this: https...
- Thu Feb 16, 2023 4:42 am
- Forum: General Discussion
- Topic: Multiple games with different saves
- Replies: 2
- Views: 1750
Re: Multiple games with different saves
I think a simpler solution is to store all the "games" in one save file. When the player wants to change game/route he can go to a special menu screen for what game he wants to play, rather than store it all in the main menu. So that menu acts as a hub for what game the player chooses. Al...
- Tue Jan 31, 2023 5:16 am
- Forum: General Discussion
- Topic: Multiple games with different saves
- Replies: 2
- Views: 1750
Multiple games with different saves
Hi there. I'm trying to make like an anthology of small stories. Is it possible to have different screens for saves of each game? For example the main menu will have three start games which will jump to different start labels, now the problem is the save/load part. Under each start button will be a ...
- Mon Dec 07, 2020 2:39 am
- Forum: Ren'Py Questions and Announcements
- Topic: define changes and update the default
- Replies: 6
- Views: 570
Re: define changes and update the default
Sorry, but what exactly force you to use DEFINE? If the game is not released yet there's no reason to keep define in place of default, that directly solve all of your issues. The fact that it's a sandbox that is going to be updated every month or so. And I'm working right now on the quest system. I...
- Sat Dec 05, 2020 8:01 am
- Forum: Ren'Py Questions and Announcements
- Topic: define changes and update the default
- Replies: 6
- Views: 570
Re: define changes and update the default
object properties are saved, so you actually have to start a new game in order for the test1 object to be redefined and use the new update_list. I suggest taking a look at special labels, especially after_load: https://www.renpy.org/doc/html/label.html#special-labels. you can use the label in order...
- Sat Dec 05, 2020 7:24 am
- Forum: Ren'Py Questions and Announcements
- Topic: define changes and update the default
- Replies: 6
- Views: 570
Re: define changes and update the default
you forgot the instance parameter itself (self) in your constructor. and don't define something that you're planning to change/modify once declared. default them. and avoid using any reserved names, list is a reserved name: https://www.renpy.org/doc/html/reserved.html#reserved-names. It was an exam...
- Sat Dec 05, 2020 7:05 am
- Forum: Ren'Py Questions and Announcements
- Topic: define changes and update the default
- Replies: 6
- Views: 570
define changes and update the default
Hi there. I order for me to have an easier life when updating the game I need my default variables to get the latest version of a define variable. So in the code down below you see a class that receives a list. The way it is now if I save the game and modify the updated_list when I load my test1 it'...
- Thu Nov 26, 2020 10:47 am
- Forum: Ren'Py Questions and Announcements
- Topic: renpy.return from screen
- Replies: 9
- Views: 2143
Re: renpy.return from screen
Thanks. It works perfectly!gas wrote: ↑Thu Nov 26, 2020 10:39 am Use just after the call line
and stored will be equal the returned value.Code: Select all
call screen test $ stored = _return
...as the guy writing the same time as me correctly said...
- Thu Nov 26, 2020 10:47 am
- Forum: Ren'Py Questions and Announcements
- Topic: renpy.return from screen
- Replies: 9
- Views: 2143
Re: renpy.return from screen
By the way. Is there a way to know what my screen returned? hell_oh_world already demonstrated it, but there's a built-in special variable called _return that automatically stores whatever is returned from a screen or a return statement. label start: call screen test "Continuation... Return va...
- Thu Nov 26, 2020 10:23 am
- Forum: Ren'Py Questions and Announcements
- Topic: renpy.return from screen
- Replies: 9
- Views: 2143
Re: renpy.return from screen
If the function in the Function action returns value other than None, then it will end the interaction and return that value. init python: def myReturn(): return True # return any value other than None to end the interaction. screen test(): texbutton "Return" action Function(myReturn) lab...
- Thu Nov 26, 2020 10:21 am
- Forum: Ren'Py Questions and Announcements
- Topic: renpy.return from screen
- Replies: 9
- Views: 2143
Re: renpy.return from screen
Hi, hapciupalit , Why not use another label or local label: label test: "something goes here" call screen test_screen() label .something: "I want to be back here" screen test_screen(): imagebutton: idle "P1.jpg" action Function(testFunc) init python: def testFunc(): if...
- Wed Nov 25, 2020 12:38 pm
- Forum: Ren'Py Questions and Announcements
- Topic: renpy.return from screen
- Replies: 9
- Views: 2143
renpy.return from screen
Hi there, I have a label and a screen with a button. When the button is pressed I call a function which checks for something and if that is True then it should return back in the label. label test: "something goes here" call screen test_screen() "I want to be back here" screen te...
- Sat Nov 21, 2020 5:23 am
- Forum: Ren'Py Questions and Announcements
- Topic: More types of say
- Replies: 10
- Views: 864
Re: More types of say
in your code, you actually passed already the name in your parent class' constructor in this line. super(Player, self).__init__(name,**kwargs) so no need to do this. just remove this line. self.name = name tbh, I don't know why it's happening as I am not that *very* knowledgeable about how renpy wo...
- Fri Nov 20, 2020 6:31 am
- Forum: Ren'Py Questions and Announcements
- Topic: More types of say
- Replies: 10
- Views: 864
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...