Search found 154 matches

by strayerror
Fri Jun 24, 2022 10:24 pm
Forum: Ren'Py Questions and Announcements
Topic: the "define" variable not implemented at the start of the game
Replies: 2
Views: 236

Re: the "define" variable not implemented at the start of the game

I believe the config store is treated specially in define statements and hoisted to be some of the first things defined. I'd suggest storing your version in config.version instead.
by strayerror
Fri Jun 24, 2022 12:24 am
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED]Formatting individual choice menu options based on variable
Replies: 3
Views: 248

Re: Formatting individual choice menu options based on variable

You can do it this way, which still has a little duplication, but at least you're not duplicating entire menus, only those bits where you need the difference. There are other ways to do this with even less duplication but they're far more complex and very unlikely to be worth it in this scenario. me...
by strayerror
Wed Jun 08, 2022 2:37 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Blurry low-definition text.
Replies: 4
Views: 252

Re: Blurry low-definition text.

Try adding the line below to your game, it will make text render at the resolution you defined for your game and then scale it up like it would an image which should give it that old-school blurry quality you're looking for, rather than the default which tries to keep text as crisp and readable as p...
by strayerror
Fri Jan 21, 2022 7:49 pm
Forum: Ren'Py Questions and Announcements
Topic: An aaction that activates or deactivates auto-forward
Replies: 4
Views: 308

Re: An aaction that activates or deactivates auto-forward

Think this is the one you're looking for:

Code: Select all

Preference("auto-forward", "disable")
src: https://www.renpy.org/doc/html/screen_a ... Preference
by strayerror
Tue Jan 04, 2022 3:27 am
Forum: Ren'Py Questions and Announcements
Topic: How to deal with slow imagebutton hover feedback
Replies: 8
Views: 389

Re: How to deal with slow imagebutton hover feedback

By default Ren'Py does some clever stuff when loading textures such that it automatically determines the bounding box of non-transparent pixels to avoid loading lots of null space into video memory, that may make checks outside that area less costly, but that's speculation on my part. That the area ...
by strayerror
Mon Jan 03, 2022 6:59 am
Forum: Ren'Py Questions and Announcements
Topic: How to deal with slow imagebutton hover feedback
Replies: 8
Views: 389

Re: How to deal with slow imagebutton hover feedback

The short answer is: no. The longer answer is that it's a performance issue that comes with using focus_mask with an image. Each time the cursor moves Ren'Py has to look up the corresponding pixel in the mask, check if it's transparent, and then either abort or execute the normal focus behaviour. Wo...
by strayerror
Sat Nov 27, 2021 2:30 pm
Forum: Ren'Py Questions and Announcements
Topic: Need help with custom warp shader [SOLVED]
Replies: 2
Views: 370

Re: Need help with custom warp shader

I believe there were two primary causes for your problems. The first was the calculation of the uv value, which I believe was being done twice with the result that the shader was only ever sampling a single pixel, explaining your blue screen. The second was that the the ShaderDisplayable class never...
by strayerror
Sat Nov 13, 2021 2:31 am
Forum: Ren'Py Questions and Announcements
Topic: Multiple conditional statements in an imagebutton
Replies: 5
Views: 599

Re: Multiple conditional statements in an imagebutton

For the sake of balance, here are two options that do keep it all within the screen: They both presuppose that you only want to click each item once, with the buttons getting disabled once clicked. It is possible to modify them if you wish to keep all buttons clickable until all have been clicked at...
by strayerror
Sat Oct 16, 2021 10:46 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] {nw} but dialog stays onscreen?
Replies: 4
Views: 377

Re: [SOLVED] {nw} but dialog stays onscreen?

That config setting only impacts inline say attribute transitions (assuming a say attribute transition is also configured), and not show statements which is what's being used here.
by strayerror
Fri Oct 15, 2021 7:02 am
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] dialogue text blinks during transition
Replies: 14
Views: 1098

Re: [SOLVED] dialogue text blinks during transition

Glad it helped, also I think you can use the "wait" tag to introduce a delay (in seconds) mid-dialogue line, in order to avoid abusing the cps tag, like so:

Code: Select all

eileen 'Hello there!{w=2}{nw}'  
show eileen vhappy
with {'master': dissolve}
extend ""
by strayerror
Thu Oct 14, 2021 9:00 am
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] dialogue text blinks during transition
Replies: 14
Views: 1098

Re: dialogue text blinks during transition

Update: Just realised I necro-bumped this by accident as a result of finding this thread via the more recent post in the "Gripes" thread. Ooops! :oops: It sounds like what you want is the layer-aware transitions, which are achieved by using a python dict with the with keyword as in the example below...
by strayerror
Thu Aug 26, 2021 5:07 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] How to get the screen x & y position of a displayable?
Replies: 7
Views: 639

Re: How to get the screen x & y position of a displayable?

I'd guess that the xpos , ypos values you want actually belong to a Transform to which test123 is a child, explaining the values you see. It might be better to try and explain what broader problem you're trying to solve with this information, as at the point you find yourself pulling displayables ou...
by strayerror
Fri Aug 20, 2021 12:51 pm
Forum: Ren'Py Questions and Announcements
Topic: Dynamic font select (language translation)
Replies: 7
Views: 895

Re: Dynamic font select (language translation)

Here is an example if you want it to affect all dialogue in your game, it filters all the text, splits it to words and obfuscates/changes the font of the unknown words. In this example it's changing the text to red, but you can easily alter the tags being applied, just take care to note the double {...
by strayerror
Sat Jul 24, 2021 1:50 pm
Forum: Ren'Py Questions and Announcements
Topic: Renpy Controlflow - Ren'py-return after label-call by Python-function
Replies: 4
Views: 773

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

The problem you have is that $testfunction() is a single Ren'Py "statement". And calls return control to the next statement, so any call triggered within your python code will return control flow to the next statement, i.e. "End of Loop" . The from_current argument mentioned by Alex alters this beha...