Search found 154 matches
- 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.
- 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...
- 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...
- 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:
src: https://www.renpy.org/doc/html/screen_a ... Preference
Code: Select all
Preference("auto-forward", "disable")
- 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 ...
- 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...
- 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...
- 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...
- 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.
- 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 ""
- 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...
- 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...
- 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 {...
- Mon Jul 26, 2021 11:39 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Any way to have Renpy give the player a random question from a list, and then remove that question from the list?
- Replies: 2
- Views: 719
Re: Any way to have Renpy give the player a random question from a list, and then remove that question from the list?
Appologies, misread the question. Glad you got it sussed. :)
- 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...