Search found 159 matches
- Fri Jan 26, 2024 3:06 am
- Forum: Ren'Py Questions and Announcements
- Topic: How can I retain the fidelity of text outlines when upscaling?
- Replies: 3
- Views: 555
Re: How can I retain the fidelity of text outlines when upscaling?
Would using absolute in your outline definition help? By default, size, xoffset and yoffset are scaled with the text. When given as the absolute type, they are not scaled. For example: i.e. define gui.text_outlines = [ (absolute(2), "#000", absolute(1), absolute(1)) ] Docs page: https://ww...
- Sun Jan 21, 2024 2:55 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Bug Replications
- Replies: 35
- Views: 74011
Re: Bug Replications
It looks like that change was intentional (children of buttons get notified about hover and a few other states). Rather than using a button with NullAction as your container, you probably want a modal frame instead. That would prevent click through and avoid any hover events coming from the containe...
- Sun Jan 21, 2024 1:19 am
- Forum: Ren'Py Questions and Announcements
- Topic: Screen Language Vbox Children Alignment Problem
- Replies: 5
- Views: 649
Re: Screen Language Vbox Children Alignment Problem
You could try using a side widget, placing the vbox in the center slot, and the button in the bottom slot. Assuming the enclosing frame has a size (or you give the side a size) the vbox contents should stack from the top, with the button appearing at the bottom of the frame . Going off of memory her...
- Thu Jan 12, 2023 9:48 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Possible to run lint without statistics output?
- Replies: 2
- Views: 280
Re: Possible to run lint without statistics output?
Adding this to your config, or setting it as part of your testsuite should do it I think.
ref: https://www.renpy.org/doc/html/config.h ... statistics
Code: Select all
define config.lint_character_statistics = False
- Thu Jan 05, 2023 9:49 am
- Forum: Ren'Py Questions and Announcements
- Topic: Is it possible to check if a variable has a specific number in a specific part of it?
- Replies: 6
- Views: 310
Re: Is it possible to check if a variable has a specific number in a specific part of it?
If you really want to go down the binary route then you could do this, but probably at the cost of making it more difficult to debug and reason about, especially if you plan to expand the number of routes or change them in future, so please don't take this as endorsement of this concept. This is jus...
- 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: 350
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: 360
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: 337
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: 389
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: 520
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: 520
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: 541
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: 694
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: 513
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: 1517
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 ""