Search found 18 matches

by Woetoo
Sat Nov 09, 2019 6:55 am
Forum: Ren'Py Questions and Announcements
Topic: RenPy Launcher and it's use of Atom (integrated and as default system editor)
Replies: 4
Views: 452

Re: RenPy Launcher and it's use of Atom (integrated and as default system editor)

Final update for a while... For now, I figure I've just got accept this is working as intended. I've posted notes to the TreeView issues section of GitHub. Either they will listen to my request... or they won't. In the meanwhile... Someone much much more competent than I figured out a workaround for...
by Woetoo
Sat Nov 09, 2019 5:47 am
Forum: Ren'Py Questions and Announcements
Topic: Can I display the default character name when there is a prompt to choose one?
Replies: 7
Views: 457

Re: Can I display the default character name when there is a prompt to choose one?

Yeah. I know how to change the overall colors, but I was hoping to be able to change the prompt input for each individual characters since they have unique colors assigned to them when a dialogue happens. As I say, I'm sure it's likely possible. Hopefully someone much more familiar with screens, st...
by Woetoo
Fri Nov 08, 2019 12:43 pm
Forum: Ren'Py Questions and Announcements
Topic: Can I display the default character name when there is a prompt to choose one?
Replies: 7
Views: 457

Re: Can I display the default character name when there is a prompt to choose one?

I'm guessing the answer is yes... But I personally don't know how to do it. I'm guessing it would involve altering the style of the displayable element of either the input_prompt or the "input" objects and then maybe forcing a rebuild of the styles used by the game. I tried this.... $ style.input_pr...
by Woetoo
Fri Nov 08, 2019 7:21 am
Forum: Ren'Py Questions and Announcements
Topic: Can I display the default character name when there is a prompt to choose one?
Replies: 7
Views: 457

Re: Can I display the default character name when there is a prompt to choose one?

To answer your basic question... yes. default player_name = "Unnamed" label start: scene black with fade $ player_name = renpy.input("What is your name?", default="Simon") $ player_name = player_name.strip() or "Simon" "Welcome [player_name]" "<<< THE END>" return This seems to be what you've descri...
by Woetoo
Thu Nov 07, 2019 12:41 pm
Forum: Ren'Py Questions and Announcements
Topic: RenPy Launcher and it's use of Atom (integrated and as default system editor)
Replies: 4
Views: 452

Re: RenPy Launcher and it's use of Atom (integrated and as default system editor)

Another minor update. It seems it's working as intended. Apparently there were people who reported performance issues on Atom startup. The workaround was to disable the treeview when Atom loads a single file by name. It is possible to invoke Atom in a specific way that will load the selected file an...
by Woetoo
Thu Nov 07, 2019 9:54 am
Forum: Ren'Py Questions and Announcements
Topic: RenPy Launcher and it's use of Atom (integrated and as default system editor)
Replies: 4
Views: 452

Re: RenPy Launcher and it's use of Atom (integrated and as default system editor)

Okay. So I have an answer... but I don't like it. Firstly, some stuff I found out while looking into this. (apologies to those who already know this). This info is Windows oriented. Mac and Linux will have different folders. When you select "Atom" from the launcher preferences it downloads Atom Port...
by Woetoo
Thu Nov 07, 2019 7:19 am
Forum: Ren'Py Questions and Announcements
Topic: RenPy Launcher and it's use of Atom (integrated and as default system editor)
Replies: 4
Views: 452

RenPy Launcher and it's use of Atom (integrated and as default system editor)

I use Atom as my editor for RenPy. I recently reformatted my computer (Windows 7 64bit) and as a result paused to think about RenPy and Atom. I installed the latest version of Atom first and then told RenPy I wanted to use the default system editor for RenPy files. Except... it behaved slightly diff...
by Woetoo
Wed Apr 24, 2019 2:25 pm
Forum: Ren'Py Questions and Announcements
Topic: [Unsolvable] Combining Gallery and Replay functionality?
Replies: 4
Views: 112

Re: Combining Gallery and Replay functionality?

Well, you can check the soure code then - your Ren'Py folder/renpy/common/00gallery.rpy Yeah. Cheers, I just did. Generally I don't trust myself to read languages I don't understand (like Python)... but I did make enough sense of this to get an answer... Albeit the wrong answer for my question. Act...
by Woetoo
Wed Apr 24, 2019 10:36 am
Forum: Ren'Py Questions and Announcements
Topic: [Unsolvable] Combining Gallery and Replay functionality?
Replies: 4
Views: 112

Re: Combining Gallery and Replay functionality?

Cheers. I knew that creating a custom screen using imagebutton or imagemap type coding was an option. I also knew the primary use for the Gallery class. I was just hoping for a bit of crossover. My main area of "hope" was the Action function. The implication was that buttons could be added with a cu...
by Woetoo
Wed Apr 24, 2019 9:34 am
Forum: Ren'Py Questions and Announcements
Topic: [Unsolvable] Combining Gallery and Replay functionality?
Replies: 4
Views: 112

[Unsolvable] Combining Gallery and Replay functionality?

Okay. So I have a working "memories" style gallery using the Gallery() class. (See: https://www.renpy.org/doc/html/rooms.html) However, I'd like a few (eventually all) of those memories to make use of the Replay functionality too. I thought I was on to a winner with the Action function... but so far...
by Woetoo
Sat Mar 09, 2019 6:39 am
Forum: Ren'Py Questions and Announcements
Topic: How to check if label has been executed during current playthrough
Replies: 9
Views: 186

Re: How to check if label has been executed during current playthrough

I don't believe Ren'Py stores this data explicitly, so as far as I'm aware there's no foolproof way to identify which labels have or have not been touched in a specific playthrough for a game that has not already been tracking them (using something like the solution above). Thank you. It was the an...
by Woetoo
Fri Mar 08, 2019 9:20 pm
Forum: Ren'Py Questions and Announcements
Topic: How to check if label has been executed during current playthrough
Replies: 9
Views: 186

Re: How to check if label has been executed during current playthrough

To clarify my question... I'm looking for a way of checking if a label has been executed since the player started playing the game this time around. But not exclusively this particular session. By which I mean: I'm not interested in if a label was reached on a previous play through. If the player ha...
by Woetoo
Fri Mar 08, 2019 8:42 pm
Forum: Ren'Py Questions and Announcements
Topic: How to check if label has been executed during current playthrough
Replies: 9
Views: 186

Re: How to check if label has been executed during current playthrough

I'd consider suggesting to add a switch to that function to Tom, as there are a number of scenarios where it could be rather useful, especially alongside get_all_labels to create a very basic event/progression system. renpy.seen_label( "label_name", ever=True ) For compatibility's sake... if implem...
by Woetoo
Fri Mar 08, 2019 8:16 pm
Forum: Ren'Py Questions and Announcements
Topic: How to check if label has been executed during current playthrough
Replies: 9
Views: 186

Re: How to check if label has been executed during current playthrough

Not a direct answer, sorry, but when browsing the documentation I find the general index super handy. https://www.renpy.org/doc/html/genindex.html Much appreciated, that will undoubtedly help me in the future. You might be able to use https://www.renpy.org/doc/html/other.html#renpy.count_newly_seen...
by Woetoo
Fri Mar 08, 2019 7:48 pm
Forum: Ren'Py Questions and Announcements
Topic: How to check if label has been executed during current playthrough
Replies: 9
Views: 186

How to check if label has been executed during current playthrough

Okay. So I have a game that is released in chapters and I missed setting a variable in the previous chapter. Users have already played the bugged version. I had the foresight to add a variable stored within the save to let me know which version of the game that save was saved under. My original plan...