Search found 28 matches
- Fri Jan 19, 2024 11:50 am
- Forum: Ren'Py Questions and Announcements
- Topic: Having problems with old-game folder.
- Replies: 2
- Views: 74376
Re: Having problems with old-game folder.
Old-game is only used if the .rpyc in the current directory doesn't contain information about the line in question. Doesn't the "Exception: Couldn't find a place to stop rolling back. Perhaps the script has changed in an incompatible way?" imply that the .rpyc in the current directory doe...
- Sun Jan 07, 2024 6:25 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Having problems with old-game folder.
- Replies: 2
- Views: 74376
Having problems with old-game folder.
As I understand it, the /old-game/ folder (added in 7.4.3) is a solution to the problem of .rpyc getting out of step with the previous released versions of a game. Especially in environments where multiple people are working on the same game, doing iterative releases. The end result of which is save...
- Fri Apr 23, 2021 7:09 am
- Forum: Ren'Py Questions and Announcements
- Topic: Values of variables out of date on screens shown with action ShowMenu()
- Replies: 3
- Views: 611
Re: Values of variables out of date on screens shown with action ShowMenu()
Cheers. I did later find that "call screen" and "show screen" both have nopredict parameters but ShowMenu does not. That sent me down a bit of a rabbit hole and I even ended up trying renpy.stop_predict_screen("stats") and renpy.stop_predict_screen("game_menu"...
- Thu Apr 22, 2021 2:53 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Values of variables out of date on screens shown with action ShowMenu()
- Replies: 3
- Views: 611
Values of variables out of date on screens shown with action ShowMenu()
I wonder if anyone can explain what might be going on here. I'm using RenPy 7.3.5 I'm trying to diagnose a stats screen which has been added to the main game menu. Though I've recreated the same problem by adding variables fields to the "About" screen too. Essentially, I have this code. # ...
- Fri Jan 22, 2021 1:17 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Split-second lag when playing videos
- Replies: 13
- Views: 1639
Re: Split-second lag when playing videos
Is it possible it's totally ignoring the "start_image" qualifier? I've quadruple-checked that it's pointing to the right image file (and I've tested it with other image files, too); it seems like it's not displaying the start_image at all. Personally I'm not sure. It was a bit of a shot i...
- Thu Jan 21, 2021 7:41 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Split-second lag when playing videos
- Replies: 13
- Views: 1639
Re: Split-second lag when playing videos
You might want to take a look at play movie( {stuff} , start_image= {imgname} ) . I don't know that it will solve anything for you, but I can imagine a small lag while the movie is initially being processed. You show the movie and the subtitle at the same time, but the movie is a fraction behind (be...
- Thu Jan 21, 2021 1:02 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Possible to get a list of images currently shown on screen?
- Replies: 4
- Views: 1773
Re: Possible to get a list of images currently shown on screen?
Cheers all.
I'm not seeing how each will work yet, but I can have a play. Ta.
But since it'll bug me if I don't ask... is it possible to get the list of currently displayed images?
I'm not seeing how each will work yet, but I can have a play. Ta.
But since it'll bug me if I don't ask... is it possible to get the list of currently displayed images?
- Thu Jan 21, 2021 9:40 am
- Forum: Ren'Py Questions and Announcements
- Topic: Possible to get a list of images currently shown on screen?
- Replies: 4
- Views: 1773
Possible to get a list of images currently shown on screen?
So I have an idea for a cellphone interface where the game shows a cellphone in the foreground and blurs the background image. I realize I could create a screen, where I pass it the name of the current game background and do something with im.Blur(). But I had it in my head to make it more generic t...
- Wed May 27, 2020 1:56 pm
- Forum: Development of Ren'Py
- Topic: [Suggestion] Enable spell checking by default when using Atom
- Replies: 2
- Views: 6290
Re: [Suggestion] Enable spell checking by default when using Atom
I get where you're coming from, but I disagree with the whole "more harm than good", even if it spell checked the whole source. (but then I would wouldn't I... since I thought it worth suggesting). Enabling spell checking now requires the user to: File -> Settings -> Packages -> Search &qu...
- Tue May 26, 2020 10:05 am
- Forum: Development of Ren'Py
- Topic: [Suggestion] Enable spell checking by default when using Atom
- Replies: 2
- Views: 6290
[Suggestion] Enable spell checking by default when using Atom
If I understand the process correctly, when you select Atom as your default editor - RenPy downloads a pre-packaged version 1.34.0 of Atom, including a default configuration that best supports RenPy. I recognize that version 1.36.0 of Atom introduced some changes that makes Atom less practical when ...
- 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: 1252
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...
- 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: 1376
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...
- 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: 1376
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.... $ styl...
- 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: 1376
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]" "<...
- 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: 1252
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...