Search found 13 matches
- Wed Dec 04, 2019 8:46 pm
- Forum: Ren'Py Questions and Announcements
- Topic: focus_mask runs slow on 7.3.5
- Replies: 3
- Views: 456
focus_mask runs slow on 7.3.5
So...I just recently updated to 7.3.5. Everything seems fine, however, a big problem I am having is that imagebuttons that use focus_mask slow on the whole game, which was not an issue when I was on 7.1.0. I tried testing it on my laptop, which uses renpy 7.1.0, and the game runs smoothly. However, ...
- Tue Aug 13, 2019 4:00 pm
- Forum: Ren'Py Questions and Announcements
- Topic: variable and save files
- Replies: 2
- Views: 348
variable and save files
Hello, the problem that I am encountering is this: in the game, I have a message system, the simplified version is listed: init 0 python: class Message: def __init__(self, text): self.text = text self.isRead = False message1 = Message(text="hello world") then, in the game, I can write message1.isRea...
- Tue Jun 04, 2019 4:21 am
- Forum: Ren'Py Questions and Announcements
- Topic: stop dialogue sound effect when other screen is showing
- Replies: 8
- Views: 887
Re: stop dialogue sound effect when other screen is showing
So, I kind of find the trick, which is to use the voice channel instead of the sound channel, as the following: def callback(event, interact=True, **kwargs): if not interact: return if event == "show" or event == "begin" or event == "show_done": renpy.music.play(sound_blip, channel="voice", loop=Tru...
- Sun Jun 02, 2019 2:15 am
- Forum: Ren'Py Questions and Announcements
- Topic: stop dialogue sound effect when other screen is showing
- Replies: 8
- Views: 887
Re: stop dialogue sound effect when other screen is showing
Sure, I will post the code once I get home (cuz I’m outside).
I am thinking that maybe I can try playing the audio only once at the every start of the dialogue, although it would like of lose a flavor...
I am thinking that maybe I can try playing the audio only once at the every start of the dialogue, although it would like of lose a flavor...
- Sat Jun 01, 2019 1:10 pm
- Forum: Ren'Py Questions and Announcements
- Topic: stop dialogue sound effect when other screen is showing
- Replies: 8
- Views: 887
Re: stop dialogue sound effect when other screen is showing
Oh, I'm an idiot! :lol: Well, maybe not entirely an idiot, but I zoomed through your code. Do you mind trying something else? This one is straight from the documentation, and will probably work better, anyway. #init python: Just to remind you that this goes under the init def character_voice(event,...
- Sat Jun 01, 2019 11:27 am
- Forum: Ren'Py Questions and Announcements
- Topic: stop dialogue sound effect when other screen is showing
- Replies: 8
- Views: 887
Re: stop dialogue sound effect when other screen is showing
Try: def callback(event, **kwargs): if event == "show": renpy.music.play(sound_blip, channel="sound", loop=True) elif event == "slow_done" or event =="end" or event == "show_done": #I believe you should also be able to add| or renpy.get_screen("game_menu") renpy.music.stop(channel="sound", fadeout ...
- Sat Jun 01, 2019 11:05 am
- Forum: Ren'Py Questions and Announcements
- Topic: stop dialogue sound effect when other screen is showing
- Replies: 8
- Views: 887
stop dialogue sound effect when other screen is showing
Hello, I have been using the callback function from the old forum: def callback(event, **kwargs): if event == "show": renpy.music.play(sound_blip, channel="sound", loop=True) elif event == "slow_done" or event =="end": renpy.music.stop(channel="sound", fadeout = 0.2) which pretty much does what I wa...
- Fri May 31, 2019 3:40 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved ?] is it possible to make a button shrink when selected?
- Replies: 3
- Views: 764
Re: [Solved ?] is it possible to make a button shrink when selected?
I was originally looking for a solution that only uses transformation, but this works alright. Thank you! 
- Fri May 31, 2019 3:36 am
- Forum: Ren'Py Questions and Announcements
- Topic: [solved] eval() arg1 must be string or code object
- Replies: 1
- Views: 531
[solved] eval() arg1 must be string or code object
Hi, so I was trying to write a really simple as the following: screen rename101: modal frame: background "day_end_1" at day_end_dissolve(0, 1) text "text" However, when I show it: show screen rename101 Ren'Py throws back the error message: eval() arg1 must be string or code object I was super confus...
- Wed May 29, 2019 10:12 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved ?] is it possible to make a button shrink when selected?
- Replies: 3
- Views: 764
[Solved ?] is it possible to make a button shrink when selected?
Hi, just as the topic says, I'm trying to make a button shrink when it is selected (clicked), then shrink back when it's not selected anymore by using transform. This is what I have come up with: transform button_transform: on hover: linear 0.2 zoom 1.2 on selected: linear 0.2 zoom 0.9 on idle: line...
- Sat Mar 09, 2019 1:54 pm
- Forum: Ren'Py Questions and Announcements
- Topic: changing class variable
- Replies: 2
- Views: 270
Re: changing class variable
it works out perfectly! thank you!strayerror wrote: ↑Sat Mar 09, 2019 3:04 amThe way you're defining the action is calling m.read() trying to generate an action, rather than calling it as the result of an action. Try changing it to:
Code: Select all
action Function(m.read)
- Sat Mar 09, 2019 2:10 am
- Forum: Ren'Py Questions and Announcements
- Topic: changing class variable
- Replies: 2
- Views: 270
changing class variable
Hi, so, recently I have been trying to use class object, but have been running into an issue over and over again: whenever I try to change an instance variable in an object, it somehow changes the same instance variable in all objects of the same class too. For example, I have written the following ...
- Fri Mar 01, 2019 1:57 am
- Forum: Ren'Py Questions and Announcements
- Topic: game menu Return() not working
- Replies: 0
- Views: 149
game menu Return() not working
Hi, so I'm trying to create a new menu in the game menu called "messageWindow," which basically shows messages from other characters to the player. The thing is, after I clicked into the messageWindow, and then hit the return button at the left-bottom, somehow the clicking, which is supposed to make...