Search found 32 matches

by Adrian_DVL
Sun Aug 25, 2019 10:22 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Several movies in a row crash!
Replies: 5
Views: 275

Re: Several movies in a row crash!

Hmm.. im not really sure, but you can try at least, because i dont use movies in my novel since. I think it will only lags when the seconds/minute of the video is long. As you said, 15 seconds is better i guess. I've been testing it and I can notice a slight different, working a bit better with mor...
by Adrian_DVL
Sun Aug 25, 2019 9:15 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Several movies in a row crash!
Replies: 5
Views: 275

Re: Several movies in a row crash!

Well.. you should probably hide one movie and then play the next one, of course it will cause a lag, or you just want to play all of them together? Yeah, I'm an idiot. While coding these events, I had in mind the philosophy of the traditional labels, where you put a new scene after another one with...
by Adrian_DVL
Sun Aug 25, 2019 7:47 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Several movies in a row crash!
Replies: 5
Views: 275

[Solved] Several movies in a row crash!

Hi! So my game is a VN with sandbox freedom that uses still images for all its events except for some of them (or at least that's my intention). In these few events, I use several short videos (let's say about 35 videos with al length of about 15 seconds each one) while I show dialogue. The same as ...
by Adrian_DVL
Thu Jun 13, 2019 7:03 am
Forum: Ren'Py Questions and Announcements
Topic: Updating an instance of a class
Replies: 0
Views: 388

Updating an instance of a class

Hi mates! So, I have two classes to store quests in my game and to show them to the player every time he enters a screen, just like this: class Quest(renpy.store.object): def __init__(self, subj=".png", descr=""): self.subj = subj self.descr = descr class Qlist(renpy.store.object): def __init__(self...
by Adrian_DVL
Tue May 28, 2019 7:59 am
Forum: Ren'Py Questions and Announcements
Topic: Showing a screen or another one after labels or screens
Replies: 4
Views: 533

Re: Showing a screen or another one after labels or screens

Depends on how it's set up, but an easy way to is set a variable on showing a screen. default screen_to_show = "test1" screen test1(): on "show" action SetVariable("screen_to_show", "test1") # other stuff happens screen test2(): on "show" action SetVariable("screen_to_show", "test2") # other stuff ...
by Adrian_DVL
Tue May 28, 2019 3:39 am
Forum: Ren'Py Questions and Announcements
Topic: Showing a screen or another one after labels or screens
Replies: 4
Views: 533

Re: Showing a screen or another one after labels or screens

i think you should provide exact code you need to fix because usually there are no problem to make a switch between shown statements whatsoever. screen map_switch if condition: use map1 else: use map2 label mapswitch: if condition: call screen map1 else: call screen map2 both approaches should work...
by Adrian_DVL
Sun May 26, 2019 5:57 pm
Forum: Ren'Py Questions and Announcements
Topic: Showing a screen or another one after labels or screens
Replies: 4
Views: 533

Showing a screen or another one after labels or screens

Say I'm developing a sandbox-like game in which there are two different maps. I've made these two maps as two different screens, each one with its hotspots and links to labels. Then I have a loop label that repeats itself during the game to show the map whenever an event (label) is finished or a men...
by Adrian_DVL
Fri May 24, 2019 5:45 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Showing chosen [name] when replaying labels?
Replies: 8
Views: 532

Re: Showing chosen [name] when replaying labels?

If you have any snags like that, just add a: label after_load: # this runs whenever a load is performed and can set new release variables etc # or run init type code that was recently added $ config.replay_scope.update({'name':name}) return # don't forget this Yep, that's what I've done right after...
by Adrian_DVL
Fri May 24, 2019 7:16 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Showing chosen [name] when replaying labels?
Replies: 8
Views: 532

Re: Showing chosen [name] when replaying labels?

scope is likely converted to a RevertableDict somewhere... Just tried a few and suggest just using: $ config.replay_scope.update( {'name':name} ) after any moments when you change the value of name (with no changes to buttons) e.g. label name: $ name = renpy.input("{color=#d2e38f}What was my name.....
by Adrian_DVL
Thu May 23, 2019 9:03 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Showing chosen [name] when replaying labels?
Replies: 8
Views: 532

Re: Showing chosen [name] when replaying labels?

Unfortunately, none of your alternatives worked for me. The persistent variable worked the same way as the normal one, but once in a replay, [name] is still the default name. As per the replay_scope thing, I got this both when I put it in an init and when I pass it to the replay action: 'NoneType' o...
by Adrian_DVL
Thu May 23, 2019 6:49 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Showing chosen [name] when replaying labels?
Replies: 8
Views: 532

[Solved] Showing chosen [name] when replaying labels?

So, I have a replay system in my game (NOT gallery) that player can access through a screen in-game (NOT in the main menu), like this: if leah_sc1: imagebutton idle "girls/heart_i.png" hover "girls/heart_h.png" xpos 906 ypos 660 hovered tt.Action("Morning exercises") action Replay("library1c") This ...
by Adrian_DVL
Tue May 07, 2019 4:06 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] config.menu_include_disabled only in some parts?
Replies: 4
Views: 97

Re: config.menu_include_disabled only in some parts?

You could put config.menu_include_disabled on False and change all if cause to sensitive key word... or add this to your screen, it might work: screen Screen(): on "show" action SetVariable("config.menu_include_disabled", False) on "hide" action SetVariable("config.menu_include_disabled", True) Edi...
by Adrian_DVL
Tue May 07, 2019 3:30 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] config.menu_include_disabled only in some parts?
Replies: 4
Views: 97

Re: config.menu_include_disabled only in some parts?

I'm not sure, but I think you can bypass this by using the sensitive key word instead of an if statement as such: button: sensitive (#sensitive if True, else greyed out) action (#what you want the button to do) That will show the button in all condition, but you will only be able to interact with i...
by Adrian_DVL
Tue May 07, 2019 2:28 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] config.menu_include_disabled only in some parts?
Replies: 4
Views: 97

[Solved] config.menu_include_disabled only in some parts?

Hi mates!
Do you know if I can set the config.menu_include_disabled to True BUT keeping it False in some part of the games, like, for instance, a couple menus?
Thanks!
by Adrian_DVL
Fri Apr 26, 2019 6:44 am
Forum: Ren'Py Questions and Announcements
Topic: Showing chosen [name] when replaying labels?
Replies: 0
Views: 91

Showing chosen [name] when replaying labels?

So, I have a replay system in my game (NOT gallery) that player can access through a screen in-game (NOT in the main menu), like this: if leah_sc1: imagebutton idle "girls/heart_i.png" hover "girls/heart_h.png" xpos 906 ypos 660 hovered tt.Action("Morning exercises") action Replay("library1c") This ...