Search found 7 matches
- Sat Jun 22, 2019 1:32 am
- Forum: Ren'Py Questions and Announcements
- Topic: How to Center an Image in a Viewport and have it Scroll?
- Replies: 1
- Views: 775
How to Center an Image in a Viewport and have it Scroll?
I've been struggling back and forth to try and get images to center in a viewport. I have an image viewer, that looks at a variety of image sizes. Some are bigger than the screen, some much smaller. When the image is smaller, it ends up stuck to the left side of the screen, at point 0,0. I'd like it...
- Wed Apr 03, 2019 12:49 am
- Forum: Ren'Py Questions and Announcements
- Topic: Bug: Hebrew Language Error with Dageshes
- Replies: 0
- Views: 213
Bug: Hebrew Language Error with Dageshes
In the Atom text editor, the Hebrew comes out perfectly, in right to left reading format. As soon as it's in the game, though, all the accents are out of place, and it is in left to right order. So, "וְהָאָרֶץ, הָיְתָה תֹהוּ וָבֹהוּ, וְחֹשֶׁךְ, עַל-פְּנֵי תְהוֹם" comes out perfectly, here ...
- Tue Apr 02, 2019 4:45 am
- Forum: Ren'Py Questions and Announcements
- Topic: Amending Inconsistencies between Languages, History, and Rollback
- Replies: 0
- Views: 226
Amending Inconsistencies between Languages, History, and Rollback
This may even be a bug. I wanted to swap between scripts during gameplay, and thought the best way to do this might be to use the Language system Ren'py has. However, I found there are problems to swapping between languages. When you change between languages, you lose the ability to rollback the tex...
- Sat Mar 30, 2019 2:21 am
- Forum: Ren'Py Questions and Announcements
- Topic: Dialogue Tooltips/Hoverable words?
- Replies: 6
- Views: 627
Re: Dialogue Tooltips/Hoverable words?
OK, something cool I worked out. By simply commenting out part of this function, I've made it so that if I click on the lexicon words they will take me to a label of the same name: def hyperlink_clicked(*args): #if args[0] and args[0][:8] != 'lexicon:': # adapted from common/00defaults.rpy if args[0...
- Sat Mar 30, 2019 12:45 am
- Forum: Ren'Py Questions and Announcements
- Topic: Dialogue Tooltips/Hoverable words?
- Replies: 6
- Views: 627
Re: Dialogue Tooltips/Hoverable words?
Terrific work. I tried adding {a} tags to the lexicon, and it works, but has the same issue of philat's amazing glossary. When you call a label inside the lexicon, it messes up the call stack, and so it returns to the title screen instead of the dialogue line you called from. A work around I can use...
- Fri Mar 29, 2019 2:58 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Dialogue Tooltips/Hoverable words?
- Replies: 6
- Views: 627
Re: Dialogue Tooltips/Hoverable words?
This is almost a perfect solution. The issue is, I want to be able to jump/call things if the player clicks on the word. The reason it's almost perfect, is you can use {a} tags in the glossary window, default glossary_dict = { "West-Iyrie":"The most widely held religion in the {a=call...
- Fri Mar 29, 2019 7:35 am
- Forum: Ren'Py Questions and Announcements
- Topic: Dialogue Tooltips/Hoverable words?
- Replies: 6
- Views: 627
Dialogue Tooltips/Hoverable words?
Hello. I've been trying to work out how to make a dialogue tooltip system similar to Pyre's. In that game, certain words are highlighted, and you can hover over them with your mouse to get a tooltip, giving you background on the subject of that word. So, they have intractable textbutton-like words i...