Search found 63 matches

by Dark12ose
Thu Oct 06, 2022 10:19 am
Forum: Ren'Py Questions and Announcements
Topic: hELP with side images
Replies: 1
Views: 425

Re: hELP with side images

define config.side_image_tag = "eileen"

The "eileen" is the the character image tag your side image character define uses.
https://www.renpy.org/doc/html/side_ima ... _image_tag
by Dark12ose
Tue Aug 02, 2022 8:52 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED]SetVariable() doesn't seem to work for certain cases
Replies: 2
Views: 268

Re: SetVariable() doesn't seem to work for certain cases

Omg that solved it :shock:

I didn't know the order of the action effected anything. That's good to know.

Thank you so much Laure44!!

Wow that was the fastest solved topic I have ever seen lol
by Dark12ose
Tue Aug 02, 2022 8:24 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED]SetVariable() doesn't seem to work for certain cases
Replies: 2
Views: 268

[SOLVED]SetVariable() doesn't seem to work for certain cases

So I am trying to create a button that takes the player to the glossary screen showing the word they just unlocked but for some reason SetVariable() doesn't seem to work. The funny part is it only doesn't work when I enter the glossary screen with the SetVariable(). Like so: (Ignore the "foot&q...
by Dark12ose
Tue Jul 26, 2022 1:33 pm
Forum: Ren'Py Questions and Announcements
Topic: How to change font for nvl mode only?
Replies: 2
Views: 470

Re: How to change font for nvl mode only?

You can change the font two ways.

One is place what_font = "fontname.ttf" in your character define.

The 2nd is place font "fontname.ttf" in style nvl_dialogue under screen nvl()

Make sure you place the font file in the game folder.
by Dark12ose
Mon Jul 25, 2022 5:37 pm
Forum: Ren'Py Questions and Announcements
Topic: Image Attributes (Tags? Not sure what to call it)
Replies: 3
Views: 403

Re: Image Attributes (Tags? Not sure what to call it)

You're welcome! I'm glad it helped! :D
The documentation can definitely be confusing at times.
by Dark12ose
Mon Jul 25, 2022 2:18 am
Forum: Ren'Py Questions and Announcements
Topic: Image Attributes (Tags? Not sure what to call it)
Replies: 3
Views: 403

Re: Image Attributes (Tags? Not sure what to call it)

Hello. First, I'll write down the code than I'll explain as I feel that's easier to understand. The code is: define MG = Character("Mark Glass", image="mark") image mark happy = "images/happy.png" image mark sad = "images/sad.png" label start: show mark happy ...
by Dark12ose
Fri Jul 22, 2022 8:51 pm
Forum: Ren'Py Questions and Announcements
Topic: Thought Bubbles or something similar for Interior Monologue
Replies: 28
Views: 2085

Re: Thought Bubbles or something similar for Interior Monologue

Instead of Frame() use Image(). Frame() will adjust the size of the textbox while Image() keeps it the same size no mater what.
by Dark12ose
Fri Jul 15, 2022 2:19 pm
Forum: Ren'Py Questions and Announcements
Topic: Can I adjust the bar with my keyboard?
Replies: 2
Views: 314

Re: Can I adjust the bar with my keyboard?

Renpy already has a built in keymap for that. https://www.renpy.org/doc/html/keymap.html?highlight=keymap bar_activate = [ 'mousedown_1', 'K_RETURN', 'K_KP_ENTER', 'K_SELECT' ], bar_deactivate = [ 'mouseup_1', 'K_RETURN', 'K_KP_ENTER', 'K_SELECT' ], bar_left = [ 'K_LEFT', 'repeat_K_LEFT' ], bar_righ...
by Dark12ose
Wed Jul 06, 2022 6:58 pm
Forum: Ren'Py Questions and Announcements
Topic: Problems with Custom Text boxes
Replies: 1
Views: 290

Re: Problems with Custom Text boxes

In the character define, window_background=image() needs to have a capital i. Ren'py is very case sensitive. Once you fix that it should solve the textbox misplacement.
by Dark12ose
Fri Jul 01, 2022 4:05 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED]"On Hide" not working for imagebuttons
Replies: 8
Views: 703

Re: "On Hide" not working for imagebuttons

So after looking into it more there really doesn't seem to be a way to go around this other than completely disabling the game_menu keymap. After disabling it, I created a screen with the timer like Alex did but instead set it to action Return() and have the return button on the game menu set to jum...
by Dark12ose
Sat Jun 11, 2022 8:32 pm
Forum: Ren'Py Questions and Announcements
Topic: Thought Bubbles or something similar for Interior Monologue
Replies: 28
Views: 2085

Re: Thought Bubbles or something similar for Interior Monologue

I have wondered how version 8 is going to affect the code, which says it adds support for Python 3. I'm still using 7.4.11 for my game. As for the current condition switch code by @DarkRose, it works fine. One thing to consider if anyone is using this method is that you'll able to see that when if ...
by Dark12ose
Thu Jun 09, 2022 6:46 pm
Forum: Ren'Py Questions and Announcements
Topic: Thought Bubbles or something similar for Interior Monologue
Replies: 28
Views: 2085

Re: Thought Bubbles or something similar for Interior Monologue

Does anyone know, is Ren'py doing some kind of awkward optimization here? Should have wrote this in the previous post but this is actually what Renpy does in general even with it's own default textbox. You just don't see it since it replaces it with the same exact one in a split second. For some re...
by Dark12ose
Thu Jun 09, 2022 6:19 pm
Forum: Ren'Py Questions and Announcements
Topic: Thought Bubbles or something similar for Interior Monologue
Replies: 28
Views: 2085

Re: Thought Bubbles or something similar for Interior Monologue

What textbox transition are you trying to use? Just the default dissolve on config.window_show/hide_transition but, if I remember right, it does it with any type of transition. Was testing it out with different types of transition before when I first found the ghosting. What it does with the custom...
by Dark12ose
Thu Jun 09, 2022 1:06 pm
Forum: Ren'Py Questions and Announcements
Topic: Thought Bubbles or something similar for Interior Monologue
Replies: 28
Views: 2085

Re: Thought Bubbles or something similar for Interior Monologue

What exactly am I doing wrong with this code? @Zmook screen say(who, what, thoughtbubble=False): # Character keyword arguments beginning with "show_" have the prefix stripped off, # and are passed to the screen as arguments. style_prefix "say" window: id "window" if th...