This works perfectly. Thanks for that.
I like the suggestion for the extra quotes too. Not sure if it's what I'm after but I am gonna play around with having both with and without them and see what feels best!
Search found 57 matches
- Thu Sep 13, 2012 4:34 am
- Forum: Ren'Py Questions and Announcements
- Topic: Creating text style
- Replies: 2
- Views: 556
- Wed Sep 12, 2012 2:57 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Creating text style
- Replies: 2
- Views: 556
Creating text style
I'm currently using a lot of menues with dialogue options that can include actions and/or dialogues. I am currently separating the two by using italics for actions, especially if a selection involves both a dialogue line and an action (IE: "I'd like that. Hold her hand ") I'd also like to ...
- Tue Jul 31, 2012 11:44 am
- Forum: Ren'Py Questions and Announcements
- Topic: Skip input in next paragraph?
- Replies: 2
- Views: 488
Re: Skip input in next paragraph?
Brilliant, worked like a charm, thanks.
- Tue Jul 31, 2012 10:36 am
- Forum: Ren'Py Questions and Announcements
- Topic: Skip input in next paragraph?
- Replies: 2
- Views: 488
Skip input in next paragraph?
I have a question, is there a simple way to skip input for the next line? Say I have a paragraph of text, and the next text comes from another label. Normally I have to press space/click for the next paragraph to show up, but I'd like it to just follow without input. This would be especially handy i...
- Sun Aug 15, 2010 12:09 pm
- Forum: Creator Discussion
- Topic: Emotes
- Replies: 2
- Views: 533
Re: Emotes
Yeah. I do have different emotions. But sometimes I want more subtlety.. like a warm smile, or a coy smile, or playful grin. But I don't necessarily want to have a new sprite for all of those.. How do you do it in narration if there's more than one character? Do you usually just enter the name of th...
- Sun Aug 15, 2010 11:48 am
- Forum: Creator Discussion
- Topic: Emotes
- Replies: 2
- Views: 533
Emotes
I'm curious if there's any 'standard' when adding emotions in dialogue in VNs... What I'm currently doing is something like this: sha "*grins at you* So, you're ready then?" It seems to flow more than going: "She grins at you." sha "So, you're ready then?" Another probl...
- Wed Jul 21, 2010 1:00 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Frame transitions
- Replies: 3
- Views: 707
Re: Frame transitions
Oh yeah I'd love to know that too.. When I change my character's expression with a dissolve, the text box blinks out. Would be nice if it came in and out with a dissolve too.
- Wed Jul 21, 2010 12:25 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Console input or similar?
- Replies: 4
- Views: 531
Re: Console input or similar?
Hmm.. I think I know what the problem could be now.. I have numbers in the init block, like: $ kalyahlevel = 22 But the actual effect in the game is a different string called. $ kalyahleveldef = "normal" I did this so I could create level ranges that I use in the scripts instead of the num...
- Wed Jul 21, 2010 12:07 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Console input or similar?
- Replies: 4
- Views: 531
Re: Console input or similar?
Oh yeah, I do that all the time. :) But what I'd like to be able to do is to change the value on a string that's started at the beginning of the game. Just changing the value there doesn't seem to affect anything, once I'm in the game, not even after doing SHIFT+R In this case I want to change the c...
- Wed Jul 21, 2010 10:06 am
- Forum: Ren'Py Questions and Announcements
- Topic: Console input or similar?
- Replies: 4
- Views: 531
Console input or similar?
Ok got a quick question. :) I'm wondering if there's a console or input or anything similar available in the Renpy engine? When I do testing in my game, sometimes I want to manually change a value right where I am, to try out different options, like an affection level, or a True/False value on a str...
- Thu Jul 15, 2010 3:06 pm
- Forum: Creator Discussion
- Topic: How much is too much?
- Replies: 8
- Views: 950
Re: How much is too much?
I've found the sentence length to be a tricky balance to hit.. I don't want too many or too long sentences, and not have it all broken up.. I guess it has to match the feel and pace the characters have when speaking. "So..." could work in isolation if it's meant to have a beat or a pause t...
- Thu Jul 15, 2010 2:58 pm
- Forum: Creator Discussion
- Topic: How much is too much?
- Replies: 8
- Views: 950
Re: How much is too much?
Again it's -really- about the style of your game. How much is the player involved with the main character's choices? Is it a story directed at "you" or at another/other characters? Is it an rpg or a dating sim? Then you could potentially have -tons- of choices. If it's more of a novel, you...
- Thu Jul 15, 2010 1:54 pm
- Forum: Creator Discussion
- Topic: How much is too much?
- Replies: 8
- Views: 950
Re: How much is too much?
Depends on what style of game you're doing. The game I'm working on is more of a dating sim in style, and the player never speaks without a menu choice being made (I want it interactive), so I already have hundreds of menues.. May probably be a couple of thousand when I'm done.. So as far as I under...
- Thu Jul 01, 2010 4:39 am
- Forum: Ren'Py Questions and Announcements
- Topic: eside and dynamic character.
- Replies: 2
- Views: 512
Re: eside and dynamic character.
Yep, it works!
Now I just have to get to all the tweaking.
Thanks a bunch!
Now I just have to get to all the tweaking.
Thanks a bunch!
- Wed Jun 30, 2010 4:47 pm
- Forum: Ren'Py Questions and Announcements
- Topic: eside and dynamic character.
- Replies: 2
- Views: 512
eside and dynamic character.
Ok I'm a bit stuck here and could use some assistance... I'm trying to get images in with my characters with the side image feature.. The FAQ shows me the following script: $ eside = Character('Eileen', color="#c8ffc8", window_left_padding=160, show_side_image=Image("eileen_side.png&q...