Search found 1457 matches
- Fri May 17, 2019 3:41 am
- Forum: Ren'Py Questions and Announcements
- Topic: Imagebutton clicking is advancing the story
- Replies: 3
- Views: 341
Re: Imagebutton clicking is advancing the story
Screens are usually used in two ways, with "show screen" or "call screen": 1. To show information to the user, without stopping the flow of the label. show screen myscreen 2. To stop the play until the user has done something in that screen (like clicking on a button). call screen myscreen In your c...
- Fri May 17, 2019 3:32 am
- Forum: Ren'Py Questions and Announcements
- Topic: Objectives screen?
- Replies: 3
- Views: 263
Re: Objectives screen?
Hi all! I’m trying to put together a ‘current objectives’ screen for my game but am having problems with getting it to work how I want. The story progression for each character is controlled by a simple numerical value – the character Anna starts off at value 0 and as each step in the story progres...
- Fri May 17, 2019 3:24 am
- Forum: Ren'Py Questions and Announcements
- Topic: Objectives screen?
- Replies: 3
- Views: 263
Re: Objectives screen?
So if it's set up as a menu it could be like this menu: if anna == 1: "Get Anna repaired.": jump label1 if clea == 3: "Find an object of magical value to bring to the Sanctum.": jump label2 if pg == 4: "Consult Friday at the Foundry.": jump label3 else: jump label4 #incase no one has any of above @...
- Thu May 16, 2019 6:30 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Having text show up on a imagebutton hover
- Replies: 5
- Views: 390
Re: Having text show up on a imagebutton hover
Probably the simplest way is to add a tooltip: https://renpy.org/doc/html/screen_actions.html#tooltips
- Thu May 16, 2019 6:25 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Visual feedback for stats shown on screen
- Replies: 2
- Views: 231
Re: Visual feedback for stats shown on screen
I give visual feedback in a flashy way, maybe it's not what you need. I add a screen that appears for a couple of seconds and the hides itself. In my screen, the numbers are shown in very big size in the middle of the screen, animated down->up and from transparent to visible. But you can use the sam...
- Thu May 16, 2019 5:39 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] SCREEN selections
- Replies: 3
- Views: 291
Re: SCREEN selections
I suggest you to merge all in only one screen and use the variables to decide what part of the screen is showing as local variables. So, the button use the action SetScreenVariable() and renpy will find easily the selected/unselected buttons. screen myscreen1(): # <- Don't forget the parenthesis, ev...
- Thu May 16, 2019 10:29 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] random background
- Replies: 2
- Views: 226
Re: random background
Code: Select all
scene expression "bg"+str(renpy.random.randint(1,10))- Wed May 15, 2019 10:58 am
- Forum: Ren'Py Questions and Announcements
- Topic: Package RenPy Games So It Is Not a Folder When Unzipped?
- Replies: 3
- Views: 331
Re: Package RenPy Games So It Is Not a Folder When Unzipped?
For windows, you can use the files built with renpy, to create an installer. This will create a single .exe file that will install your game in windows and create shortcuts where the user wants. Renpy does not create installers, you can use "Inno Setup" to create them, it's free: http://www.jrsoftwa...
- Wed May 15, 2019 4:56 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Is there a better way to define that code (month, day, etc)?
- Replies: 5
- Views: 391
Re: Is there a better way to define that code (month, day, etc)?
I haven't tested my code, but it should refresh once per minute ("timer 60 repeat True" means that every 60 seconds it will execute the function). Are you having this problem only the first 60 seconds of the game, or is it not refreshing at all? Maybe the "overlay_screens" is not working. In this ca...
- Tue May 14, 2019 4:52 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Can I use "action SetVariable" function in a choice menu?
- Replies: 4
- Views: 301
Re: Can I use "action SetVariable" function in a choice menu?
It's important to understand that Ren'Py includes several languages: - label language: used in labels. - screen language: used in screens - ATL language: used to define transforms and images, and used in "show" - And some specific words for init phase (init, default, define, image...) "menu" is used...
- Tue May 14, 2019 10:20 am
- Forum: Ren'Py Questions and Announcements
- Topic: Unable to move names without moving the namebox with it
- Replies: 2
- Views: 201
Re: Unable to move names without moving the namebox with it
You could try changing the offset values of the text inside the window in the "say" screen (file: screens.rpy).
- Mon May 13, 2019 5:37 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Is there a better way to define that code (month, day, etc)?
- Replies: 5
- Views: 391
Re: Is there a better way to define that code (month, day, etc)?
"init" blocks are executed only at init phase (before the main menu), so only once. There is nothing in your code that tells renpy to "refresh" the variables. You could do (not tested): # CONSTANTS define downames = ["Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday", "Sunday"] defin...
- Sun May 05, 2019 12:21 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Image maps in splashscreen
- Replies: 1
- Views: 487
Re: Image maps in splashscreen
(Sorry, but this questions belongs to another subforum: "Ren'Py Questions and Announcements", not "Development of Ren'Py") Anyway, this is how I do it: Use the special label "before_main_menu", and add a selector in the "preferences" screen: (My main language is "Spanish" and the translation is "Eng...
- Sat May 04, 2019 3:07 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Conditionally setting menu choices visible and invisible?
- Replies: 2
- Views: 205
Re: Conditionally setting menu choices visible and invisible?
menu: "This is dialog choice number 1.": jump choice1 "This is dialog choice number 2.": jump choice2 "This is dialog choice number 3" if Day1_movies: jump choice3 menu: "This is dialog choice number 1.": jump choice1 "This is dialog choice number 2.": jump choice2 "This is dialog choice number 3" ...
- Sat May 04, 2019 11:12 am
- Forum: Ren'Py Questions and Announcements
- Topic: Issues with Editra
- Replies: 8
- Views: 489
Re: Issues with Editra
"Atom" is a good choice for renpy. You can look at "sublime text" too, it's lighter.