Search found 1292 matches

by Obscura
Sun Jan 20, 2019 4:47 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] How to Define Text Styles To Facilitate Translation?
Replies: 4
Views: 244

Re: [SOLVED] How to Define Text Styles To Facilitate Translation?

I had no idea you could use _() with actual file names! At least potentially...because that's a clever method...I wonder why it doesn't work. :? Maybe the translation doesn't occur early enough in the initialization process?
by Obscura
Sun Jan 20, 2019 3:48 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] How to Define Text Styles To Facilitate Translation?
Replies: 4
Views: 244

Re: How to Define Text Styles To Facilitate Translation?

Ok, answering my own question here in case it helps anybody... It seems that you'd need to define a style for the diary, then use the translate command to tell Renpy which font to substitute for that style. init -1 python hide: style.default.font = "arial.ttf" init python: style.say_diary_bubble = S...
by Obscura
Sun Jan 20, 2019 11:33 am
Forum: Ren'Py Questions and Announcements
Topic: Music not working
Replies: 3
Views: 175

Re: Music not working

I might be wrong but your sound file will usually look like a garbled mess when you look at it through a text editor, which it looks like you're doing. So that's normal. It only matters whether it will run in the game or not. The files ending in .rpy, which contain your code, are usually the only fi...
by Obscura
Sun Jan 20, 2019 12:50 am
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] How to Define Text Styles To Facilitate Translation?
Replies: 4
Views: 244

[SOLVED] How to Define Text Styles To Facilitate Translation?

My game contains several text styles. For the purposes of simplification, let's say there are two: 1. default font for dialogue 2. diary font for when the player writes in their diary They are defined accordingly below: init -1 python hide: style.default.font = "arial.ttf" init: define diary = Chara...
by Obscura
Sat Jan 19, 2019 4:40 pm
Forum: Ren'Py Questions and Announcements
Topic: "Add Script File" Not Working?
Replies: 6
Views: 223

Re: "Add Script File" Not Working?

I tested this and I'm getting the same issue.
by Obscura
Wed Jan 16, 2019 11:46 pm
Forum: Ren'Py Questions and Announcements
Topic: Translating Strings Within a Function?
Replies: 7
Views: 256

Re: Translating Strings Within a Function?

Ah, gotcha. Thank you for the tip regardless.
by Obscura
Wed Jan 16, 2019 10:07 pm
Forum: Ren'Py Questions and Announcements
Topic: Translating Strings Within a Function?
Replies: 7
Views: 256

Re: Translating Strings Within a Function?

Oh, thanks! Do you happen to know where I'd add the !t?

Looking at https://www.renpy.org/doc/html/translat ... stitutions and I'm not sure I know where that would go.
by Obscura
Wed Jan 16, 2019 9:47 pm
Forum: Ren'Py Questions and Announcements
Topic: Translating Strings Within a Function?
Replies: 7
Views: 256

Re: Translating Strings Within a Function?

Ah, never mind, I found the answer here, in case anyone has the same question:

viewtopic.php?t=49205
by Obscura
Wed Jan 16, 2019 9:34 pm
Forum: Ren'Py Questions and Announcements
Topic: Translating Strings Within a Function?
Replies: 7
Views: 256

Translating Strings Within a Function?

My game contains numerous custom choice menus that look like this: call special_menu ("Go fast.", "Go slow.") if pics == 0: "You run." else: "You walk." If it matters, the function itself looks like this: label special_menu(*menu_options): $picks = None $menu_options = list(menu_options) $renpy.call...
by Obscura
Wed Jan 16, 2019 9:22 pm
Forum: Ren'Py Questions and Announcements
Topic: Can't find any info about MainMenu()
Replies: 3
Views: 225

Re: Can't find any info about MainMenu()

Ah, thanks everyone!
by Obscura
Mon Jan 14, 2019 4:03 pm
Forum: Ren'Py Questions and Announcements
Topic: Can't find any info about MainMenu()
Replies: 3
Views: 225

Can't find any info about MainMenu()

I'm searching for any info about what MainMenu() actually does.

Aside from sending the player back to the Main Menu screen (and quitting the current game), is this the equivalent a full restart?

So the call stack is set back to 0, while persistent variables remain untouched?

Thanks!
by Obscura
Mon Jan 14, 2019 12:20 pm
Forum: Ren'Py Questions and Announcements
Topic: Puzzled Over A Censor Toggle
Replies: 2
Views: 174

Re: Puzzled Over A Censor Toggle

Thank you for the perfect suggestion, Remix! This changes everything.
by Obscura
Sun Jan 13, 2019 7:01 pm
Forum: Ren'Py Questions and Announcements
Topic: Puzzled Over A Censor Toggle
Replies: 2
Views: 174

Puzzled Over A Censor Toggle

I'm wondering about the efficiency of the following setup and whether it makes logical sense. The art folder contains 100 drawings all with unique names: john_1.jpg, john_2.jpg sam_1.jpg, etc. Also in the folder: 100 censored versions of those same drawings. censored_john_1.jpg, censored_john_2.jpg ...
by Obscura
Fri Jan 04, 2019 3:06 pm
Forum: Ren'Py Questions and Announcements
Topic: Best Way to Allow Players to Add a Translation Patch
Replies: 3
Views: 126

Re: Best Way to Allow Players to Add a Translation Patch

Thanks Remix!!!

Do you know where I can find any examples of this in action? I'm scratching my head over the syntax.
by Obscura
Fri Jan 04, 2019 1:37 pm
Forum: Ren'Py Questions and Announcements
Topic: Best Way to Allow Players to Add a Translation Patch
Replies: 3
Views: 126

Best Way to Allow Players to Add a Translation Patch

I'd like to allow players to drop their self-translated .rpy files into the tl (translation) folder, and have the game create a menu that would allow them to select whatever languages are in that folder. How would one go about doing this? Would this require the use of renpy.exists to check if a cert...