Search found 160 matches
- Sun May 10, 2015 4:45 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Scene and Init error
- Replies: 10
- Views: 1191
Re: Scene and Init error
I'm not sure if this is the answer, but maybe your code is still not indented properly as some definition are not inside a block: init python: # Set the default value. if persistent.adult is None: # indented by 2 persistent.adult = False # indented by 5 # Declare characters used by this game. define...
- Fri May 08, 2015 9:49 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED?] Transition from menu using invert matrix
- Replies: 0
- Views: 1876
[SOLVED?] Transition from menu using invert matrix
I want to create a transition that inverts an image for a moment, then fades to black. At the moment, I only need this for the main menu to game transition (eg. after clicking New Game), but if possible I want to have a transition and a transform that I can use for any image. I have an inverted imag...
- Sat May 02, 2015 6:51 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Animating a transformed displayable
- Replies: 2
- Views: 512
Re: Animating a transformed displayable
You're right, that sounds a lot more feasible! Looks like I still have a lot to learn about screen language as well. Thanks philat, the snippet works great.
- Sat May 02, 2015 12:22 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Animating a transformed displayable
- Replies: 2
- Views: 512
[SOLVED] Animating a transformed displayable
I'm still new to animating displayables, so I would like to ask for some help in imitating a digital watch with the colon blinking. I keep getting the error: File "game/screens.rpy", line 949: u'time_h_m' is not a keyword argument or valid child for the add statement. time_h_m ^ Ren'Py Version: Ren'...
- Wed Apr 29, 2015 4:22 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Automatically focus and select bar to scroll with arrow keys
- Replies: 2
- Views: 457
Re: Automatically focus and select bar to scroll with arrow
That's alright, it's a nice-to-have feature anyway. Thanks PyTom!
- Wed Apr 29, 2015 1:53 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Automatically focus and select bar to scroll with arrow keys
- Replies: 2
- Views: 457
Automatically focus and select bar to scroll with arrow keys
I am working on a log/readback feature and want to add the option to scroll using the arrow keys. From this thread , I found I can scroll by focusing on the bar then pressing Enter to begin scrolling with the up/down key. I would like this behaviour to be default when I click the Log button, so afte...
- Tue Apr 28, 2015 11:53 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Question about text color in a screen
- Replies: 2
- Views: 500
Re: Question about text color in a screen
You need double quotes around certain values, like colour hexcodes.
Code: Select all
text callerName color "#000000"
- Tue Apr 28, 2015 12:31 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Yes/No prompt background
- Replies: 8
- Views: 1567
Re: Yes/No prompt background
EDIT: I found it, thanks to this and this . To force the X button to use the same Quit function as the menu's Quit button: init python: config.quit_action = Quit() So if you're able to get your Yes/No prompt working, then all methods of quitting the game should overlay on top properly. If I have so...
- Mon Apr 27, 2015 7:19 pm
- Forum: Development of Ren'Py
- Topic: [SOLVED] SetVariable idle/selected behaviour
- Replies: 3
- Views: 1008
Re: SetVariable idle/selected behaviour
Using Prefs was a quick example, just to make sure I wasn't going nuts. Thanks to the both of you! The link was very enlightening.
- Mon Apr 27, 2015 1:03 pm
- Forum: Development of Ren'Py
- Topic: [SOLVED] SetVariable idle/selected behaviour
- Replies: 3
- Views: 1008
[SOLVED] SetVariable idle/selected behaviour
Hey, I'm not sure if this is a bug or if it's expected behaviour. I give a button the action SetVariable(name,value) starting in the idle state. After clicking on the button, it goes to the selected state. After clicking elsewhere, the button is still in selected state. It remains selected until tha...
- Mon Apr 27, 2015 11:57 am
- Forum: Ren'Py Questions and Announcements
- Topic: Empty window default broken?
- Replies: 2
- Views: 536
Re: Empty window default broken?
What Zetsubou suggested is a good way around it. If you want it to display the say window as empty by default, regardless of what the menu dialogue is, you can use the say screen with your own arguments: ### ### screens.rpy ### screen choice(items): # Create a new instance of the say window: # Have ...
- Mon Apr 27, 2015 11:46 am
- Forum: Ren'Py Questions and Announcements
- Topic: Yes/No prompt background
- Replies: 8
- Views: 1567
Re: Yes/No prompt background
I remember having this issue as well, but I no longer see the checkerboard transparent background, even while editing a brand new project.
What version of Renpy are you using? I updated to the latest version yesterday (6.99.3.404) and my gut tells me this is the reason.
What version of Renpy are you using? I updated to the latest version yesterday (6.99.3.404) and my gut tells me this is the reason.
- Mon Apr 27, 2015 8:57 am
- Forum: Ren'Py Questions and Announcements
- Topic: Font size messes with Menu Button size
- Replies: 2
- Views: 516
Re: Font size messes with Menu Button size
Is the line commented out, prefixed with a #? If not, it might be only a few GUI elements are affected by changing that variable (eg. the say window's text, but not the menu items). You might have to manually set the font size for the buttons themselves in screen.rpy. Here's an example for the main ...
- Sat May 03, 2014 9:13 am
- Forum: Ren'Py Questions and Announcements
- Topic: Remove menu button when screen is active (solved)
- Replies: 2
- Views: 1313
Re: Remove menu button when screen is active
There are multiple ways of doing this, but the first that comes to mind: textbutton _("Return") action Return() if renpy.get_screen("preferences") is None: textbutton _("Preferences") action ShowMenu("preferences") if renpy.get_screen("save") is None: textbutton _("Save Game") action ShowMenu("save...
- Sat May 03, 2014 1:17 am
- Forum: Ren'Py Questions and Announcements
- Topic: Remove menu button when screen is active (solved)
- Replies: 2
- Views: 1313
Remove menu button when screen is active (solved)
Is there a good way to implement the following: omit the menu button in the navigation menu when that menu is active. For example, a layout of [Save/Load/Options] will become [Load/Options] when Save is the active menu. I like how the buttons change when they're selected, but I prefer to have them r...