Search found 69 matches
- Tue Nov 19, 2013 10:52 am
- Forum: Ren'Py Questions and Announcements
- Topic: How to let player's choose their own names? [SOLVED]
- Replies: 1
- Views: 543
Re: How to let player's choose their own names?
The code needed is this $ my_name = renpy.input("What is your name?", "Default Name", length=15) This creates a textbox that says "What is your name?" and when the user clicks on in he can type his name. "Default Name" is optional and is what will be the character name if the user decides not to use...
- Mon Nov 11, 2013 6:11 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]Inventory isntance has no attribute __len__
- Replies: 4
- Views: 1053
Re: Inventory isntance has no attribute __len__
First of all, try changing
to something like
As it stands you have declared both a screen and a class as "Inventory". Then check for capitalization ("Inventory" instead of "inventory").
See if it resolves anything.
Code: Select all
screen inventory:Code: Select all
screen inventory_screen:See if it resolves anything.
- Mon Nov 11, 2013 11:10 am
- Forum: Ren'Py Questions and Announcements
- Topic: Letting players choose name!!
- Replies: 6
- Views: 620
Re: Letting players choose name!!
Ah yeah, my bad, got mixed up. I've updated the previous code. Try that one.
- Mon Nov 11, 2013 10:18 am
- Forum: Ren'Py Questions and Announcements
- Topic: Letting players choose name!!
- Replies: 6
- Views: 620
Re: Letting players choose name!!
Just copy and paste it. The variables already match. The only thing you need to take care of is how you refer to your character in text. Example: text "Hi there [player_name]" # this will show his full name. pov "You can also call me by my first name, [player_first_name] or by my last name, [player_...
- Mon Nov 11, 2013 9:54 am
- Forum: Ren'Py Questions and Announcements
- Topic: Letting players choose name!!
- Replies: 6
- Views: 620
Re: Letting players choose name!!
You need to use DynamicCharacter instead of plain character definition. define player_first_name = "" define player_last_name = "" define player_name = "" # This way when you use [pov] or [povFirstName] or [povLastName] in the text it will show the current character name. # Need to declare all three...
- Mon Nov 11, 2013 9:16 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Value won't change until the game restarts
- Replies: 8
- Views: 912
Re: Value won't change until the game restarts
Alright, I think I found a decent way. Inside <..>/renpy/common/00gamemenu.rpy it states: label _confirm_quit: if renpy.has_label("confirm_quit"): jump expression "confirm_quit" elif renpy.has_label("_compat_confirm_quit"): jump expression "_compat_confirm_quit" else: jump expression "_quit_prompt" ...
- Sun Nov 10, 2013 10:16 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Value won't change until the game restarts
- Replies: 8
- Views: 912
Re: Value won't change until the game restarts
How about that way init python: quit_trigger = True config.quit_action = Quit(confirm=quit_trigger) # maybe (confirm=eval(quit_trigger)) is needed, not tested it. label start: $ quit_trigger = False ###INTRODUCTION OF THE GAME### $ quit_trigger = True ###MAIN GAME### You still declare config_quit.ac...
- Sun Nov 10, 2013 9:05 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Color string must be 3, 4, 6, or 8 hex digits long??
- Replies: 2
- Views: 1869
Re: Color string must be 3, 4, 6, or 8 hex digits long??
Exception: Color string must be 3, 4, 6, or 8 hex digits long. the color property takes RGB(A) values. That is Red, Green, Blue and Alpha Channel (optional) values. I.e: color=# F F F <--- white, that's 3 digits. (if the 4th digit is ommited, is defaulting to F (max value)). color=# F F F f <--- wh...
- Sun Nov 10, 2013 9:24 am
- Forum: Ren'Py Questions and Announcements
- Topic: Scrolling when you drag the cursor to the edge of the window
- Replies: 2
- Views: 484
Re: Scrolling when you drag the cursor to the edge of the wi
You could use edgescroll for that. Declare a screen as: screen my_screen: viewport: edgescroll (100, 500) # 100 being the pixels from each edge that scroll is activated, and 500 is the speed the image is scrolled add my_image And call it when you want with show screen my_screen If you're aiming for ...
- Fri Nov 08, 2013 6:01 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Help: How To Disable Auto-Resume on Android
- Replies: 2
- Views: 571
Re: Help: How To Disable Auto-Resume on Android
See if config.auto_load is set to None to prevent automatic loading. Also, you can try and put this somewhere in your code (provided I've understood your problem) label after_load: # bits of code # everything here will be ran before control is passed to the user # and runs automatically by Ren'Py ev...
- Fri Nov 08, 2013 11:37 am
- Forum: Ren'Py Questions and Announcements
- Topic: Choosing players name questions.
- Replies: 6
- Views: 2276
Re: Choosing players name questions.
Omg, perfect. This is what I wanted. But I'm a little confused of where everything should be, sorry :/ Here is what I wrote in the script: You can do this "What's your name?" # The phrase in the brackets is the text that the game will display to prompt # the player to enter the name they've chosen....
- Fri Nov 08, 2013 11:22 am
- Forum: Ren'Py Questions and Announcements
- Topic: Choosing players name questions.
- Replies: 6
- Views: 2276
Re: Choosing players name questions.
Are you typing the name via renpy.input? It shouldn't trigger the save screen at all. Also for name separation you can try this: $ povName = renpy.input("What is your name?", length=50) or "Default full name if none entered" python: if " " in povName: #checks there is space char in name, indicating ...
- Fri Nov 08, 2013 8:34 am
- Forum: Ren'Py Questions and Announcements
- Topic: Changing auto-forward time's default setting
- Replies: 2
- Views: 1659
Re: Changing auto-forward time's default setting
Well, you could tamper with <..>/renpy/common/00preferences.rpy elif name == "auto-forward time": if value is None: if config.default_afm_enable is None: return FieldValue(_preferences, "afm_time", range=30.0, max_is_zero=True, style="slider") else: return FieldValue(_preferences, "afm_time", range=...
- Tue Nov 05, 2013 8:16 am
- Forum: Ren'Py Questions and Announcements
- Topic: Changing color of text when player types
- Replies: 1
- Views: 342
Re: Changing color of text when player types
check http://lemmasoft.renai.us/forums/viewto ... =8&t=22294 for info on how to do this 
- Mon Nov 04, 2013 7:36 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Centering textbox text.
- Replies: 6
- Views: 891
Re: Centering textbox text.
Ah, for this you need (after a bit of trial and error) init: $ style.say_vbox.xfill = True # this spans the dialogue vbox over the entire available area $ style.say_dialogue.xcenter = 0.5 # this centers any line of text $ style.say_dialogue.text_align = 0.5 # this centers wrapped text for sentences ...