Search found 269 matches
- Sat May 16, 2020 5:18 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Expression Not Working Properly
- Replies: 3
- Views: 223
Re: Expression Not Working Properly
Going off the code I see here, I think the problem is that your statements are creating a bunch of separate images, so the automatic hiding of related images isn't working. Your code: image big smile = "Laughing.png" ## define the image "big" with sub-image "smile" image big smile blush = "Laughing ...
- Wed May 13, 2020 9:18 pm
- Forum: Works in Progress
- Topic: Eldritch University [Horror][GxG][Commercial]
- Replies: 4
- Views: 1156
Re: Eldritch University [Horror][GxG][Commercial]
We have a release date: the game is planned to come out on Steam and itch.io on June 12th, 2020 . Unless something big (like an illness or such) hits around then, the game should be available on that day. In addition, I've set up a sale for Eldritch Academy on itch.io to run alongside the release of...
- Sun May 10, 2020 1:04 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Return to a Non-Title Menu
- Replies: 4
- Views: 291
Re: Return to a Non-Title Menu
Maybe I phrased my post in a way where it wasn't clear, but I'm not sure if Replay is what I'm looking for: Funnily enough, Replays work kind of like how I want this feature to work. When a Replay is finished, it returns to whatever label or screen it was called from. However, I want to allow saving...
- Sat May 09, 2020 9:49 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Return to a Non-Title Menu
- Replies: 4
- Views: 291
Return to a Non-Title Menu
By default, when a label returns and it doesn't have a label it was called from (or when the restart function is called), the game restarts to the main_menu screen. Is there a way to selectively override this? An example: Start game normally -> play labels -> return to title after game is over Start...
- Tue May 05, 2020 2:55 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Change name position INSIDE namebox? [SOLVED]
- Replies: 3
- Views: 159
Re: Change name position INSIDE namebox?
Well, for one, this line forces the text to be entirely to the left side of its dimensions: define gui.name_xalign = 0 If you want centered text, setting an align value to 0.5 is the best option. Decimal pos/anchor/aligns are based on current screen/box sizes. So xalign 0.5 in a 100 wide box is the ...
- Tue May 05, 2020 12:35 pm
- Forum: Ren'Py Questions and Announcements
- Topic: I'm doing Ren'py game translation I get error in screens.rpy file please help
- Replies: 6
- Views: 381
Re: I'm doing Ren'py game translation I get error in screens.rpy file please help
When looking for fonts, using sites that allow for previews of text can be a good way to see if certain characters will display. For instance, Google Fonts allows you to test fonts in your browser before you download them. Also, it may be useful to look into the information on "unsanctioned translat...
- Mon May 04, 2020 10:22 pm
- Forum: Ren'Py Questions and Announcements
- Topic: String Translation of Variable Text
- Replies: 10
- Views: 358
Re: String Translation of Variable Text
I feel like I'm still a long way from the universal solution I was originally hoping for, but I think I've finally been able to manage making a translation-friendly version of the date string. For now, I'll take that victory and have a little break from trying to make arbitrary strings work with the...
- Mon May 04, 2020 6:23 pm
- Forum: Ren'Py Questions and Announcements
- Topic: String Translation of Variable Text
- Replies: 10
- Views: 358
Re: String Translation of Variable Text
Ugh... it feels like this is more confusing than it should be. My findings from testing the code philat provided and my own experiments: "show text" doesn't play nice with translations at all. I assume the conversion into a displayable rips out the underlying string or something? "text" in screens w...
- Mon May 04, 2020 11:44 am
- Forum: Ren'Py Questions and Announcements
- Topic: String Translation of Variable Text
- Replies: 10
- Views: 358
Re: String Translation of Variable Text
I have yet to be able to run the sample code, since I'm not at my computer with Ren'Py installed. But from my previous experience, I've had a lot of issues with "show text" and the translation system. This may be because I'm using it from a label, rather than showing a screen that uses the "text" sc...
- Mon May 04, 2020 1:20 am
- Forum: Ren'Py Questions and Announcements
- Topic: String Translation of Variable Text
- Replies: 10
- Views: 358
Re: String Translation of Variable Text
Unfortunately, the use case where "show text" doesn't work well is "I want the translation system to work without requiring rollback". Which is not great for games that use it a lot... I'll take a look at that code when I get a chance. It's given me an idea that involves some string.split() calls be...
- Sun May 03, 2020 10:40 pm
- Forum: Ren'Py Questions and Announcements
- Topic: String Translation of Variable Text
- Replies: 10
- Views: 358
Re: String Translation of Variable Text
The tricky thing is that a user is capable of changing the language while something is displayed, which will normally replace text that was already on the screen. (Such as switching from English to Turkish on the line "Hello and welcome." and exiting the config screen to see "Merhaba ve hoşgeldin." ...
- Sun May 03, 2020 6:11 pm
- Forum: Ren'Py Questions and Announcements
- Topic: String Translation of Variable Text
- Replies: 10
- Views: 358
String Translation of Variable Text
This is more of a curiosity than a necessity, but I've been having some trouble figuring out how to use the Ren'Py string translation system with text that can be modified by variables. So far, I've only been able to get translations to work well when every possible variant of the text is put throug...
- Sun Apr 26, 2020 12:51 am
- Forum: Works in Progress
- Topic: Eldritch University [Horror][GxG][Commercial]
- Replies: 4
- Views: 1156
Re: Eldritch University [Horror][GxG][Commercial]
The game is nearing completion, with only a few scenes left to implement before doing revisions and final touch-ups. If possible, the plan is to do simultaneous releases on both Steam and itch.io. The itch.io release will also most likely include an experimental Android build of the game, similar to...
- Tue Apr 14, 2020 2:30 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Ren'py won't play a list of sounds
- Replies: 2
- Views: 383
Re: Ren'py won't play a list of sounds
Have you tried using "queue" instead of "play"? I think this syntax should still work, but I've not used lists of files for "play" before.
- Sun Mar 29, 2020 3:45 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Screen update. (with conditions) / solved
- Replies: 2
- Views: 260
Re: Screen update. (with conditions)
As far as I can tell, nday only ever increases. Is this correct? If so, that would be why the screen stops after nday is 5 or above. You will need to either find a way to reset nday each week or revise the conditionals to work with 5 and higher. (The modulus [%] function that you used elsewhere may ...