Search found 129 matches
- Sun Feb 14, 2021 1:47 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] what's a good way to use flags?
- Replies: 5
- Views: 436
Re: what's a good way to use flags?
Ideally you'd declare the dictionary with all the values outside of a label, and that way the engine knows exactly how much memory to allocate. I think that adding stuff to it on the fly might have unintended consequences. Regardless, in terms of space it should be no issue at all. Saving a bunch of...
- Tue Jan 05, 2021 2:43 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] How to obtain the exact autoplay wait time?
- Replies: 2
- Views: 323
- Mon Jan 04, 2021 10:03 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] How to obtain the exact autoplay wait time?
- Replies: 2
- Views: 323
[Solved] How to obtain the exact autoplay wait time?
I'm trying to obtain the exact value of time that renpy waits in autoplay mode before advancing text. I looked in the source files and I believe the bit of code that determines this is here from behavior.rpy: def event(self, ev, x, y, st): if self.afm_length and renpy.game.preferences.afm_time and r...
- Wed Dec 30, 2020 4:00 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] How to make right-click unhide textbox?
- Replies: 2
- Views: 305
Re: How to make right-click unhide textbox?
Are you trying to rebind game_menu and hide_window keys in keymap? Check the keymap documentation. In trying that out I realized I had some old code to do this, but it wasn't working because it was in a python block instead of init python. For future reference for other folks, this is what you want...
- Wed Dec 30, 2020 2:16 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] How to make right-click unhide textbox?
- Replies: 2
- Views: 305
[Solved] How to make right-click unhide textbox?
By default, right-click (and all other inputs associated with the game_menu key) will trigger opening the save menu. This is easy enough to tweak on a menu by menu basis - you simply give the game_menu key a different action on that screen's code - but there's one edge case, which is when you're ing...
- Fri Dec 06, 2019 4:52 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Text speed preview system bugs
- Replies: 2
- Views: 629
Re: Text speed preview system bugs
I ended up doing this with a DynamicDisplayable and it works great. One of the original wishlisted nuances isn't working - the one about restarting the text on changing text speed - but I think I'm fine with that. It might have looked janky to have the text restart a bunch as you moved the slider an...
- Thu Dec 05, 2019 3:17 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Text speed preview system bugs
- Replies: 2
- Views: 629
[Solved] Text speed preview system bugs
I'm working on a text speed preview feature for the settings menu and have the core components working, but have some major bugs that I'm having a lot of trouble ironing out. The basic functionality is meant to be: String of text appears with the current text speed, waits a fraction of a second, and...
- Sun Mar 18, 2018 2:30 am
- Forum: We are a Free Project looking for Partners
- Topic: NaNoReno 2018 General Recruitment Thread
- Replies: 69
- Views: 13916
Re: NaNoReno 2018 General Recruitment Thread
Hi, I'm Kuro! I'm taking a break from my current big project to make a new Nanoreno novel. Current it's me handling the direction/illustration/BG/programming/writing, a GUI artist, and a co-writer/editor. We're sorely missing a composer to give the VN some sound (ideally 2-3 tracks). :p If you know ...
- Thu Dec 22, 2016 3:34 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Points or Percentages?
- Replies: 9
- Views: 1128
Re: Points or Percentages?
Seems like that should work, yep. Give it a whirl and see.
ps: That if/else statement could just be:
ps: That if/else statement could just be:
Code: Select all
if pf > 50: #50 percent
e "Are you scared?"
else:
e "You look confident!"- Thu Dec 15, 2016 4:24 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Gradient Text
- Replies: 5
- Views: 1115
Re: Gradient Text
Worth mentioning that bitmap fonts by nature can't make use of renpy's tech to automatically resize text and have it look always crisp.
I too have been eager for this functionality for a long while but I don't know if it's in the plans yet.
I too have been eager for this functionality for a long while but I don't know if it's in the plans yet.
- Sun Dec 11, 2016 12:55 am
- Forum: Ren'Py Questions and Announcements
- Topic: How to move the namebox for certain characters?
- Replies: 2
- Views: 343
Re: How to move the namebox for certain characters?
Inside the say screen you can identify what character is speaking and change what assets you display by doing something like this: define m = Character("Mary") define j = Character("Jim") screen say: ... window: id "window" if who == "Mary": background "mary_textbox.png" elif who == "Jim": backgroun...
- Sat Dec 10, 2016 5:28 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Arbitrary ATL on textbox show/hide transitions
- Replies: 10
- Views: 755
[Solved] Arbitrary ATL on textbox show/hide transitions
For a long while now I've been trying to find out how to apply ATL to the textbox transitions in order to be able to do cooler textbox show and hide animations like what you find in Persona 4 , Danganronpa , Rondo Duo , and some other RPGs with visual novel conversation elements. Past searching and ...
- Fri Dec 02, 2016 10:24 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Button list order recognition
- Replies: 2
- Views: 415
Re: Button list order recognition
enumarate() totally did the trick. Thank you so much!
- Fri Dec 02, 2016 9:55 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Button list order recognition
- Replies: 2
- Views: 415
[Solved] Button list order recognition
I'm honestly not sure how else to title this. Here's some sample code of the conundrum. Say I have a stack of buttons like so: screen somescreen: vbox: for i in range(1, n): textbutton _(str(i)) action Function("printposition",x) init -2 python: def printposition(x): print x And when I press a butto...
- Sat Feb 27, 2016 11:00 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Autosave and Quicksave Slots in One Page
- Replies: 8
- Views: 763
Re: Autosave and Quicksave Slots in One Page
action FileSave(1, page="auto") As far as I know, this doesn't work. Normally you have to first change file page with FilePage(), then access the slots normally with FileSave() and FileLoad(). But even that I'm not being able to get working here - it's retaining the first FilePage() you initially d...