Search found 129 matches
- Mon Sep 21, 2015 1:21 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Help with the Main Menu :)
- Replies: 2
- Views: 374
Re: Help with the Main Menu :)
1) Do you mean you want to have several different looking main menus and show a random one every time the player goes back there? Or different transitions when returning to the same main menu screen? 2) - Look into imagebuttons and imagemaps for a more dynamic way to do buttons. There's loads of tut...
- Sat Sep 19, 2015 7:47 am
- Forum: Ren'Py Questions and Announcements
- Topic: Animation during skip and auto mode
- Replies: 9
- Views: 3312
Re: Animation during skip and auto mode
Tried that already, doesn't appear to work. :< (Just to be 100% sure, I'm supposed to put that on the code of all the screens that I don't want it to work in, right? Like screen preferences: tag menu add "UI/ConfigBG.jpg" imagemap: blablabla key "skip" action NullAction() Cause if so, then yeah, doe...
- Fri Sep 18, 2015 10:06 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Animation during skip and auto mode
- Replies: 9
- Views: 3312
Re: Animation during skip and auto mode
The regular text skip indicator text is indeed disabled in menus by default, but this contraption we cooked up to show an animation instead of the text doesn't seem to disable in menus. Pressing ctrl in any menu while ingame shows the animation, which is not intended.
- Fri Sep 18, 2015 1:01 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Animation during skip and auto mode
- Replies: 9
- Views: 3312
Re: Animation during skip and auto mode
Apparently this is an issue that's been talked about extensively before, and the conclusion was that you can't disable skip on certain menus. Welp. Is there perhaps another way to circumvent it? Maybe make this screen only show the animation when it's in-game, through some config variable that allow...
- Thu Sep 17, 2015 11:58 am
- Forum: Ren'Py Questions and Announcements
- Topic: Animation during skip and auto mode
- Replies: 9
- Views: 3312
Re: Animation during skip and auto mode
Thank you Nyaatrap, that works perfect! Just one last related question. Is there a way to show these indicators behind the textbox (in terms of layers)? edit: Ah, there is another issue. This animation shows up when you press the keybind for skip in any menu while you're still in-game - pause menu, ...
- Wed Sep 16, 2015 10:47 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Animation during skip and auto mode
- Replies: 9
- Views: 3312
Animation during skip and auto mode
Hey! Having recently played Littlewitch Romanesque, I found it neat how they had custom spinning arrow animations for both when auto text is enabled and for when skip mode is active. It not only adds more visual flair, but is a nice way to show when either mode is enabled. So, I've been trying to fi...
- Tue Sep 15, 2015 11:45 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Question about mouse buttons[SOLVED]
- Replies: 12
- Views: 2660
Re: Question about mouse buttons
I believe you can remap keys simply by doing:
key "key_to_remap" action [new_action]
eg. key "game_menu" action Return() <- Makes it so you can back out of menus by right clicking.
key "key_to_remap" action [new_action]
eg. key "game_menu" action Return() <- Makes it so you can back out of menus by right clicking.
- Tue Sep 15, 2015 11:37 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Renaming/Deleting a project from the launcher {CLOSED}
- Replies: 2
- Views: 1016
Re: Renaming/Deleting a project from the launcher
On the renpy directory there is a folder for every project that you have. In order to delete a project, you can simply just delete the folder for that game. Renaming, same deal, just rename that folder. It's much more straightforward than one would initially think. :p ps: By the same token, you can ...
- Tue Sep 15, 2015 1:28 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Emotional reaction effects
- Replies: 7
- Views: 1107
Re: Emotional reaction effects
Thank you Nyaatrap! I modified into this and it's working great: image sweatdrop: "exp/sweatdrop.png" linear 0.6 anchor (0,-0.2) pause 0.3 easein 0.1 alpha 0.0 init python: def reaction(tag, emotion): if emotion == "sweatdrop": renpy.music.play("SFX/sweatdrop.ogg",channel="reactionsfx") return (int(...
- Mon Sep 14, 2015 1:49 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Emotional reaction effects
- Replies: 7
- Views: 1107
Re: Emotional reaction effects
Well, you would have to define each "sweatdrop" version separately. But that isn't that hard, only a few extra bytes. And Im not sure what you mean about invisible vs disappearing. Invisible IS disappearing, the image has to be connected somehow. There's no need to get rid of an invisible image. Ye...
- Mon Sep 14, 2015 11:04 am
- Forum: Ren'Py Questions and Announcements
- Topic: Emotional reaction effects
- Replies: 7
- Views: 1107
Re: Emotional reaction effects
Hm, but doesn't that "bake" the expression into the sprites, as it were? Like, I'd have to make a new version of every sprite in order to be able to use this animation, right? That still seems like a convoluted way to do things, even with the sprite art declaration code optimized with loops. Worth m...
- Mon Sep 14, 2015 10:19 am
- Forum: Ren'Py Questions and Announcements
- Topic: Emotional reaction effects
- Replies: 7
- Views: 1107
Emotional reaction effects
Hi. I'm looking to find a way to get emotion effects working, but I haven't had success in doing so, and I'm not even sure what would be the best way to approach for this. By emotional effects I mean the popular manga expression iconography, like the cross-vein popping for when a character is angry ...
- Tue Sep 08, 2015 3:19 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Text on top of gallery images
- Replies: 5
- Views: 586
Re: Text on top of gallery images
This did the trick! g.display(Fixed(Image("Gallery/Menus1.jpg"),Text("7/18 - Bus stop progress.", color="#000", xpos=5, ypos=575))) Thank you very much! Though while at it, do you know if there's perhaps a more compact way to apply those text properties to every one of these text displayables? Just ...
- Tue Sep 08, 2015 11:57 am
- Forum: Ren'Py Questions and Announcements
- Topic: Text on top of gallery images
- Replies: 5
- Views: 586
Re: Text on top of gallery images
Do you mean something like this?trooper6 wrote:Could you make the image a fixed and put the two elements where you want them?
Code: Select all
g.image(Fixed("Gallery/Menus1.jpg", xalign=0.0, yalign=0.0),Text("Test_text_test_text.", color="#000", xpos=50))- Tue Sep 08, 2015 11:30 am
- Forum: Ren'Py Questions and Announcements
- Topic: Text on top of gallery images
- Replies: 5
- Views: 586
Text on top of gallery images
Hey. I've brought this question up on the IRC a few months ago and then again recently, and no one seemed to know the solution to the problem, so I figure perhaps it's best to post here in case someone else here does know of a way to do it. So in my last game I had an extras screen with a gallery in...