Search found 129 matches

by KuroOneHalf
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...
by KuroOneHalf
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...
by KuroOneHalf
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.
by KuroOneHalf
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...
by KuroOneHalf
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, ...
by KuroOneHalf
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...
by KuroOneHalf
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.
by KuroOneHalf
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 ...
by KuroOneHalf
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(...
by KuroOneHalf
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...
by KuroOneHalf
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...
by KuroOneHalf
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 ...
by KuroOneHalf
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 ...
by KuroOneHalf
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

trooper6 wrote:Could you make the image a fixed and put the two elements where you want them?
Do you mean something like this?

Code: Select all

g.image(Fixed("Gallery/Menus1.jpg", xalign=0.0, yalign=0.0),Text("Test_text_test_text.", color="#000", xpos=50))
If so, still no difference. :<
by KuroOneHalf
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...