Search found 164 matches
- Mon Jun 30, 2014 4:37 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved!] Quit prompt from Main Menu
- Replies: 2
- Views: 721
[Solved!] Quit prompt from Main Menu
I've just finished customizing my yes no prompt to show a transparent background whenever it appears, and it's been working great. However, I noticed that when I exit (by clicking the x button of the window), it only works when I'm already playing the game. If I try to exit from the main menu, it br...
- Mon Jun 30, 2014 1:20 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved!] Using call and return statements
- Replies: 10
- Views: 7962
Re: Using call and return statements in yes/no prompts
The one I mistook wasAsceai wrote:
What are screen transitions? There is no config.screen_transition so I don't know what you set to fade.
Code: Select all
config.intra_transition = dissolveCode: Select all
config.exit_yesno_transition = dissolve- Mon Jun 30, 2014 1:15 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved!] Using call and return statements
- Replies: 10
- Views: 7962
Re: Using call and return statements in yes/no prompts
A few details: Return() doesn't do what return does , it sets up the return value of the screen and closes the screen. call screen , as opposed to call label_name doesn't actually put stuff on the stack, or, if it does, it pops them as a matter of self-clean up. To convince you, please try this cod...
- Mon Jun 30, 2014 1:10 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved!] Using call and return statements
- Replies: 10
- Views: 7962
Re: Using call and return statements in yes/no prompts
There's a call stack, but it's only for subroutines (for simplicity I'm ignoring Python's call stack). That is, 'call (label)'. Despite the similar name and the fact that return is involved, it has nothing to do with 'call screen (screen name)' Call screen merely interrupts the control flow in renp...
- Mon Jun 30, 2014 1:04 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved!] Using call and return statements
- Replies: 10
- Views: 7962
Re: Using call and return statements in yes/no prompts
Ahh okay, since indentation seems to be a problem, here's a direct copy paste of my code: label start: #start of my game etc, to the point where i bring up the yes/no prompt window and start jumping and calling "I decided to go..." window hide $ renpy.pause(0.8, hard='True') jump town ###The reason ...
- Mon Jun 30, 2014 12:43 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved!] Using call and return statements
- Replies: 10
- Views: 7962
Re: Using call and return statements in yes/no prompts
Ah, by calling the screen townmap, I'm calling up an imagemap (therefore the hotspots there lead to the labels parkprompt and so forth). Since the imagemap called the labels itself, I didn't indent the labels under the call statement...is that what you meant? Otherwise, there is the normal 4 space i...
- Mon Jun 30, 2014 12:35 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved!] Using call and return statements
- Replies: 10
- Views: 7962
[Solved!] Using call and return statements
I'm trying to use call and return statements, and been reading up the renpy label and control flow section . However, I'm having trouble understanding it. So far, I understand that when you call something, it adds to a call stack somewhere, and return would return to the items in the call stack. Thi...
- Sun Jun 29, 2014 11:17 pm
- Forum: Ren'Py Questions and Announcements
- Topic: TransitionShowingSwitch [SOLVED]
- Replies: 21
- Views: 2286
Re: TransitionShowingSwitch
If you want your sprite to show at the bottom left corner of the screen, your yalign or ypos should be a value closer to 1. A yalign of 0.9 would be near the bottom of the screen, for example. Right now it has a value of 0.0, which aligns it to the top of the screen. You did mention the reason you ...
- Sun Jun 29, 2014 6:13 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Fading textbox while changing labels
- Replies: 2
- Views: 530
Re: Fading textbox while changing labels
I don't know if this will help, but here's a similar question about "window hide dissolve" not working that got solved... Maybe Ren'Py doesn't support it anymore? After all, it seems to have worked in the past. Yes typing window show before window hide fixed it!! The window show does cause the text...
- Sun Jun 29, 2014 1:51 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Fading textbox while changing labels
- Replies: 2
- Views: 530
[Solved] Fading textbox while changing labels
When ending a scene and jumping to the next label, I want the textbox to fade out and disappear before doing so. The label I'm jumping to is an imagemap with the same background as the previous scene, so there's no transition of backgrounds to force the textbox shut. So far I've tried: window hide d...
- Sun Jun 29, 2014 1:30 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Summoning Yes/No Prompts
- Replies: 4
- Views: 1702
Re: Summoning Yes/No Prompts with ingame choices
That's line is still Python so you still need a $ before it. Also, you don't need to set another variable. $layout.yesno_screen("Go to the park?", yes=NullAction(), no=Jump("townmap")) Ah sorry for the late reply, was busy all day. This works fine, but when the yesno screen pops up, I can't seem to...
- Fri Jun 27, 2014 11:46 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Summoning Yes/No Prompts
- Replies: 4
- Views: 1702
Re: Summoning Yes/No Prompts with ingame choices
That's a) Python, not Ren'Py script language b) an Action, no less, so it's meant to be used in screen language only c) Missing a ) at the end You want layout.yesno_screen() That's Python though, not script language, so remember to $ it. Ahh, I caught the missing ) but it still didn't work, and I g...
- Fri Jun 27, 2014 11:34 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Summoning Yes/No Prompts
- Replies: 4
- Views: 1702
[Solved] Summoning Yes/No Prompts
I've checked everywhere and it seems the only info on Yes/No prompts is how to customize it, but what I want to do is actually script it during the game. For example, when given a choice to go to different locations on an imagemap, I want a yes/no prompt to appear when the user selects a location. W...
- Thu Jun 26, 2014 3:25 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Easein transitions and fading
- Replies: 3
- Views: 2028
Re: Easein transitions and fading [alpha freeze during skip]
Try it using ATL only show Emily neutral: offscreenleft alpha 0.0 easein 1.0 xalign 0.5 alpha 1.0 Thanks! What do you mean ATL only though? I found this line of code in an older thread, and it works beautifully too. define dissolveleft = ComposeTransition(dissolve, before=easeoutright, after=easein...
- Thu Jun 26, 2014 3:08 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Need Help with text box thingy
- Replies: 5
- Views: 673
Re: Need Help with text box thingy
Thanks yuucie but it seems like it still doesn't work. I tried adding the code infront of the CG but I kinda don't understand what you mean in the last part. Do you think you can give me an example? If not thanks again! Where did you add the code to? in your script.rpy, add it after: label start: $...