Search found 232 matches
- Tue May 07, 2019 9:10 pm
- Forum: Ren'Py Questions and Announcements
- Topic: IOError: [Errno 13] Permission denied u'data.csv'
- Replies: 5
- Views: 326
Re: IOError: [Errno 13] Permission denied u'data.csv'
So, I downloaded a Ren'py game onto my Mac, extracted it, and looked around. The structure of a Ren'py Mac app is as follows: The "application" (as is true on all Mac apps) is actually a directory, ending in ".app". The Ren'py files (i.e. .rpa, .rpyc, etc) are located in theAppName.app/Contents/Reso...
- Fri May 03, 2019 12:07 pm
- Forum: Ren'Py Questions and Announcements
- Topic: IOError: [Errno 13] Permission denied u'data.csv'
- Replies: 5
- Views: 326
Re: IOError: [Errno 13] Permission denied u'data.csv'
1. Does the file already exist? If so, what are the file permissions on the ‘data.csv’ file on the Mac? Sounds like the file is either set to be “read only” or else is owned by a user different from the one that Ren’py is running under. 2. If the file doesn’t exist, does the user running the program...
- Wed May 01, 2019 11:57 am
- Forum: Ren'Py Questions and Announcements
- Topic: Why does my textbutton work in a weird way?
- Replies: 11
- Views: 645
Re: Why does my textbutton work in a weird way?
why does separating the "inventory.buy" and the "selected_item" (and turn it to item=selected_item) works? they stop the screen prediction? I thought it would be the same as "action Function(inventory.buy(selected_item))"? Again, the inventory.buy(selected_item)) call will be executed during screen...
- Tue Apr 30, 2019 11:52 am
- Forum: Ren'Py Questions and Announcements
- Topic: Keymap help please
- Replies: 1
- Views: 174
Re: Keymap help please
I think you can find a list of all the “special” key codes in this file: https://github.com/renpy/pygame_sdl2/blob/d2ed33b5f0f790ca1ea330c2f4d3b1aeb6d6375c/include/keycode_list.pxi (At least, that’s what it looks like. Ren’py uses pygame under the hood, and that repo has PyTom’s partial port of pyga...
- Mon Apr 29, 2019 6:44 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [partial solution] Conditional formatting for Japanese Langauge
- Replies: 2
- Views: 217
Re: Conditional formatting for Japanese Langauge
I don’t know anything about Japanese, but you could implement the tweaks in your third example using the Python Style class...
https://www.renpy.org/doc/html/style.ht ... tyle#Style
https://www.renpy.org/doc/html/style.ht ... tyle#Style
- Sun Apr 28, 2019 12:18 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Mobile Phone Text Code Error Question
- Replies: 4
- Views: 408
Re: Mobile Phone Text Code Error Question
The “return” at the end of the block that starts with “label message” is commented out. As a result, execution is falling thru to the label “reply_message.” That label has a parameter, which isn’t being given a “what” value because it’s not being “call”ed. Labels don’t “inherit” values from previous...
- Sat Apr 27, 2019 11:58 am
- Forum: Ren'Py Questions and Announcements
- Topic: Moving the window or right-click hides all screens
- Replies: 8
- Views: 464
Re: Moving the window or right-click hides all screens
So, just before the interaction created by the “pause,” you’ve called both “hide” (via your function) and then “show” for at least some of the screens. I suppose It’s remotely possible that this is somehow confusing Ren’py. What I would STRONGLY suggest is that you create a stripped down sample that...
- Fri Apr 26, 2019 12:30 pm
- Forum: Ren'Py Questions and Announcements
- Topic: learning complex Ren'Py coding?
- Replies: 8
- Views: 5283
Re: learning complex Ren'Py coding?
From my point of view, this can be broken down into two parts: 1. Leaning how to use objects and classes to better control game data and behavior. Here, you can take general lessons from pretty much anywhere, recognizing that you’ll be learning concepts, rather than specific “do it this way in Ren’p...
- Fri Apr 26, 2019 12:17 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Skip not waiting for menus to close
- Replies: 4
- Views: 342
Re: Skip not waiting for menus to close
How about: 1. Instead of having your button directly invoke “Skip”, instead maintain an “is the player skipping” game variable that the button toggles. 2. When you execute your “close the pause screen” action, conditionally invoke Skip at that point based on the state of the variable. It the player ...
- Fri Apr 26, 2019 12:10 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Moving the window or right-click hides all screens
- Replies: 8
- Views: 464
Re: Moving the window or right-click hides all screens
1. Bumping your thread this way is incredibly impolite. 2. You’ve given us no information whatsoever as to how your screens were presented. Individually “show”n? “use”d from within another screen that you show/call? Knowing how the screens got displayed might be important in figuring out why they di...
- Wed Apr 24, 2019 11:50 am
- Forum: Ren'Py Questions and Announcements
- Topic: Is there a way to show the player when they started playing the game?
- Replies: 2
- Views: 160
Re: Is there a way to show the player when they started playing the game?
You can access the current date and time using the Python datetime package and save it in a variable or in the persistent store, depending on whether you mean “you started this particular game” or “your first ever play started at...”
https://docs.python.org/2/library/datetime.html
https://docs.python.org/2/library/datetime.html
- Mon Apr 22, 2019 12:21 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Check the script variables
- Replies: 2
- Views: 194
Re: Check the script variables
No, lint will not be able to find mistyped or undefined variables, because it has no way of knowing what path a user may take through your game. With Python, you can create new variables at runtime - they don’t HAVE to be set up using “default” or “define” - so it really isn’t possible to know wheth...
- Fri Apr 19, 2019 12:36 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Using variables in dialog that need captialisation [solved]
- Replies: 6
- Views: 711
Re: Using variables in dialog that need captialisation
If you’re willing to add annotations, a custom text tag might work “{cap}[nickname]{/cap}”
https://www.renpy.org/doc/html/custom_text_tags.html
https://www.renpy.org/doc/html/custom_text_tags.html
- Thu Apr 18, 2019 3:51 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Using variables in dialog that need captialisation [solved]
- Replies: 6
- Views: 711
Re: Using variables in dialog that need captialisation
Well, Python strings have a capitalize() method that will convert the first character of a string to upper case. https://www.geeksforgeeks.org/string-capitalize-python/ The trick is to use Pythonic "stuff" in say statements. I came up with one VERY ugly way of doing it: define e = Character("Eileen"...
- Thu Apr 18, 2019 3:35 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Console: OverflowError thrown when trying to open console
- Replies: 5
- Views: 452
Re: Console: OverflowError thrown when trying to open console
I think this is the one I used to fix this: config.console_history_size: the number of commands to store in history. default: 100 Found this in 00console.rpy As I recall, I tossed config.console_history_size=1 into my options.rpy , launched the app, opened the console and did something, then shut do...