Search found 849 matches

by Ocelot
Mon May 07, 2018 11:14 am
Forum: Ren'Py Questions and Announcements
Topic: Change NVL position during the game
Replies: 2
Views: 285

Re: Change NVL position during the game

I just did a quick test, and it looks like styles , once defined, cannot be updated: style.rebuild() This causes named styles to be rebuilt, allowing styles to be changed after the init phase has finished. https://www.renpy.org/doc/html/style.html#style.rebuild However, styles are not saved, so you...
by Ocelot
Mon May 07, 2018 11:10 am
Forum: Ren'Py Questions and Announcements
Topic: Removing Menu options after use.
Replies: 16
Views: 1139

Re: Removing Menu options after use.

You can add another label:

Code: Select all

label start:
    "Some basic stuff"
    scene bg room
label explanation:
    "Some lenghty explanation"
label jorney_preparation:
    "more stuff"
by Ocelot
Sun May 06, 2018 5:25 pm
Forum: Ren'Py Questions and Announcements
Topic: Removing Menu options after use.
Replies: 16
Views: 1139

Re: Removing Menu options after use.

You are removing list of visited choices in this line: $ food_set = [ ], so you need to either jump over it after first time you initialize it, or move initialization somewhere else. You can use default food_set = [] for this variable.
by Ocelot
Sun May 06, 2018 5:09 pm
Forum: Ren'Py Questions and Announcements
Topic: Removing Menu options after use.
Replies: 16
Views: 1139

Re: Removing Menu options after use.

set <some list> in menu turns on hidden mode, where every visited choice automatically adds that choice to <some list>. Any choice already contained in <some list> will not be avaliable.
by Ocelot
Sun May 06, 2018 2:57 am
Forum: Ren'Py Questions and Announcements
Topic: Ren'py can't find font?
Replies: 2
Views: 225

Re: Ren'py can't find font?

Code attempting to use font would be helpful. Also, screenshot of font file in your game folder (with full path visible)
by Ocelot
Sat May 05, 2018 2:23 am
Forum: Ren'Py Questions and Announcements
Topic: How to get the name of a character from a class?
Replies: 10
Views: 518

Re: How to get the name of a character from a class?

I don't think you want to define m anyway, as it will cause problems down the line when you save and load the game. Characters are usually immutable, so in reality it will help with savegame bloat. BUt you are correct. default is "init-after-start" when define works at init time. Do you want to eve...
by Ocelot
Thu May 03, 2018 11:38 am
Forum: Ren'Py Questions and Announcements
Topic: [solved] how can I append my own function to the keymap?
Replies: 8
Views: 611

Re: how can I append my own function to the keymap?

In short, there is no official or easy way to define own events. It is something on border between RenPy and PyGame. I doubt it is possible without extensive reading of RenPy source and probably building customised RenPy version. From what I seen, events are predefined inside Renpy, and keys in conf...
by Ocelot
Wed May 02, 2018 9:29 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Adding choices to _history_list
Replies: 7
Views: 466

Re: Adding choices to _history_list

At first I looked how game adds new entries in history. For some reason same way didn't work for you, so I just suggested to call part of character code responsible for adding new entries directly. It worked. Something strange here, bu I cannot investigate further right now.
by Ocelot
Wed May 02, 2018 9:22 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Adding choices to _history_list
Replies: 7
Views: 466

Re: Adding choices to _history_list

If it does not work, try following:
$ narrator.add_history(kind="adv", who=narrator.name, what="choice1")
by Ocelot
Wed May 02, 2018 9:17 am
Forum: Ren'Py Questions and Announcements
Topic: Transitioning from Twine to Renn'py
Replies: 2
Views: 344

Re: Transitioning from Twine to Renn'py

do you think it's possible Yes. it is possible. You can do literally anything any other application can do in RenPy. Only amount of required work changes (from trivial to astronomical). Hub areas and companion talking looks pretty simple. Depending on how day/night and inventory should work they ca...
by Ocelot
Wed May 02, 2018 9:10 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Adding choices to _history_list
Replies: 7
Views: 466

Re: Adding choices to _history_list

Judging from this documentation page: https://www.renpy.org/doc/html/history.html
you need to do something like:

Code: Select all

entry = HistoryEntry()
entry.kind = "adv"
entry.who = None
entry.what = "choice1"

_history_list.append(entry)
by Ocelot
Tue May 01, 2018 5:11 am
Forum: Ren'Py Questions and Announcements
Topic: global name for all music? (SOLVED)
Replies: 6
Views: 504

Re: global name for all music?

I think it is a correct course of action. It seems that one of standard RenPy files got corrupted somehow. In reality this line should be

Code: Select all

file = l.simple_expression()
Did you do some global find and replace earlier?
by Ocelot
Tue May 01, 2018 5:06 am
Forum: Ren'Py Questions and Announcements
Topic: Renpy not storing status of python lists for the purposes of saving and rollback
Replies: 3
Views: 508

Re: Renpy not storing status of python lists for the purposes of saving and rollback

Essentially any code inside an init block is run before the game starts, so you're reseting the events to a blank list every time you load a save game. This is slightly incorrect. Loading variable values from saved game happens after init phase. The actual problem is that events is not saved in the...
by Ocelot
Sun Apr 22, 2018 7:12 pm
Forum: Ren'Py Questions and Announcements
Topic: Ren'Py 7.0.0 Prereleased
Replies: 41
Views: 5931

Re: Ren'Py 7.0.0 Prereleased

Layered images look awesome. One question though: are they considered images, i. e. do image manipulators work with them?