Search found 63 matches

by goldo
Sun Jul 26, 2020 4:50 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Screen with timer doesn't 'hide' properly
Replies: 2
Views: 255

[Solved] Screen with timer doesn't 'hide' properly

Hi guys, Ok, this one is tough but I'd like to give it a shot. I have a screen called 'trait_details' that is displayed when hovering over a 'Trait' button, and hidden when unhovering , similar to a tooltip screen. Depending on how many 'traits' there are, the content is sometimes too long for the s...
by goldo
Fri Jul 24, 2020 7:45 pm
Forum: Ren'Py Questions and Announcements
Topic: Hiding only part of a screen with the middle mouse button
Replies: 2
Views: 228

Re: Hiding only part of a screen with the middle mouse button

Thank you for your reply. show_ui is a local screen variable, but I suppose I could introduce a global variable to do that instead. If there's a solution that doesn't involve changing the 'say' screen (I've been trying to keep original renpy screens untouched), I would like that, but otherwise I cou...
by goldo
Fri Jul 24, 2020 5:13 am
Forum: Ren'Py Questions and Announcements
Topic: Hiding only part of a screen with the middle mouse button
Replies: 2
Views: 228

Hiding only part of a screen with the middle mouse button

Hi guys, I want to emulate the behavior of 'hide_windows', but keep parts of a screen showing together with the background image. So my screen is set up to override the middle button keymap, like so: screen night(event_pic = None, event_bg = None, changes = "", has_log = True): # event_pic can be an...
by goldo
Mon Mar 30, 2020 1:03 pm
Forum: Ren'Py Questions and Announcements
Topic: Making a screen that shows results one by one
Replies: 3
Views: 301

Re: Making a screen that shows results one by one

Thanks! That helps with the text and sound part. :)

I will try that with ATL and report on how it's going.
by goldo
Mon Mar 30, 2020 10:03 am
Forum: Ren'Py Questions and Announcements
Topic: Making a screen that shows results one by one
Replies: 3
Views: 301

Making a screen that shows results one by one

Hi guys, I am trying to create a specific screen animation that displays the results of an interaction (like stat X up by Y, gold and XP made...) one after the other. Basically it's like a vbox, with each element fading in after the other. Cherry on top would be to have a brief 'tadaa' sound playing...
by goldo
Wed Dec 04, 2019 3:23 pm
Forum: Ren'Py Questions and Announcements
Topic: Create a graph in-game to track stat changes
Replies: 3
Views: 868

Re: Create a graph in-game to track stat changes

Thank you, I will look into this! Sorry for my late reply
by goldo
Sun Oct 27, 2019 6:28 am
Forum: Ren'Py Questions and Announcements
Topic: Create a graph in-game to track stat changes
Replies: 3
Views: 868

Create a graph in-game to track stat changes

Hi guys, Perhaps this is asking a bit too much of Ren'py, but my experience is that many things are possible combining it with Python so I'll ask. I would like to have a 'stat' screen in-game rendering the evolution of a given stat so far as a curve. For instance, in the game the player is able to m...
by goldo
Sun Jul 21, 2019 12:57 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Activate button on press (not release)
Replies: 8
Views: 966

Re: Activate button on press (not release)

Hi guys, I'm happy to report I found a way, it's actually surprisingly easy. Before running the mini-game, I use this code to change button behavior: $ config.keymap['button_ignore'] = [] $ config.keymap['button_select'] = ['mousedown_1', 'K_RETURN', 'K_KP_ENTER', 'K_SELECT'] Then, after the mini-ga...
by goldo
Sat Jul 13, 2019 6:37 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Activate button on press (not release)
Replies: 8
Views: 966

Re: Activate button on press (not release)

Hi guys, still trying to work on a solution. Do you know if it's possible to create a renpy button as an object and store it as a variable? Then, could I ask that object for its coordinates at a point in time? The logic would be like: buttons = [button1, button2, ...] while running: --- make buttons...
by goldo
Fri Jul 12, 2019 6:49 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Activate button on press (not release)
Replies: 8
Views: 966

Re: Activate button on press (not release)

You could always use imagebuttons, you can move those and they can be clicked on even while moving with no need to track position. Yeah but so do normal buttons, I am back to my original problem which is how to click them when the button is pressed, not released. I am thinking I might look in a dif...
by goldo
Sun Jul 07, 2019 1:21 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Activate button on press (not release)
Replies: 8
Views: 966

Re: Activate button on press (not release)

Thanks! It is a kind of duck hunt type game. Branching to a jump will not be practical as I will have several moving buttons that must keep running at once, but I guess a Function would work just as well. The only problem is: how can I get the button's coordinates at the time of clicking to make sur...
by goldo
Sun Jul 07, 2019 9:09 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Activate button on press (not release)
Replies: 8
Views: 966

[Solved] Activate button on press (not release)

Hi everyone, I am making a minigame where the player must click on a moving button. However, the clicking only 'happens' upon releasing the mouse button, not pressing it down, which leads to player frustration as they have to release it really quick or nothing happens. It also leads to a strange sit...
by goldo
Sun Jun 02, 2019 4:48 pm
Forum: Ren'Py Questions and Announcements
Topic: Ignore directory when building distribution
Replies: 4
Views: 591

Re: Ignore directory when building distribution

Thanks, I guess I could do that for every file type, but why doesn't this work:

Code: Select all

build.classify('ignore/**.**', None)
Also, it would leave behind all the empty subfolders, correct? I wish I could just skip everything that's in ignore including the folder itself.
by goldo
Sun Jun 02, 2019 1:01 pm
Forum: Ren'Py Questions and Announcements
Topic: Ignore directory when building distribution
Replies: 4
Views: 591

Re: Ignore directory when building distribution

Well, the point is I want to avoid doing that everytime by using the built-in classify function.

I need the directory inside the game folder otherwise it isn't available for testing (it is a large folder with pictures, so moving it back and forth takes several minutes).
by goldo
Sun Jun 02, 2019 11:03 am
Forum: Ren'Py Questions and Announcements
Topic: Ignore directory when building distribution
Replies: 4
Views: 591

Ignore directory when building distribution

Hi guys, I have an 'ignore' directory within the game folder, with various subfolders and files that are useful for testing but not supposed to be released with the game. I must be stupid, but I cannot figure out the pattern for classifying files as 'ignore' when building a distribution. The documen...