Ahhh.. Okay! Thank you for clarifying!Imperf3kt wrote: ↑Wed Sep 20, 2017 12:07 amThese lines already exist in screens.rpyCode: Select all
screen game_menu(title, scroll=None): style_prefix "game_menu"
If you use Editra, hold CTRL and press F
Start typing one of the lines, it will find it.
Now paste the rest below that.
Search found 50 matches
- Wed Sep 20, 2017 6:46 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Help With Imagebuttons
- Replies: 10
- Views: 1038
Re: Help With Imagebuttons
- Tue Sep 19, 2017 11:33 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Help With Imagebuttons
- Replies: 10
- Views: 1038
Re: Help With Imagebuttons
how would I go about changing it when the menu appears. I only care because if you pause while doing an investigation the cursor remains the big magnifying glass which is interesting to say the least. Thank you again for your help! screens.rpy screen game_menu(title, scroll=None): style_prefix "gam...
- Tue Sep 19, 2017 11:19 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Help With Imagebuttons
- Replies: 10
- Views: 1038
Re: Help With Imagebuttons
how would I go about changing it when the menu appears. I only care because if you pause while doing an investigation the cursor remains the big magnifying glass which is interesting to say the least. Thank you again for your help! screens.rpy screen game_menu(title, scroll=None): style_prefix "gam...
- Tue Sep 19, 2017 7:03 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Help With Imagebuttons
- Replies: 10
- Views: 1038
Re: Help With Imagebuttons
hovered SetField(config, "mouse", {"default": [(cursor, xoff, yoff)]}) # Where cursor is a path to an image, xoff and yoff offsets to place it correctly. unhovered SetField(config, "mouse", None) Thank you so much! That's perfect! ^^ I have one final question concerning the mouse cursor, how would ...
- Tue Sep 19, 2017 10:46 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Help With Imagebuttons
- Replies: 10
- Views: 1038
Re: Help With Imagebuttons
While we're at it... how would I go about changing the mouse cursor when hovering over the imagebutton? I tried one method I found on the forums but it didn't work...
- Tue Sep 19, 2017 10:43 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Help With Imagebuttons
- Replies: 10
- Views: 1038
Re: Help With Imagebuttons
Thank you again! It really helps ^^
- Tue Sep 19, 2017 1:16 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Help With Imagebuttons
- Replies: 10
- Views: 1038
[SOLVED] Help With Imagebuttons
So I've decided to try and go for a more point n' click approach with my game, however the issue I'm having currently is this. label classexploration: $camera_move(0, 0, 0, 0, duration=0.35) $ change_cursor("1") hide window show screen interact1 screen interact1: if not checked_window: imagebutton: ...
- Mon Sep 18, 2017 11:41 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]Sound Effect When Dialog Advances?
- Replies: 2
- Views: 729
Re: Sound Effect When Dialog Advances?
Thank you so much, you're amazing!
- Mon Sep 18, 2017 10:35 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]Sound Effect When Dialog Advances?
- Replies: 2
- Views: 729
[SOLVED]Sound Effect When Dialog Advances?
What I want to do is have a simple sound effect play each time the dialog is advanced. (The player clicks/presses space and a little ' blip ' is heard. Like in Danganronpa. (and im sure many other vns)It seems pretty simple to explain but it seems no one else has asked about it. (I'm aware I could j...
- Mon Sep 18, 2017 10:29 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]Showing Side Images Without Main Character Talking
- Replies: 4
- Views: 953
Re: Showing Side Images Without Main Character Talking
Is the problem still bothering you? Then I have found a great solution for it (from my view at least ^^) Here you go: ## Declare characters here define config.layers = [ 'master', 'transient','screens','character', 'overlay' ] #make a whole new layer for the char- screw side image(i never quite get...
- Thu Sep 14, 2017 6:27 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]Showing Side Images Without Main Character Talking
- Replies: 4
- Views: 953
Re: Showing Side Images Without Main Character Talking
This sort of worked, but now it shows both the side image AND the full body image. Thank you for trying to help though, and getting me somewhere!Black Cat 2412 wrote: ↑Thu Sep 14, 2017 8:13 amI hope this help: viewtopic.php?f=8&t=45362&p=462883#p462883
- Wed Sep 13, 2017 9:51 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]Showing Side Images Without Main Character Talking
- Replies: 4
- Views: 953
[SOLVED]Showing Side Images Without Main Character Talking
Sorry for the amount of questions I've been asking, but everyone here is very friendly and helpful! Anyways, what I wanna do is have the Side Image of my Main Character showing during times he isn't speaking. I tried using "show cohan smile", but instead of the side image showing up his regular full...
- Wed Sep 13, 2017 12:41 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Choice Menu
- Replies: 3
- Views: 561
Re: Choice Menu
This worked like a charm. I can't believe the answer was so simple. Thank you very much!Kia wrote: ↑Wed Sep 13, 2017 12:19 amyou can put a label before your choice and jump back to it whenever you want
as for variables problem, you can use persistent variables: https://www.renpy.org/doc/html/persistent.html
- Tue Sep 12, 2017 11:48 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Choice Menu
- Replies: 3
- Views: 561
[SOLVED] Choice Menu
Sorry for the vague title, but I'm not sure what to call this. What I want is for the player to have to examine both of the options, and then the door choice will be available. label class1: $ checked_desk = False $ checked_window = False scene classroominteract menu classexplore: "What should I do?...
- Tue Sep 12, 2017 10:49 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Changing The Quick Menu Text
- Replies: 2
- Views: 302
Re: Changing The Quick Menu Text
Thank you!Divona wrote: ↑Sun Sep 10, 2017 5:09 amTo change colour of quick menu text, what you're looking for is in "gui.rpy" under the following line:It take Hex colour value.Code: Select all
define gui.quick_button_text_idle_color = gui.idle_small_color