Search found 264 matches

by RicharDann
Thu Oct 03, 2019 12:37 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Display Framerate (In FPS) In A Ren'Py Game
Replies: 4
Views: 661

Re: Display Framerate (In FPS) In A Ren'Py Game

You could just run Fraps and then your game (Fraps should be able to detect and overlay the framerate in Ren'Py). If you want to do from Ren'Py itself in realtime, I guess you could maybe do this (UNTESTED): screen fps_display(): $ frames = renpy.get_refresh_rate() text "[frames]" timer 1 repeat Tru...
by RicharDann
Thu Oct 03, 2019 12:22 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Return without continue the game
Replies: 2
Views: 546

Re: Return without continue the game

I can't test this, but try:

Code: Select all

Function(renpy.call, label="scene_zoom", from_current=True)
by RicharDann
Sun Sep 29, 2019 9:28 am
Forum: Ren'Py Questions and Announcements
Topic: Ren'Py 7.3.3 Prereleased
Replies: 10
Views: 1444

Re: Ren'Py 7.3.3 Prereleased

I can confirm the ui problem is fixed.

I also tested the new audio and input features and they are all working fine. Great additions, by the way, they will be very helpful for my current project.

Thank you so much, PyTom!
by RicharDann
Fri Sep 27, 2019 9:36 pm
Forum: Ren'Py Questions and Announcements
Topic: Ren'Py 7.3.3 Prereleased
Replies: 10
Views: 1444

Re: Ren'Py 7.3.3 Prereleased

@PyTom here you go
by RicharDann
Fri Sep 27, 2019 4:45 pm
Forum: Ren'Py Questions and Announcements
Topic: Ren'Py 7.3.3 Prereleased
Replies: 10
Views: 1444

Re: Ren'Py 7.3.3 Prereleased

UI Elements look blurry in 7.3.3, unless that's intentional but I don't think so? Might be a problem related to my PC resolution, and I realize it's very hard to notice on the screenshots, but it's happening. On the pics, 7.3.2 is running on the left, 7.3.3 on the right. Is anyone else experiencing ...
by RicharDann
Thu Sep 26, 2019 8:26 am
Forum: Ren'Py Questions and Announcements
Topic: Getting the current dialogue string into a variable
Replies: 5
Views: 570

Re: Getting the current dialogue string into a variable

Hmmm, to be honest I'm not very familiar with the way NVL mode works internally, but taking a look at the documentation here , I suppose this could work: screen nvl_dialogue(dialogue): for d in dialogue: window: id d.window_id fixed: yfit gui.nvl_height is None if d.who is not None: text d.who: id d...
by RicharDann
Wed Sep 25, 2019 1:31 pm
Forum: Ren'Py Questions and Announcements
Topic: Getting the current dialogue string into a variable
Replies: 5
Views: 570

Re: Getting the current dialogue string into a variable

Probably the easiest method would be to add an action to the say screen. Then, whenever dialogue is presented to the player (by using RenPy's default dialogue system) the screen will update the variable for you. Of course it will continue to update it whenever dialogue changes, so it may not be what...
by RicharDann
Fri Sep 20, 2019 10:37 am
Forum: Ren'Py Questions and Announcements
Topic: Code for character gallery
Replies: 8
Views: 700

Re: Code for character gallery

Judging by the error message you probably have created a character named g, and that's conflicting with the Gallery object, which is also called g in the Gallery example. init python: g = Gallery() # the gallery is created here, with g as the name # Gallery code continues below define g = Character(...
by RicharDann
Thu Sep 19, 2019 1:29 pm
Forum: Ren'Py Questions and Announcements
Topic: Custom menu doesn't update right after variable change
Replies: 6
Views: 669

Re: Custom menu doesn't update right after variable change

Try defining your side story objects with default instead of define. Also your ssList, I don't see it in the code you posted but I assume it contains all the side stories. # define your side stories ("Working title", id number, "description") default ss_1 = sideStory("the first one", 1, "lame descri...
by RicharDann
Sat Sep 14, 2019 8:07 am
Forum: Ren'Py Questions and Announcements
Topic: Textbox briefly appearing before centered built-in Character
Replies: 2
Views: 433

Re: Textbox briefly appearing before centered built-in Character

What if you put the window show dissolve centered "Some text" window hide dissolve That dissolves the image in and out, but what I need in this case is for the textbox to not appear in the first place. However, this made me realize I can just: window hide centered "Some text" This appears to fix th...
by RicharDann
Fri Sep 13, 2019 12:53 pm
Forum: Ren'Py Questions and Announcements
Topic: Textbox briefly appearing before centered built-in Character
Replies: 2
Views: 433

Textbox briefly appearing before centered built-in Character

I have noticed that the first time the centered Character is used, the textbox appears below the text and quickly dissappears. label start: scene living_room with dissolve #show a centered text, the window briefly flashes below centered "Some centered text" # here it doesn't happen anymore, I guess ...
by RicharDann
Fri Sep 13, 2019 12:16 pm
Forum: Ren'Py Questions and Announcements
Topic: Do I need to define all the attributes in a class?
Replies: 10
Views: 582

Re: Do I need to define all the attributes in a class?

Changing to Player fixed some problems, but if I don't define each stat I get an error still. Like I still need Player.might = 0. Is that normal? I have the self.might = 0 bit already so I assumed that covered it. If not, what does that actually do? This happens because you're passing might and the...
by RicharDann
Fri Sep 13, 2019 10:33 am
Forum: Ren'Py Questions and Announcements
Topic: Do I need to define all the attributes in a class?
Replies: 10
Views: 582

Re: Do I need to define all the attributes in a class?

Classes are generally used when you need to have more than one instance of an object. Instance here means different copies of the same object but with different attributes. You have a Player class, for example, and then you can create individual characters, each with their own unique name, race, mig...
by RicharDann
Wed Sep 11, 2019 10:42 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Returning to Previous Line Using Call
Replies: 2
Views: 515

Re: Returning to Previous Line Using Call

Your idea of using 'from clause' is worth a shot, I think, in python I believe you can pass from_current as a keyword argument to renpy.call(): renpy.call("generic_press", from_current=True) This way it would return to the same line instead of the next one. Not completely sure since I can't test rig...
by RicharDann
Mon Sep 09, 2019 12:07 pm
Forum: Ren'Py Questions and Announcements
Topic: Detecting another window
Replies: 8
Views: 554

Re: Detecting another window

This works, but it is only say it once.. how can i do it in many times? Like anytime when you are inactive.. Try including a repeat True property in the timer. timer 5 repeat True action Function(renpy.call_in_new_context, 'inactivity_prompt', who) This way the timer will restart itself everytime.