This looks very nice and helpful!
Thanks for sharing it!
Search found 284 matches
- Fri Aug 07, 2020 8:16 am
- Forum: Ren'Py Cookbook
- Topic: Animated RPG Battle Engine 1.2
- Replies: 13
- Views: 8795
- Wed Aug 05, 2020 8:54 am
- Forum: Ren'Py Questions and Announcements
- Topic: call custom screen using a button
- Replies: 2
- Views: 220
Re: call custom screen using a button
You need to type the screen name as a string.
Also you should add an image parameter to your imagebutton, idle or auto:
Also you should add an image parameter to your imagebutton, idle or auto:
Code: Select all
imagebutton idle "my_img_button.png" xalign 0.5 yalign 0.5:
action Show("testscreen")
- Wed Aug 05, 2020 8:21 am
- Forum: Ren'Py Questions and Announcements
- Topic: Side Image Above Textbox?
- Replies: 3
- Views: 558
Re: Side Image Above Textbox?
Sorry for the late reply. "the gradient background appears even when there isn't a side image displayed." Sorry I didn't notice this before. This happens because the way I wrote the code, it doesn't check if a side image is showing. To solve this, you will have to add another clause to the if statem...
- Fri Jul 17, 2020 7:36 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved!] Converting a number to percentage
- Replies: 2
- Views: 293
Re: Converting a number to percentage
You'll need to do the math beforehand and save that to another variable. Something like:
Code: Select all
label start:
$ enemy_hp_percent = int(float(enemy_hp) / float(enemy_max_hp) * 100)
"Enemy has [enemy_hp_percent] left!"
- Tue Jul 14, 2020 12:07 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Text style preview in options.
- Replies: 2
- Views: 335
Re: Text style preview in options.
I'm away from the PC so I can't test this but, the easiest would be just adding the text preview somewhere in the preferences screen and specifing it's style to be the same as dialogue. text "This is a preview text" style 'say_dialogue' If you only need to display the changed size you could try: tex...
- Tue Jul 14, 2020 10:48 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] way to change variables with computations/arithmetic (like add +1, subtract -1) via a textbutton on a screen?
- Replies: 2
- Views: 247
Re: Is there a way to change variables with computations/arithmetic (like add +1, subtract -1) via a textbutton on a scr
You can do it with the SetVariable action, I'm going to guess you tried to do so since it's there in your code but commented out. My guess is it didn't work, but that might because you have to pass the variable name as a string, then the expression you want to set the variable to. action [SetVariabl...
- Mon Jul 13, 2020 2:17 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Jump to multiple possible labels because of the same choice?
- Replies: 5
- Views: 389
Re: Jump to multiple possible labels because of the same choice?
You probably added a Tab (four spaces automatically added by the Tabulation key on your keyboard) before that line. Ren'Py needs to use spaces for identation instead of Tabs. You'll need to find that line in your text editor , delete all space before it and then press Space on your keyboard instead ...
- Mon Jul 13, 2020 1:08 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Jump to multiple possible labels because of the same choice?
- Replies: 5
- Views: 389
Re: Jump to multiple possible labels because of the same choice?
You're missing a colon (:) after the outer else statement.
Code: Select all
if BP == 3:
#I'll omit the menu to save some space
else: # <-- add a colon here
if jenimprove == True:
jump pattywinters
- Mon Jul 13, 2020 10:42 am
- Forum: Ren'Py Questions and Announcements
- Topic: Temporarily disable save function?
- Replies: 8
- Views: 639
Re: Temporarily disable save function?
Then, to be fully compliant, change what you reach with the right clicking just after start. label start: $ _game_menu = "preferences" I tried this too but oddly it doesn't seem to work. The textbutton is disabled properly in navigation and quick menu screen, using the method you mentioned with can...
- Mon Jul 13, 2020 10:25 am
- Forum: Ren'Py Questions and Announcements
- Topic: Side Image Above Textbox?
- Replies: 3
- Views: 558
Re: Side Image Above Textbox?
The way side images are displayed is defined in screens.rpy, inside the say screen proper, around line 116. if not renpy.variant("small"): add SideImage() xalign 0.0 yalign 1.0 It doesn't have a frame by default but you can add your own, change the background property to the gradient image and also ...
- Mon Jul 13, 2020 8:09 am
- Forum: Ren'Py Questions and Announcements
- Topic: Mismatched sound assignation
- Replies: 2
- Views: 331
Re: Mismatched sound assignation
Try using activate_sound instead:
Code: Select all
imagebutton idle "images/boton.png" action ShowMenu("chat_menu") activate_sound "sound/sfx_access.wav"
- Wed Jul 08, 2020 9:57 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Inventory Imagebutton Help?
- Replies: 2
- Views: 291
Re: Inventory Imagebutton Help?
The error likely happens because of the way you're trying to interpolate i.icon into the name of the image file. That and you need to specify the idle property if you're not using auto. So try this instead:
Code: Select all
imagebutton idle "images/inv/inv_{}.png".format(i.icon) action SetVariable("invtext", "")
- Wed Jul 08, 2020 8:54 am
- Forum: Ren'Py Questions and Announcements
- Topic: Common.rpy does not translate
- Replies: 2
- Views: 288
Re: Common.rpy does not translate
You could try using the already created common.rpy files that comes with Ren'Py, the ones the launcher uses to setup a new project in the language of your choice. To find it go to your renpy-sdk folder, then in the folder named launcher, game, tl, and there you'll find translation files for every ma...
- Mon Jul 06, 2020 1:29 pm
- Forum: Ren'Py Cookbook
- Topic: Mark chosen choices
- Replies: 2
- Views: 1129
Re: Mark chosen choices
Pretty good, I was thinking on a really roundabout way to do this but it is actually so simple! Thank you for sharing this, you've saved me a lot of work.
- Mon Jul 06, 2020 1:14 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Create a game top menu ERROR parsing script failed
- Replies: 2
- Views: 235
Re: Create a game top menu ERROR parsing script failed
You need to add the colon (:) at the end of your mapscreen definition.
Code: Select all
screen mapscreen: #<-- here
add "images/map.png"
imagebutton auto "images/map.png" action Return()