Search found 2521 matches

by Alex
Tue Sep 01, 2020 8:59 am
Forum: Ren'Py Questions and Announcements
Topic: RenPy Animation vs .mov
Replies: 2
Views: 302

Re: RenPy Animation vs .mov

You should see the difference if you'll try to show animation out of 20-30 fullscreen-size images...;)
by Alex
Fri Aug 28, 2020 3:04 pm
Forum: Ren'Py Questions and Announcements
Topic: Dialog locks with viewport screen
Replies: 6
Views: 280

Re: Dialog locks with viewport screen

Asmodeev wrote:
Thu Aug 27, 2020 7:03 pm
...So if I don't find better solution or this bug will not be fixed, key "dismiss" action Return() will do the work.
"It's not a bug - it's a feature" (c)
Imagine, you trying to drag the viewport but the game determines your click as a "dismiss" and advances through the game.
by Alex
Thu Aug 27, 2020 5:26 pm
Forum: Ren'Py Questions and Announcements
Topic: Dialog locks with viewport screen
Replies: 6
Views: 280

Re: Dialog locks with viewport screen

Well, then you could make a button onscreen to advance through the game (instead of just click anywhere on screen).

Code: Select all

textbutton "Next" action Return()
by Alex
Thu Aug 27, 2020 2:41 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Clicking a button and showing a fullscreen image.
Replies: 2
Views: 281

Re: Clicking a button and showing a fullscreen image.

Try something like screen my_gallery_scr(): vbox: align (0.5, 0.5) imagebutton: idle "some_portrait_img_1" action Show("my_img_scr", img = "image_one") imagebutton: idle "some_portrait_img_2" action Show("my_img_scr", img = "image_two.png") textbutton "Close" action Hide("my_gallery_scr") # or actio...
by Alex
Thu Aug 27, 2020 2:26 pm
Forum: Ren'Py Questions and Announcements
Topic: Dialog locks with viewport screen
Replies: 6
Views: 280

Re: Dialog locks with viewport screen

Asmodeev wrote:
Wed Aug 26, 2020 9:05 pm
... So if this behavior is avoidable — any advice is appreciated
Try to add rather wide scrollbar at the right side of your viewport to let player scroll the viewport instead of drag it.
by Alex
Fri Aug 07, 2020 3:15 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Unwanted screen appearing when rolling back. How to exclude things from rollback?
Replies: 3
Views: 368

Re: Unwanted screen appearing when rolling back. How to exclude things from rollback?

zombiehead wrote:
Tue Jul 28, 2020 1:28 pm
...Upon rolling back, the screen is shown again and gets stuck there. ...
Just a thoughts:
- wait 2 seconds to see if the notification screen will hide,
- try to add 'repeat True' parameter for the timer.
by Alex
Sun Jul 26, 2020 2:59 pm
Forum: Ren'Py Questions and Announcements
Topic: Text wrapping and button growth direction
Replies: 4
Views: 212

Re: Text wrapping and button growth direction

Check the code of your choice screen and instead of align set pos and anchor for your hbox.
by Alex
Tue Jul 14, 2020 6:01 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Changing AnimatedValue Bar text based on current number
Replies: 4
Views: 228

Re: Changing AnimatedValue Bar text based on current number

... Is it possible to make the text follow the "thumb" of the bar as it goes up and down? So, it's a vertical bar? Try either screen my_scr(): hbox: align (0.125, 0.1) bar value AnimatedValue(love, max_love, delay=1.0) style "love_slider" if love < 20: text "Acquaintance" yalign 1.0 - (1.0*love/max...
by Alex
Tue Jul 14, 2020 2:42 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Changing AnimatedValue Bar text based on current number
Replies: 4
Views: 228

Re: Changing AnimatedValue Bar text based on current number

Yes, you can put your bar and text inside a container - vbox or hbox. screen my_scr(): hbox: align (0.125, 0.1) bar value AnimatedValue(love, max_love, delay=1.0) style "love_slider" if love < 20: text "Acquaintance" #you could apply style to it elif love < 60: text "Friend" #you could apply style t...
by Alex
Sat Jul 11, 2020 5:44 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Display inventory screen - modal overrided by screen "say" when interacted with
Replies: 8
Views: 393

Re: Display inventory screen - modal overrided by screen "say" when interacted with

... If I do wanted to know if the object(s) has been deleted, should I use a global variable such as "global state" in which I update the status of the inventory action ? Or would there be a "cleaner" way to do so ? Uh, I don't know why do you want some additional info about inventory changes (if y...
by Alex
Sat Jul 11, 2020 2:58 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Display inventory screen - modal overrided by screen "say" when interacted with
Replies: 8
Views: 393

Re: Display inventory screen - modal overrided by screen "say" when interacted with

...I was wondering if someone here had had the same issue, or knows how to prevent the modal to use Return() while we do not ask for it. ... Just a thought... Your 'use' button on 'interaction_object' screen does the function 'player.inventory.remove_item' - check the code for this function. In you...
by Alex
Fri Jul 10, 2020 3:47 pm
Forum: Ren'Py Cookbook
Topic: Simple minigames (Screen Language only).
Replies: 97
Views: 50368

Re: Simple minigames (Screen Language only).

In the battle minigame (specifically the single battle though I bet it does the same thing in the group battle), I've noticed that when the enemy's health is at 0, it still gets one last turn to fight which often results in a double KO even though the enemy should not have been able to fight any mo...