Search found 322 matches
- Tue Jul 13, 2021 8:07 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] How to pass arguments to custom screen specified in renpy.display_menu ?
- Replies: 1
- Views: 580
[Solved] How to pass arguments to custom screen specified in renpy.display_menu ?
How does one pass arguments to a custom screen specified via renpy.display_menu? I tried the following: # NOTE: I left out certain parameters to make it easier to read, to focus purely on the screen argument part. renpy.display_menu(... screen='custom_screen123') renpy.display_menu(... screen='custo...
- Tue Jul 13, 2021 7:59 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] I set all displayables to keyboard_focus = False, yet one of them still gains focus via arrow key.
- Replies: 9
- Views: 854
Re: I set all displayables to keyboard_focus = False, yet one of them still gains focus via arrow key. Anyone know why?
Thanks!midgethetree wrote: ↑Tue Jul 13, 2021 6:47 pmI created a pull request to fix this just now, hopefully it'll be included in 7.4.7.
- Tue Jul 13, 2021 7:58 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Is it possible to include a menu chunk into an existing menu, like this?
- Replies: 5
- Views: 621
Re: Is it possible to include a menu chunk into an existing menu, like this?
You could also make your own menu screen. The menu is just the choice screen with the text and arguments passed to it that it constructs buttons from and assigns actions. I actually did do that. I got my own custom menu screen. It's working great so far. Works for me, all buttons are selectable fro...
- Tue Jul 13, 2021 7:03 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Is it possible to include a menu chunk into an existing menu, like this?
- Replies: 5
- Views: 621
Re: Is it possible to include a menu chunk into an existing menu, like this?
1) Add an argument to the choice screen and pass your special functions as an argument: # menu_chunk = [("Special: Static Function 1", "func1"), ("Special: Static Function 2", "func2")] menu (extra=menu_chunk ): "a": pass # . . . screen choice(items, extra=[]): # Usual stuff # After everything we a...
- Tue Jul 13, 2021 6:02 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Is it possible to include a menu chunk into an existing menu, like this?
- Replies: 5
- Views: 621
[Solved] Is it possible to include a menu chunk into an existing menu, like this?
I'm going to be using a lot of menu's, but part of the menu will always remain exactly the same. Is there a way to include a menu_chunk, so I don't have to re-type it over and over again? Like so... menu: "A. Hello": "B. Hi": include("menu_chunk") label menu_chunk: "Special: Static Function 1": $ fu...
- Tue Jul 13, 2021 5:57 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] I set all displayables to keyboard_focus = False, yet one of them still gains focus via arrow key.
- Replies: 9
- Views: 854
Re: I set all displayables to keyboard_focus = False, yet one of them still gains focus via arrow key. Anyone know why?
Tested new code. First time, as expected, "Bottom" button could be focused (because of keyboard_focus True). Then I set keyboard_focus to False, and again, only quick menu and say screen could be focused EDIT: Tried again with edited version, wasn't able to move focus from say screen. Updated to th...
- Mon Jul 12, 2021 5:29 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] I set all displayables to keyboard_focus = False, yet one of them still gains focus via arrow key.
- Replies: 9
- Views: 854
Re: I set all displayables to keyboard_focus = False, yet one of them still gains focus via arrow key. Anyone know why?
Cannot reproduce. I can only switch focus between quickbar and say screen with keyboard. Note that I had to fix tab character and inconsistent block size in your code before game could be launched. I modified the code based on your suggestions and provided a more thorough example that should reprod...
- Mon Jul 12, 2021 4:03 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Why is a menu's choice index set to -1, making the first choice unfocused?
- Replies: 1
- Views: 536
[Solved] Why is a menu's choice index set to -1, making the first choice unfocused?
EDIT: FYI... Renpy's displayable system doesn't actually work off an index (I don't think). It's a 2D grid system. So while it looks like the first index was set to -1 (in a choice menu), it's actually not. I think it's some kind of 2d raytrace system where based on the direction you press, it shoot...
- Mon Jul 12, 2021 3:59 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Workaround] Anyone know a simple way to inform the player if the say dialogue box has lost or gained focus?
- Replies: 2
- Views: 523
Re: Anyone know a simple way to inform the player if the say dialogue box has lost or gained focus?
I came to your same conclusion. I actually implemented your solution to a certain degree. I disable the keys from being pressed so the problem doesn't even happen in the first place, but I had no idea you could override a group of keys via focus_x .. that's great! thanks!
- Mon Jul 12, 2021 3:56 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] I set all displayables to keyboard_focus = False, yet one of them still gains focus via arrow key.
- Replies: 9
- Views: 854
Re: I set all displayables to keyboard_focus = False, yet one of them still gains focus via arrow key. Anyone know why?
It would really help if you posted some code - A million things could be wrong... Hmm okay, how about this. In Ren'py create a brand new project. Let's add this: # SCREENS.RPY default quick_menu = False # ------------------- screen test3(): textbutton "Top": xalign 0.1 yalign 0.1 keyboard_focus Fal...
- Mon Jul 12, 2021 1:30 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Workaround] Anyone know a simple way to inform the player if the say dialogue box has lost or gained focus?
- Replies: 2
- Views: 523
[Workaround] Anyone know a simple way to inform the player if the say dialogue box has lost or gained focus?
Anyone know a simple way to inform the player if the say dialogue box has lost or gained focus? This is the default screen say code found in a brand new renpy project. I'm wondering how we could modify it in the simplest way to just inform the player that it has focus or lost focus. It can be someth...
- Mon Jul 12, 2021 12:55 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] I set all displayables to keyboard_focus = False, yet one of them still gains focus via arrow key.
- Replies: 9
- Views: 854
[Solved] I set all displayables to keyboard_focus = False, yet one of them still gains focus via arrow key.
I set all displayables to keyboard_focus = False, yet one of them still gains focus via arrow key. Anyone know why?
NOTE: I did not disable keyboard focus of things like main_menu, preferences, save, load, and menus like that.
NOTE: I did not disable keyboard focus of things like main_menu, preferences, save, load, and menus like that.
- Sat Jul 10, 2021 1:22 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] When adding a pass statement to the end of a screen, what happens exactly?
- Replies: 1
- Views: 592
[Solved] When adding a pass statement to the end of a screen, what happens exactly?
What happens exactly what you add pass to a called screen? I know pass is supposed to stand for do nothing in python. But, it does more than that. When I add the pass statement to my screen, all my transforms behave as they should, but as soon as I remove that pass, all my transforms start to act we...
- Fri Jul 09, 2021 8:23 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Rejected] Should there be a semi-agreed upon hotkey config/standard for WASD key-based renpy games?
- Replies: 2
- Views: 597
Re: Should there be a semi-agreed upon hotkey config/standard for WASD key-based renpy games?
I don't believe WASD gameplay makes sense for visual novels and similar games, where there's no need to devote a hand to aiming with the mouse. This is a purely professional criticism. I say this with the utmost respect, but, can you not think of any LARGE ren'py audience that would want to play on...
- Fri Jul 09, 2021 8:03 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Rejected] Should there be a semi-agreed upon hotkey config/standard for WASD key-based renpy games?
- Replies: 2
- Views: 597
[Rejected] Should there be a semi-agreed upon hotkey config/standard for WASD key-based renpy games?
Imagine you want to make your game optimized for WASD hotkey usage, and surrounding keys. But, if too many renpy games WASD setups don't match, it will be annoying for the users. So I'm thinking the eldest Renpy devs should have an agreed standard of which we should all try to adhere too? That way e...