Search found 52 matches
- Thu Oct 22, 2020 5:44 am
- Forum: Ren'Py Questions and Announcements
- Topic: More types of say
- Replies: 10
- Views: 683
Re: More types of say
I think you can simply do this without changing anything under the say screen, and just doing this... define yell = dict( who_color="#f00", who_font="some_font.ttf", # what_color="#0f0" # you can also pass styles for the what statement, just prefix whatever you want to pass with who/what/window ) l...
- Wed Oct 21, 2020 10:45 am
- Forum: Ren'Py Questions and Announcements
- Topic: More types of say
- Replies: 10
- Views: 683
Re: More types of say
I think you can simply do this without changing anything under the say screen, and just doing this... define yell = dict( who_color="#f00", who_font="some_font.ttf", # what_color="#0f0" # you can also pass styles for the what statement, just prefix whatever you want to pass with who/what/window ) l...
- Wed Oct 21, 2020 8:30 am
- Forum: Ren'Py Questions and Announcements
- Topic: More types of say
- Replies: 10
- Views: 683
More types of say
So I've been trying to customise the say screen to allow different types of text. Something like this: screen say(who, what, type): style_prefix "say" window: id "window" if who is not None: window: style "namebox" if type == "think": text who id "who" color "#fafafa" size 10 elif type == "yell": te...
- Fri Oct 02, 2020 3:50 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Two types of menu
- Replies: 2
- Views: 307
Re: Two types of menu
Easiest is to duplicate screen choice using different names... Then specify the screen in the menu syntax... screen alternative_choice(items): style_prefix "choice" vbox: for i in items: textbutton i.caption action i.action label start: menu (screen="alternative_choice"): "Choice A": pass Style/twe...
- Fri Oct 02, 2020 2:48 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Two types of menu
- Replies: 2
- Views: 307
Two types of menu
Hi there I need to have two menus. Right now on my choices screen I expect a parameter called type and I do something like this: screen choices(type): if type == “something”: ... else: ... And in my label I do something like: menu (type=“something”): “option 1”: ... But to be honest I don’t really l...
- Thu Oct 01, 2020 6:54 am
- Forum: Ren'Py Questions and Announcements
- Topic: Update JSON files
- Replies: 0
- Views: 359
Update JSON files
Hi there. So because my game got really big I decided to move on using database, but it got too complicatend so instead I just exported all the datas from the databse into JSON files. At first everything was okay, except when I have made some modifications in the JSON file. I still see the datas fro...
- Thu Oct 01, 2020 6:48 am
- Forum: Ren'Py Questions and Announcements
- Topic: Menu from another label
- Replies: 10
- Views: 441
Re: Menu from another label
list+=list will extend first list with second's values, so [1,2,3]+[4,5] will be [1,2,3,4,5] list.append(list) with add second list to first as single element, so [1,2,3].append([4,5]) will be [1,2,3,[4,5]] list+=tuple works same way. Can you show example of list+=list working as you said? Yes you ...
- Wed Sep 30, 2020 4:11 am
- Forum: Ren'Py Questions and Announcements
- Topic: Menu from another label
- Replies: 10
- Views: 441
Re: Menu from another label
display_menu will show menu even if you set interact=False, it is different thing, mostly used to show more than just menu before you start interaction. If by checking you mean adding (or not adding) choices depending on conditions, then you just want to replace park_questions+npc_questions with ac...
- Tue Sep 29, 2020 11:07 am
- Forum: Ren'Py Questions and Announcements
- Topic: Menu from another label
- Replies: 10
- Views: 441
Re: Menu from another label
If you need to combine menus often, renpy.display_menu may be useful. https://www.renpy.org/doc/html/statement_equivalents.html#renpy.display_menu python: park_questions=[ ["Weather","talk_about_weather"], ["Nature","talk_about_nature"], ] npc_questions=[ ["Favorite color","ask_about_favorite_color...
- Tue Sep 29, 2020 8:44 am
- Forum: Ren'Py Questions and Announcements
- Topic: Menu from another label
- Replies: 10
- Views: 441
Re: Menu from another label
You can treat menus as labels as well, but only in `giving it a name part`. https://www.renpy.org/doc/html/menus.html#in-game-menus The menu statement begins with the keyword menu. This may be followed by a label name, in which case it's equivalent to preceding the menu with that label label greeti...
- Tue Sep 29, 2020 5:18 am
- Forum: Ren'Py Questions and Announcements
- Topic: Menu from another label
- Replies: 10
- Views: 441
Menu from another label
Hi there, I have this code below. In my game is a little bit more complicated than this, but this is the main structure. Can I have in both of my greetingInPark and greetingInSchool the other two options from the npcMenu. label greetingInPark: mc "Hi there how are you today" npc "Fine, how are you?"...
- Wed Sep 02, 2020 2:46 am
- Forum: Ren'Py Questions and Announcements
- Topic: RenPy Animation vs .mov
- Replies: 2
- Views: 338
Re: RenPy Animation vs .mov
You should see the difference if you'll try to show animation out of 20-30 fullscreen-size images...;) That's exactly what I'm doing I have a 30 frames animation but I don't see a problem with it right now, it might be because I'm working on a very powerful machine, but not all my players will have...
- Mon Aug 31, 2020 4:41 am
- Forum: Ren'Py Questions and Announcements
- Topic: RenPy Animation vs .mov
- Replies: 2
- Views: 338
RenPy Animation vs .mov
Hi there. I'm working on some project that will have a good number of animations. Right now I'm doing the animations like this: image test_animation: "test_1.png" pause 0.1 "test_2.png" pause 0.1 "test_3.png" pause 0.3 ... repeat Does it affect my runtime in a way or should I just import all the fra...
- Wed Aug 19, 2020 10:06 am
- Forum: Ren'Py Questions and Announcements
- Topic: Dynamic Character
- Replies: 3
- Views: 374
Re: Dynamic Character
you could also use inherit like this. Here you can directly use your NPC class like a Character init python: class NPC(ADVCharacter): def __init__(self,name, **kwargs): super(NPC, self).__init__(name,**kwargs) def avChange(self): self.name="test" Example usage: default s = NPC("Sylvie", color="#f00...
- Sat Aug 15, 2020 3:46 am
- Forum: Ren'Py Questions and Announcements
- Topic: Dynamic Character
- Replies: 3
- Views: 374
Dynamic Character
Hi there. I have created a class called NPC. It has a few properties that could change, like name, relationship, color, age and so on. Let's say the player improves his relationship with that NPC and become best friends, when that happens I want the name and color to change. Everything works fine, e...