Search found 154 matches
- Sun Mar 17, 2019 1:46 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to make it so if you name yourself a certain word it changes the outcome?
- Replies: 2
- Views: 288
Re: How to make it so if you name yourself a certain word it changes the outcome?
Equality operations (testing one thing is equal to another) in python use == . In your example you're using a single = which denotes assignment, so instead of testing that mename is equal to "Coki" you're telling python to change the value of mename to be "Coki" . Python doesn't allow assignments in...
- Sun Mar 17, 2019 1:36 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Jumping to a label/showing screen according to real time (else)?
- Replies: 2
- Views: 255
Re: Jumping to a label/showing screen according to real time (else)?
There's nothing obviously wrong with the code you've pasted, so (based on the fact that blue works, and thus hour is probably correct) there's a good chance there's an issue with the green screen.
- Thu Mar 14, 2019 2:31 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Unwanted skip between the labels
- Replies: 8
- Views: 487
Re: Unwanted skip between the labels
Here's a simple example where it's not possible to skip through rooms using CTRL. Both the dungeon overview and room_y trigger navigation type screens which then load into others. Hope it's what you're looking for: image bg dungeon = Solid('ccc') image bg x = Solid('f99') image bg y = Solid('9f9') i...
- Thu Mar 14, 2019 8:45 am
- Forum: Ren'Py Questions and Announcements
- Topic: Unwanted skip between the labels
- Replies: 8
- Views: 487
Re: Unwanted skip between the labels
Try using call screen which will await an interaction:
Code: Select all
label xyz:
scene z
call screen y # no need to hide, since the screen will hide itself when you jump
"Using jump actions as in your example will ensure you never get here"
return
- Tue Mar 12, 2019 4:02 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Characters "stuck" anchored to top of screen? [SOLVED]
- Replies: 4
- Views: 364
Re: Characters "stuck" anchored to top of screen?
This happens because when you use a colon and an indented block with the show statement, you're actually dynamically defining an inline transform . This is then used in place of the default transform which is typically defined as Position(align=(0.5, 1.0)) (center, bottom) which is responsible for a...
- Sun Mar 10, 2019 9:52 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Player name not showing up for text
- Replies: 7
- Views: 428
Re: $ Not showing character name/speech?
I think this is what you're trying to do maybe?
Code: Select all
"I've been thinking about changing my name."
$ player_name = renpy.input("What is your name?").strip() or "Boy"
player_name "My name is, [player_name]!"
- Sat Mar 09, 2019 1:56 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Exception: DynamicImage, can't even launch game anymore
- Replies: 3
- Views: 201
Re: Exception: DynamicImage, can't even launch game anymore
Have you tried a "Force Recompile" since reverting the changes that caused the issue?
- Sat Mar 09, 2019 1:51 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Help with Renpy Notifcations
- Replies: 9
- Views: 655
Re: Help with Renpy Notifcations
I can recreate by trying to recompile that screens.rpy in Ren'Py <= 7.1.0, while 7.1.1+ seems fine. So I suspect you've created/opened a project generated with a newer version of Ren'Py in an order version, which is why it doesn't understand the substitute keyword.
- Sat Mar 09, 2019 3:07 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] How To Jump With Console Commands?
- Replies: 2
- Views: 268
Re: How To Jump With Console Commands?
I'm unclear as to whether that should work, however it's possible achieve the desired effect thus:
Code: Select all
renpy.jump('ChapterOneStart')
- Sat Mar 09, 2019 3:04 am
- Forum: Ren'Py Questions and Announcements
- Topic: changing class variable
- Replies: 2
- Views: 270
Re: changing class variable
The way you're defining the action is calling m.read() trying to generate an action, rather than calling it as the result of an action. Try changing it to:
Code: Select all
action Function(m.read)
- Sat Mar 09, 2019 3:01 am
- Forum: Ren'Py Questions and Announcements
- Topic: Help with Renpy Notifcations
- Replies: 9
- Views: 655
Re: Help with Renpy Notifcations
I vaguely recall seeing that error when switching between versions of Ren'Py, so I suspect that editing screens.rpy probably triggered a recompile which is now failing due to the version of Ren'Py you're using not being the same as the version that generated screens.rpy orginally.
- Sat Mar 09, 2019 2:47 am
- Forum: Ren'Py Questions and Announcements
- Topic: How to check if label has been executed during current playthrough
- Replies: 9
- Views: 480
Re: How to check if label has been executed during current playthrough
Ahh, my bad, just twigged as to what you're trying to achieve. I don't believe Ren'Py stores this data explicitly, so as far as I'm aware there's no foolproof way to identify which labels have or have not been touched in a specific playthrough for a game that has not already been tracking them (usin...
- Sat Mar 09, 2019 1:56 am
- Forum: Ren'Py Questions and Announcements
- Topic: How to check if label has been executed during current playthrough
- Replies: 9
- Views: 480
Re: How to check if label has been executed during current playthrough
EDIT : Misunderstood OP's goal, skip to next post for a more relevant suggestion. You can use config.label_callback (https://www.renpy.org/doc/html/config.html#var-config.label_callback) to achieve this. The following code will store each label that is encountered into a set , named my_seen_labels ...
- Fri Mar 08, 2019 4:52 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Help with Renpy Notifcations
- Replies: 9
- Views: 655
Re: Help with Renpy Notifcations
You can customise how notifications are displayed by editing screen notify(message): in screens.rpy . By finding the following section within it and removing the q qualifier formatting will be permitted: frame at notify_appear: text "[message!tq]" # remove the q here to allow formatting
- Fri Mar 08, 2019 4:43 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How can I scale an image from its center?
- Replies: 6
- Views: 303
Re: How can I scale an image from its center?
Finishing the zoom at .8 rather than 1. complicates this somewhat, and the following implementation is extremely non-flexible. A better all round solution would be to (if possible) literally define pos (x, y) as the centre of the image (removing the need for the offsets), use anchor (.5, .5) and the...