Search found 26 matches
- Wed Apr 24, 2019 2:25 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Unsolvable] Combining Gallery and Replay functionality?
- Replies: 4
- Views: 187
Re: Combining Gallery and Replay functionality?
Well, you can check the soure code then - your Ren'Py folder/renpy/common/00gallery.rpy Yeah. Cheers, I just did. Generally I don't trust myself to read languages I don't understand (like Python)... but I did make enough sense of this to get an answer... Albeit the wrong answer for my question. Act...
- Wed Apr 24, 2019 10:36 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Unsolvable] Combining Gallery and Replay functionality?
- Replies: 4
- Views: 187
Re: Combining Gallery and Replay functionality?
Cheers. I knew that creating a custom screen using imagebutton or imagemap type coding was an option. I also knew the primary use for the Gallery class. I was just hoping for a bit of crossover. My main area of "hope" was the Action function. The implication was that buttons could be added with a cu...
- Wed Apr 24, 2019 9:34 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Unsolvable] Combining Gallery and Replay functionality?
- Replies: 4
- Views: 187
[Unsolvable] Combining Gallery and Replay functionality?
Okay. So I have a working "memories" style gallery using the Gallery() class. (See: https://www.renpy.org/doc/html/rooms.html) However, I'd like a few (eventually all) of those memories to make use of the Replay functionality too. I thought I was on to a winner with the Action function... but so far...
- Sat Mar 09, 2019 6:39 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
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 (using something like the solution above). Thank you. It was the an...
- Fri Mar 08, 2019 9:20 pm
- 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
To clarify my question... I'm looking for a way of checking if a label has been executed since the player started playing the game this time around. But not exclusively this particular session. By which I mean: I'm not interested in if a label was reached on a previous play through. If the player ha...
- Fri Mar 08, 2019 8:42 pm
- 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
I'd consider suggesting to add a switch to that function to Tom, as there are a number of scenarios where it could be rather useful, especially alongside get_all_labels to create a very basic event/progression system. renpy.seen_label( "label_name", ever=True ) For compatibility's sake... if implem...
- Fri Mar 08, 2019 8:16 pm
- 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
Not a direct answer, sorry, but when browsing the documentation I find the general index super handy. https://www.renpy.org/doc/html/genindex.html Much appreciated, that will undoubtedly help me in the future. You might be able to use https://www.renpy.org/doc/html/other.html#renpy.count_newly_seen...
- Fri Mar 08, 2019 7:48 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to check if label has been executed during current playthrough
- Replies: 9
- Views: 480
How to check if label has been executed during current playthrough
Okay. So I have a game that is released in chapters and I missed setting a variable in the previous chapter. Users have already played the bugged version. I had the foresight to add a variable stored within the save to let me know which version of the game that save was saved under. My original plan...
- Sat Feb 09, 2019 2:42 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] How to swap back to default side image when using invisible characters
- Replies: 4
- Views: 304
Re: How to swap back to default side image when using invisible characters
Thank you for helping.
- Sat Feb 09, 2019 1:44 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] How to swap back to default side image when using invisible characters
- Replies: 4
- Views: 304
Re: How to swap back to default side image when using invisible characters
br -happy "Now I'd like to NOT smile for this sentence" Should be all you need... Note though that you'd need a +happy on the next line if you want happiness back. Sounds like the right ballpark. I'll give it a try. Thanks. And thanks for the heads up about the potential future change. Edit: Confir...
- Sat Feb 09, 2019 10:33 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] How to swap back to default side image when using invisible characters
- Replies: 4
- Views: 304
[SOLVED] How to swap back to default side image when using invisible characters
So I have a number of characters and side images per character for a game I'm putting side images in. But I don't have a side image for every character "mood". For the most part, this works just fine. When I use "show" or an invisible characters says using a mood I've setup... it uses that mood vari...