Search found 777 matches

by hell_oh_world
Wed Jul 14, 2021 9:08 pm
Forum: Ren'Py Questions and Announcements
Topic: How to create a menu that shows Relationships, Money and Date/Time?
Replies: 2
Views: 936

Re: How to create a menu that shows Relationships, Money and Date/Time?

why do you have screen overlay and at the same time a screen Monedisplay?
the former seems to be what you're looking for, so you need to show that instead of the other.
by hell_oh_world
Tue Jul 13, 2021 8:23 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

Re: How to pass arguments to custom screen specified in renpy.display_menu ?

Try...

Code: Select all

renpy.display_menu(... screen='custom_screen123', scope=dict(arg1=None, arg2=None))
by hell_oh_world
Tue Jul 13, 2021 7:00 pm
Forum: Ren'Py Questions and Announcements
Topic: How to display message when player combines items in inventory?
Replies: 5
Views: 1028

Re: How to display message when player combines items in inventory?

Looks like you already know well enough with this new logic of the code. In this part of the code... def combine_check(self): too_many=False # too many items selected? correct_recipe_items = copy.copy(self.items) # make a copy of the list of recipe items for item in inventory.selected_items: if item...
by hell_oh_world
Mon Jul 12, 2021 7:44 pm
Forum: Ren'Py Questions and Announcements
Topic: MC name change in main menu
Replies: 2
Views: 611

Re: MC name change in main menu

label _name_changer: $ player_name = renpy.input("What would you like to be called? If leave this blank, your secret name will be {b}Steven{/b}.") $ player_name = player_name.strip() if not player_name: $ player_name = "Steven" $ persistent.player_name = player_name return label name_changer: if no...
by hell_oh_world
Sun Jul 11, 2021 6:12 am
Forum: Ren'Py Questions and Announcements
Topic: Can I change preferences screen?
Replies: 4
Views: 746

Re: Can I change preferences screen?

In addition to what Ocelot said, here's the link for that:
https://www.renpy.org/doc/html/style_pr ... background
by hell_oh_world
Sun Jul 11, 2021 1:41 am
Forum: Ren'Py Questions and Announcements
Topic: How to display message when player combines items in inventory?
Replies: 5
Views: 1028

Re: How to display message when player combines items in inventory?

Correct me if I'm wrong if this function... init python: def combine_items(): ... return is the one that does the combination of items, then you can just simply put renpy.notify right after/before adding the combined item to your inventory. init python: def combine_items(): for item in inventory.ite...
by hell_oh_world
Wed Jul 07, 2021 9:21 am
Forum: Ren'Py Questions and Announcements
Topic: [UNRESOLVED] I need a way to become a Ren'py Style & Text_Style expert within 60 minutes tops, please help.
Replies: 4
Views: 1633

Re: [UNRESOLVED] I need a way to become a Ren'py Style & Text_Style expert within 60 minutes tops, please help.

Would be totally helpful if there is, but not at the moment.
Your best bet is to just resort to other game engines, use Unity or Unreal.
by hell_oh_world
Wed Jul 07, 2021 9:16 am
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Can you disable sprite animations while skipping?
Replies: 1
Views: 764

Re: Can you disable sprite animations while skipping?

renpy.is_skipping
You can try to make use of this boolean function in a condition, if true show the sprite without transforms, otherwise show it normally.
by hell_oh_world
Thu Jul 01, 2021 1:38 am
Forum: Ren'Py Cookbook
Topic: Dynamic Label Function!
Replies: 3
Views: 3390

Re: Dynamic Label Function!

I think this one is not very semantic. Somehow if your game gets larger you can easily lose yourself with this since there are no meaningful words to tell what label you're jumping in. Writing tens or more of this $nextCh() function is vague and can be quite repetitive. Of course, you can just use a...
by hell_oh_world
Sat Jun 05, 2021 6:47 am
Forum: Ren'Py Questions and Announcements
Topic: How to store a bunch of different InputValues efficiently?
Replies: 13
Views: 1644

Re: How to store a bunch of different InputValues efficiently?

But if we restart the game and load this save, the profile screen will show "John Doe" again while the textbox will still show: Bob "My name is Bob. My last name is Builder" So any idea how to fix the profile screen and make it also persistent? Sorry for the delayed reply. Just got back here, been ...
by hell_oh_world
Sun Mar 28, 2021 9:06 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] how to update my instance variable using functions/methods?
Replies: 2
Views: 710

Re: how to update my instance variable using functions/methods?

Code: Select all

init python:
  class Quest:
    def __init__(self, active=False):
      self.active = active
    
    def activate(self):  self.active = True

default q1 = Quest()

label start:
  $ q1.activate()
by hell_oh_world
Wed Mar 17, 2021 8:16 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Say Function (in Screen) Bug
Replies: 7
Views: 464

Re: Say Function (in Screen) Bug

you can try this.

Code: Select all

define mc = Character("Jake")

label start:
  python:
    renpy.say(mc, "", interact=False)
    name = renpy.input("What's your name?").strip()
This works, but you might need to adjust the screen `input` in `screens.rpy` and add a `background None` to the `window` container.
by hell_oh_world
Wed Mar 17, 2021 10:01 am
Forum: Ren'Py Questions and Announcements
Topic: Skip Language selection in Splashscreen
Replies: 4
Views: 592

Re: Skip Language selection in Splashscreen

It's a sample implementation, after all, it doesn't suppose to reflect a direct answer to the question using your example. But its very much the same.
You'll just have to replace these textbuttons with your imagebuttons, and use the actions I used in this example in your imagebuttons' actions.