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.
Search found 777 matches
- 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
- 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))
- 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...
- 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...
- 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
https://www.renpy.org/doc/html/style_pr ... background
- Sun Jul 11, 2021 2:31 am
- Forum: Ren'Py Questions and Announcements
- Topic: Can I change preferences screen?
- Replies: 4
- Views: 746
- 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...
- 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.
Your best bet is to just resort to other game engines, use Unity or Unreal.
- 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.
You can try to make use of this boolean function in a condition, if true show the sprite without transforms, otherwise show it normally.
- 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...
- 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 ...
- 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()
- Fri Mar 19, 2021 8:11 am
- Forum: Ren'Py Questions and Announcements
- Topic: Change font to a single word in a sentence
- Replies: 4
- Views: 422
- 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.
This works, but you might need to adjust the screen `input` in `screens.rpy` and add a `background None` to the `window` container.
Code: Select all
define mc = Character("Jake")
label start:
python:
renpy.say(mc, "", interact=False)
name = renpy.input("What's your name?").strip()
- 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.
You'll just have to replace these textbuttons with your imagebuttons, and use the actions I used in this example in your imagebuttons' actions.