Search found 46 matches
- Fri Sep 27, 2019 2:25 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Text Input: problem with 'with_none' and 'changed' keywords
- Replies: 14
- Views: 979
Re: Text Input: problem with 'with_none' and 'changed' keywords
I got it working!!!! #################################################################################################################################### # FUNCTIONS init python: def getInput(input_val): renpy.play("sounds/typewriter.ogg", channel="audio") store.nameHero = input_val.strip() ########...
- Fri Sep 27, 2019 12:22 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Text Input: problem with 'with_none' and 'changed' keywords
- Replies: 14
- Views: 979
Re: Text Input: problem with 'with_none' and 'changed' keywords
EDIT: Nevermind, lol, I was able to figure out the 'length' keyword also works with this input: method you've shown me
- Fri Sep 27, 2019 12:21 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Text Input: problem with 'with_none' and 'changed' keywords
- Replies: 14
- Views: 979
Re: Text Input: problem with 'with_none' and 'changed' keywords
Holy crap, man, that's really awesome!!! Thank you so much for showing me all of that, it's gonna take me a second to process all the above. I'm a little confused because this part: "The next step is to add name to your Player" show screen get_player_name "Great now your player's name is [player_nam...
- Thu Sep 26, 2019 6:05 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Text Input: problem with 'with_none' and 'changed' keywords
- Replies: 14
- Views: 979
Re: Text Input: problem with 'with_none' and 'changed' keywords
I didn't make that screen. That is the default Input screen that comes in screens.rpy : ## Input screen ################################################################ ## ## This screen is used to display renpy.input. The prompt parameter is used to ## pass a text prompt in. ## ## This screen must ...
- Thu Sep 26, 2019 3:23 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Text Input: problem with 'with_none' and 'changed' keywords
- Replies: 14
- Views: 979
Re: Text Input: problem with 'with_none' and 'changed' keywords
I just found this on the Screens documentation at https://www.renpy.org/doc/html/screens.html: Input Creates a text input area, which allows the user to enter text. When the user presses return, the text will be returned by the interaction. (When the screen is invoked through call screen, the result...
- Thu Sep 26, 2019 3:08 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Text Input: problem with 'with_none' and 'changed' keywords
- Replies: 14
- Views: 979
Re: Text Input: problem with 'with_none' and 'changed' keywords
Yup, but you're using a screen now for input and not the renpy.input() function directly. But I am using the renpy.input() function directly, right? I haven't taken that line out of my main game script, this is the line that calls up the input prompt: python: nameHero = renpy.input(_("What {i}is{/i...
- Thu Sep 26, 2019 2:07 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Text Input: problem with 'with_none' and 'changed' keywords
- Replies: 14
- Views: 979
Re: Text Input: problem with 'with_none' and 'changed' keywords
If you're trying to name a character, I bet you have a default variable name for that, include that name variable inside the function. Isn't that getting taken care of when I call the renpy.input function in my main game script? Like so: label name_loop: python: nameHero = renpy.input(_("What {i}is...
- Thu Sep 26, 2019 11:53 am
- Forum: Ren'Py Questions and Announcements
- Topic: Text Input: problem with 'with_none' and 'changed' keywords
- Replies: 14
- Views: 979
Re: Text Input: problem with 'with_none' and 'changed' keywords
Man, as always I really appreciate your help! I swear I try to search the docs for this stuff but I can never find these pages y'all link to. So, let's give it a shot. Your link only shows the changed argument as a property of ui.adjustment , but I decided to just try it and see what happens. I modi...
- Wed Sep 25, 2019 1:05 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Text Input: problem with 'with_none' and 'changed' keywords
- Replies: 14
- Views: 979
Text Input: problem with 'with_none' and 'changed' keywords
I have two questions about the text input function: The first one is, in the example renpy.input function in the Text Input doc (https://www.renpy.org/doc/html/input.html), an argument 'with_none' is shown, but nowhere on that page does it describe what it is or does. Does anyone know? Secondly, my ...
- Mon Sep 23, 2019 10:35 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Can you have two different transition effects in one scene change? (I.E. pixellate to black, then fade back in) [SOLVED]
- Replies: 1
- Views: 561
Re: Can you have two different transition effects in one scene change? (I.E. pixellate to black, then fade back in)
I *think* I've figured this out, I'm still curious if there's a more elegant way but here's what I've been able to come up with: define splashToMenuFade = Fade(0.0, 0.0, 1.2, color='#000') define splashToMenuMultiTransition = MultipleTransition([ False, pixellate, "gui/black.png", splashToMenuFade, ...
- Mon Sep 23, 2019 6:27 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Can you have two different transition effects in one scene change? (I.E. pixellate to black, then fade back in) [SOLVED]
- Replies: 1
- Views: 561
Can you have two different transition effects in one scene change? (I.E. pixellate to black, then fade back in) [SOLVED]
What I'd like to do is have, for example, something like this: scene bg library with pixelOutFadeIn Where the pixelOutFadeIn transition is defined as a pixellate to black transition, but then a fade back in transition. Is that possible, without having to do something like: scene black with pixellate...
- Mon Sep 23, 2019 3:00 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Confusing ypos behaviour on textbuttons [SOLVED]
- Replies: 11
- Views: 768
- Sun Sep 22, 2019 8:48 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Confusing ypos behaviour on textbuttons [SOLVED]
- Replies: 11
- Views: 768
Re: Confusing ypos behaviour on textbuttons
one vbox, that will arrange the "children" (your textbuttons) vertically for you. Well, that's the problem, I didn't know that's what a vbox does. All I need is this: screen navigationAlt(): textbutton _("Start") action Start() text_size 40 xpos 87 ypos 733 textbutton _("Load") action ShowMenu("loa...
- Sun Sep 22, 2019 7:31 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Confusing ypos behaviour on textbuttons [SOLVED]
- Replies: 11
- Views: 768
Re: Confusing ypos behaviour on textbuttons
Ok, so, if I put each textbutton in its own vbox, then they do all require the same ypos: screen navigationAlt(): vbox: style_prefix "farts" xpos 0 ypos 0 xanchor 0.0 yanchor 0.0 textbutton _("Start") action Start() text_size 40 xpos 87 ypos 733 vbox: style_prefix "test" xpos 0 ypos 0 xanchor 0.0 ya...
- Sun Sep 22, 2019 7:14 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Confusing ypos behaviour on textbuttons [SOLVED]
- Replies: 11
- Views: 768
Re: Confusing ypos behaviour on textbuttons
I think its better if you will use pos and anchor instead of align. I actually only added those align tags to try to see if it would impact the issue. I wish I had removed it before I posted, because it didn't change anything. So I have removed the alignment code, like so: screen navigationAlt(): v...