Search found 302 matches
- Thu May 19, 2022 6:00 am
- Forum: Ren'Py Questions and Announcements
- Topic: Drag & Drop minigame
- Replies: 12
- Views: 411
Re: Drag & Drop minigame
To check if the pieces are in the right place you have to create a drag for every spot where a puzzle piece can land and give it a drag_name. # a puzzle piece drag: drag_name "piece1" dragged obj_dragged draggable True droppable False # a spot for a piece drag: drag_name "spot1" draggable False drop...
- Thu May 19, 2022 5:29 am
- Forum: Ren'Py Questions and Announcements
- Topic: Hiding the dialogue window
- Replies: 4
- Views: 253
Hiding the dialogue window
So I know that the player can hide the dialogue window via pressing "H" or middle mouse button and that this is defined via config.keymap['hide_windows'] = [ 'mouseup_2', 'h', 'noshift_K_h' ] Now how can I make a button hide and show the dialogue screen in the same way without the game advancing and...
- Wed May 18, 2022 2:57 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED!]Codex help!!
- Replies: 10
- Views: 521
Re: Codex help!!
I hope I get want you want to do. Got two ideas: default you_codex = 0 screen codex: if you_codex < 1: text "first entry." if you_codex < 2: text "second entry." if you_codex < 3: text "third extry." or default codex_entries = ["first entry", "second entry", "third entry"] default you_codex = 0 scre...
- Tue May 17, 2022 2:05 am
- Forum: Ren'Py Questions and Announcements
- Topic: How to get an object's own position?
- Replies: 9
- Views: 570
Re: How to get an object's own position?
For an engine aimed at amateur programmers RenPy seems incredibly opaque sometimes. :| Well, Renpy is for making visual novels, not for creating an operating system. When Renpy is not able to do what you want, just do it with python and classes. You can create your own Displayables. It never seemed...
- Sun May 15, 2022 9:22 am
- Forum: Ren'Py Questions and Announcements
- Topic: How to get an object's own position?
- Replies: 9
- Views: 570
Re: How to get an object's own position?
As I understand it you want to create a popup menu. So when you press button1, another list of buttons right next to it should appear? Like the Windows startmenu or something like that? I just tried a basic version myself for figuring stuff out for you. You should let renpy position stuff and not wo...
- Sun May 15, 2022 1:56 am
- Forum: Ren'Py Questions and Announcements
- Topic: error expected statement
- Replies: 2
- Views: 203
Re: error expected statement
To avoid such confusion and mistakes, you should use an editor that highlights renpy keywords such as "label" "screen" or "menu" when you type them. I prefer Atom, that's also suggested in the Renpy launcher, but others exist.
- Sat May 14, 2022 5:31 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Is this a bug or a incompatibility with fonts
- Replies: 4
- Views: 442
Re: Is this a bug or a incompatibility with fonts
I think the problem is the .ttf file. The regular Atari dash works, but not the dash inside the chunky font. If you use it in GIMP, it shows a dash, but the dash is not Atari like, because it doesn't have the fixed width like any other character. You should try fixing the font using a ttf editor I t...
- Fri May 13, 2022 2:48 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Lock buttons after an option is selected
- Replies: 4
- Views: 254
Re: Lock buttons after an option is selected
In that case you can just show an empty screen in front of the screen where the new game button is on (probably navigation). To ensure this make the zorder higher and set modal to True, so the player cannot interact with anything other than the screen - which has nothing to interact with. Then hide ...
- Fri May 13, 2022 12:50 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Lock buttons after an option is selected
- Replies: 4
- Views: 254
Re: Lock buttons after an option is selected
Since the "New Game" button is probably part of the navigation() screen, you can just do something like the following 3 options. Normally the "New Start" button should disappear anyway though, since you jump into the start label. Don't know what you're doing in your game exactly. default game_starte...
- Fri May 13, 2022 6:59 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] File by language
- Replies: 9
- Views: 317
Re: File by language
I assume that your menu items are not translated, because you fiddled with the "choice" screen in screens.rpy? Because I did too and had to realize that whenever you add something to your menu entries (like quotation marks or some formatting) and want translation to work, you cannot just do: screen ...
- Thu May 12, 2022 2:44 pm
- Forum: Ren'Py Questions and Announcements
- Topic: newbie asks: how to make a game look like "this"
- Replies: 9
- Views: 664
Re: newbie asks: how to make a game look like "this"
Since you never did anything with Ren'Py before I recommend downloading the stable version. It includes a tutorial project called "The Tutorial" which explains a lot of stuff about renpy script. You can do many things with very basic python code like defining or changing variables and do the rest wi...
- Thu May 12, 2022 2:40 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] File by language
- Replies: 9
- Views: 317
Re: File by language
Sorry if it was not understood Dx, what I meant is that translations are generated but when testing the game it does not translate so what I want to do is to create a code for each language instead of generating translation files. What exactly is not working? Dialogue getting translated or other st...
- Thu May 12, 2022 1:01 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] File by language
- Replies: 9
- Views: 317
Re: File by language
I would recommend reading all of this for making translations:
https://www.renpy.org/doc/html/translation.html
(I'm not sure I get the question, because Renpy will create separate translation files for other languages than the original game language you write the code in.)
https://www.renpy.org/doc/html/translation.html
(I'm not sure I get the question, because Renpy will create separate translation files for other languages than the original game language you write the code in.)
- Wed May 11, 2022 2:02 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Trying to make a progressive menu
- Replies: 3
- Views: 243
Re: Trying to make a progressive menu
Wait, you can give a menu a name? Nice, thanks. 
- Wed May 11, 2022 8:11 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Centered text not centered
- Replies: 10
- Views: 322
Re: Centered text not centered
I never heard of that "centered" keyword to begin with (which seems to be a Character as Ocelot is describing). xD if persistent.txts==1: text what id "what" outlines [(gui.say_outline, "#000")] xpos gui.dialogue_xpos ypos gui.dialogue_ypos xsize gui.dialogue_width else: text what id "what" xpos gui...