Search found 64 matches

by zeroTheHero
Fri Nov 16, 2018 8:08 am
Forum: Ren'Py Questions and Announcements
Topic: Stopping the game from progressing to next label, unless a button is clicked
Replies: 11
Views: 984

Re: Stopping the game from progressing to next label, unless a button is clicked

It's because it never gets to run the $,if section because it was Returned back to its position from where it was called from and obviously indenting them sections once would put them within the vbox which will throw you that error. For example, simply moving the $,if sections under the adventure l...
by zeroTheHero
Fri Nov 16, 2018 5:59 am
Forum: Ren'Py Questions and Announcements
Topic: Stopping the game from progressing to next label, unless a button is clicked
Replies: 11
Views: 984

Re: Stopping the game from progressing to next label, unless a button is clicked

Hey, thanks for the reply! Unfortunately this code doesn't work, it gives an error "jump is not a valid argument for vbox statement" Looks like you indented the sections a little too much. Here is a screenshot of what it should look like (Obviously changed to fit your needs) but notice th...
by zeroTheHero
Fri Nov 16, 2018 2:47 am
Forum: Ren'Py Questions and Announcements
Topic: Stopping the game from progressing to next label, unless a button is clicked
Replies: 11
Views: 984

Re: Stopping the game from progressing to next label, unless a button is clicked

This might be useful for you - https://lemmasoft.renai.us/forums/viewtopic.php?f=8&t=48359 Hey Alex, thanks for the reply! My problem is that the screen Choice is smaller than the other screens, so if I click outside screen Choice the game automatically proceeds to the next label without the pl...
by zeroTheHero
Fri Nov 16, 2018 2:15 am
Forum: Ren'Py Questions and Announcements
Topic: Stopping the game from progressing to next label, unless a button is clicked
Replies: 11
Views: 984

Re: Stopping the game from progressing to next label, unless a button is clicked

You could do it a couple of ways. Personally I'd just use a simple menu like: label adventure: "You stand at two crossroads, which one do you pick?" menu: "North": jump North "South": jump South That's just using a simple menu though for your problem you could use &quo...
by zeroTheHero
Thu Nov 15, 2018 6:16 am
Forum: Ren'Py Questions and Announcements
Topic: Stopping the game from progressing to next label, unless a button is clicked
Replies: 11
Views: 984

Re: Stopping the game from progressing to next label, unless a button is clicked

Use call screen choice instead of show screen. yes call works but I don't want the screen to disappear...also, I don't know how to explain my situation without putting everything here, so this might be a bit lengthy... Simplifying a bit, I've made a function for dialogue as well as choice menu. It ...
by zeroTheHero
Thu Nov 15, 2018 4:47 am
Forum: Ren'Py Questions and Announcements
Topic: Stopping the game from progressing to next label, unless a button is clicked
Replies: 11
Views: 984

Stopping the game from progressing to next label, unless a button is clicked

Simply, this is my code: screen choice: textbutton "Go North" action (Jump("North")) textbutton "Go South" action (Jump("South")) label start: e "You stand at two crossroads" show screen choice label North: e "You find Health" label South: ...
by zeroTheHero
Tue Nov 06, 2018 8:12 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved] A bit of an 'if'fy problem, a good way to change screen actions for the same button when condition(s) are met?
Replies: 5
Views: 597

Re: A bit of an 'if'fy problem, a good way to change screen actions for the same button when condition(s) are met?

I'm trying to write some if statements and this one keeps giving an error- My code: default turn = "one" screen turnOne: frame: imagebutton auto "pika.jpg" action (SetScreenVariable(turn, "two")) screen turnTwo: frame: imagebutton auto "charmander.png" action...
by zeroTheHero
Tue Nov 06, 2018 8:08 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved] A bit of an 'if'fy problem, a good way to change screen actions for the same button when condition(s) are met?
Replies: 5
Views: 597

Re: A bit of an 'if'fy problem, a good way to change screen actions for the same button when condition(s) are met?

How about something like this, keeping closely to your starting code: default turn = "one" screen turn(): frame: if turn=="one": textbutton "pica" action ([SetVariable("turn", "two"),Return(True)]) elif turn=="two": textbutton "charma...
by zeroTheHero
Sun Oct 28, 2018 6:48 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved] A bit of an 'if'fy problem, a good way to change screen actions for the same button when condition(s) are met?
Replies: 5
Views: 597

Re: A bit of an 'if'fy problem, a good way to change screen actions when condition(s) are met?

screen battlefield: if turn == "one": .... elif turn == "two": .... else: .... label start: " text" $ turn = "one" "text" Imagebutton screen imagbutton: frame: background None imagebutton xalign 0.45 yalign 0.45: idle ("images/button_idle.png&q...
by zeroTheHero
Sat Oct 27, 2018 9:47 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved] A bit of an 'if'fy problem, a good way to change screen actions for the same button when condition(s) are met?
Replies: 5
Views: 597

[Solved] A bit of an 'if'fy problem, a good way to change screen actions for the same button when condition(s) are met?

I'm trying to write some if statements and this one keeps giving an error- My code: default turn = "one" screen turnOne: frame: imagebutton auto "pika.jpg" action (SetScreenVariable(turn, "two")) screen turnTwo: frame: imagebutton auto "charmander.png" action ...
by zeroTheHero
Wed Oct 17, 2018 10:33 pm
Forum: Ren'Py Questions and Announcements
Topic: Trouble calling a self-made function from screen
Replies: 6
Views: 3179

Trouble calling a self-made function from screen

Hey, I'm having some major headache trying to call a function from screen and would like some help. This is what my code looks like: frame: ... vbox: yalign 0.5 textbutton "%s"%(choice1) style "choicez" action NullAction(), SetScreenVariable(Choice1_1, "True") textbutto...
by zeroTheHero
Wed Oct 17, 2018 1:42 am
Forum: Ren'Py Questions and Announcements
Topic: Is it possible to set yalign of a button as "yalign of frame + 1"?
Replies: 6
Views: 754

Re: Is it possible to set yalign of a button as "yalign of frame + 1"?

... This doesn't seem to work; while I can see the textbutton, the frame has disappeared! (PS my image background is 720 X 275 pixels and my game resolution is 720 X 1280 pixels) ... As uncle Mugen said "long story short", try this 2 samples: screen choice: frame background Frame("ch...
by zeroTheHero
Sun Oct 14, 2018 9:52 am
Forum: Ren'Py Questions and Announcements
Topic: Is it possible to set yalign of a button as "yalign of frame + 1"?
Replies: 6
Views: 754

Re: Is it possible to set yalign of a button as "yalign of frame + 1"?

make a background for the frame as an image, but set the apropriate size for the frame to stretch it for the size of that image This is also a very good idea, is this how one would do it? screen choice: vbox: textbutton "ttxxt" action NullAction() background Frame("choice_background....
by zeroTheHero
Sat Oct 13, 2018 11:55 pm
Forum: Ren'Py Questions and Announcements
Topic: Is it possible to set yalign of a button as "yalign of frame + 1"?
Replies: 6
Views: 754

Re: Is it possible to set yalign of a button as "yalign of frame + 1"?

That happened 'cause frame changes its size to fit the content - in your sample it's just one button. If you'd use background Frame("gui/button/choice_background.png") you'd see it. So, try to set the size of your frame equal to the size of the background image. screen frame_scr(): frame:...
by zeroTheHero
Sat Oct 13, 2018 2:35 am
Forum: Ren'Py Questions and Announcements
Topic: Is it possible to set yalign of a button as "yalign of frame + 1"?
Replies: 6
Views: 754

Is it possible to set yalign of a button as "yalign of frame + 1"?

I'm having trouble getting a textbutton to appear inside a frame. Right now, it always appears at the top left of wherever the frame is shown, and no amount of padding/margins is helping me budge it's position (maybe I'm just doing it wrong?...). Since the frame appears in a viewport, finding it's y...