Search found 2384 matches
- Wed Dec 27, 2023 6:27 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Trouble showing images on top of a full size screen while keeping the "say" screen functional. [Solved]
- Replies: 3
- Views: 968
Re: Trouble showing images on top of a full size screen while keeping the "say" screen functional.
Is your screen modal? Image issue can be solved by defining a new layer above screens layer and displaying your images on it (master layer, which is used to display images by default is indeed under the screen layer)
- Sun Dec 24, 2023 2:24 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Flag indicating development vs release - stripping debug code / debug room from packaged build
- Replies: 2
- Views: 12944
- Sat Dec 23, 2023 8:44 am
- Forum: Ren'Py Questions and Announcements
- Topic: Real time preview test in Ren'Py
- Replies: 1
- Views: 1546
Re: Real time preview test in Ren'Py
The result is more smooth than I thought but I don't know whether it is actually available for the real project which have bigger files than the_question's. Warps don't really work for anything but "standard" VNs, but for them they are mostly fine (I would not suggest playing from that st...
- Thu Dec 21, 2023 2:55 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Calling Screens and ui.interact with Sanbox elements
- Replies: 4
- Views: 20139
Re: Calling Screens and ui.interact with Sanbox elements
called screens are different from shown screens in that they (1) force an interaction (can be replicated by calling ui.interact) and (2) hide themselves after an interaction (can be replicated by either passing _transient=True to show_screen function or showing it on transient layer). Technically th...
- Thu Dec 21, 2023 1:49 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Call and Return Screens (SOLVED)
- Replies: 2
- Views: 1076
Re: Call and Return Screens
First of all: calling things and returning back should just work, unless you intentionally mess things up. Second: call screen does not actually calls anything and there is no real return. You shuld deliberately jump to another label to not end up in the same place from where you callded screen. Thi...
- Thu Dec 21, 2023 1:44 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Calling Screens and ui.interact with Sanbox elements
- Replies: 4
- Views: 20139
Re: Calling Screens and ui.interact with Sanbox elements
You cannot start an interaction from within another interaction. If interaction have started then previous interaction had ended (aside from call_in_ new_context family of functions, but if you are using that, you really should know what you are doing). So in reality all those calls to ui.interact d...
- Sat Dec 16, 2023 3:13 pm
- Forum: Ren'Py Questions and Announcements
- Topic: NVL: show full page by enabling no-wait {nw} / auto-continue on every block until next `nvl clear`
- Replies: 5
- Views: 5618
Re: NVL: show full page by enabling no-wait {nw} / auto-continue on every block until next `nvl clear`
For comments between paragraphs you can use ignored tags:
Code: Select all
label start:
"""
text1
{# ↑ This should not be translated at all}
text2
text3{# ← Should always be on its own line}
"""
- Sat Dec 16, 2023 2:36 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Screen language: determine if last action was to display text or something else (e.g. show image)
- Replies: 1
- Views: 3793
Re: Screen language: determine if last action was to display text or something else (e.g. show image)
Check documentation on modes: https://www.renpy.org/doc/html/modes.html
it seems that you want to catch transition from say to say mode.
Not sure if it would applicable in your case, but you can certainly try.
it seems that you want to catch transition from say to say mode.
Not sure if it would applicable in your case, but you can certainly try.
- Sat Dec 16, 2023 2:32 pm
- Forum: Ren'Py Questions and Announcements
- Topic: how to swicth textbox when narration
- Replies: 3
- Views: 3628
Re: how to swicth textbox when narration
You can just set style you want for the narrator character: define narrator = Character(kind=narrator, window_style="window1") # . . . screen say(who, what): style_prefix "say" window: id "window" style "window" # no need for conditions, characte-specific styl...
- Sat Dec 16, 2023 12:26 pm
- Forum: Ren'Py Questions and Announcements
- Topic: how to swicth textbox when narration
- Replies: 3
- Views: 3628
Re: how to swicth textbox when narration
I do not understand what you are trying to do there. who is a string, it cannot be a number.
- Fri Dec 15, 2023 10:19 am
- Forum: Ren'Py Questions and Announcements
- Topic: Classes, define, default and save persistance clarity
- Replies: 7
- Views: 3963
Re: Classes, define, default and save persistance clarity
That might be a bad idea because of the game updates and saves. Defaulted variables guarantee to be initialized either on game start or load. If you add a new variable in an update and initialize it in starting label, people loading their old game would not have that variable.
- Fri Dec 15, 2023 8:50 am
- Forum: Ren'Py Questions and Announcements
- Topic: Classes, define, default and save persistance clarity
- Replies: 7
- Views: 3963
Re: Classes, define, default and save persistance clarity
1) define d variables should be threated as constant and not changes. They could still be picked by RenPy save system, if you change them in certain cases, but that is worst of two worlds: you do not have guarantee that they are saved, nor you can chnage their value without considering that some pla...
- Fri Dec 15, 2023 2:22 am
- Forum: Ren'Py Questions and Announcements
- Topic: [solved]Textbutton, selected state criteria ?
- Replies: 2
- Views: 3249
Re: Textbutton, selected state criteria ?
If your selected state condition does not match your actions, you can set it explicitely using selected property:
Code: Select all
textbutton "I am a button":
action NullAction()
selected 8 == 4 # you can write any condition here.
- Fri Dec 15, 2023 2:19 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] RollForward action
- Replies: 4
- Views: 3641
Re: RollForward action
Did you try it? Return action is a misnomer, it does not have any relation to the return statement. It just ends current interaction and optionally sets the result of current interaction to some value.
- Wed Dec 13, 2023 4:23 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] RollForward action
- Replies: 4
- Views: 3641
Re: RollForward action
When you play the game, it constantly does little saves in certain points. You can then load those saves to restore game to some previous state. That what rollback does. If you want to load save "past" your current positin, it is rollforward. You cannot roll worward pas latest position bec...