Search found 1264 matches
- Fri Oct 16, 2009 9:35 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Help with Overlay functions [solved]
- Replies: 3
- Views: 718
Re: Help with Overlay functions [solved]
Is there a way to make the overlay images appear in a certain way(ie.dissolve,movein transitions)? I think you could use ui.at for movein but I don't know how to use dissolve. init python: mrt_smile=False mrt_widersmile=False oliva=False apollo_creed=False def overlay_func(): if mrt_smile: ui.at(Mo...
- Wed Oct 14, 2009 8:44 am
- Forum: Ren'Py Questions and Announcements
- Topic: Help with Overlay functions [solved]
- Replies: 3
- Views: 718
Re: Help with Overlay functions
'If you need to toggle an overlay on and off, then the overlay function should be conditioned on some normal variable. ' It means something like this: init python: mrt_smile=False mrt_widersmile=False oliva=False apollo_creed=False def overlay_func(): if mrt_smile: ui.image("images/mrt.png&quo...
- Mon Oct 12, 2009 10:05 am
- Forum: Ren'Py Questions and Announcements
- Topic: Altering menu positions [Solved]
- Replies: 10
- Views: 1418
Re: Altering menu positions
Use:Strum wrote:How do I align the menu text to the left instead of having it centered?
Code: Select all
init:
$ style.menu_choice.xalign=0.0
- Thu Oct 08, 2009 12:51 am
- Forum: Ren'Py Questions and Announcements
- Topic: A way to disable buttons in game [Solved]
- Replies: 19
- Views: 2833
Re: A way to disable buttons in game
Oh great now I'm stuck with a bug. To all those who try my project, do NOT right click more than once unless you left click to bring back the text window. I think this would fix the problem.: init python: overriding_on = None def overriding_overlay(): if overriding_on: ui.keymap(mouseup_3=ui.callsi...
- Mon Oct 05, 2009 12:46 am
- Forum: Ren'Py Questions and Announcements
- Topic: [ONGOING] Interface woes
- Replies: 9
- Views: 1414
Re: [ONGOING] Interface woes
Basically, it still shows up without even a minor change. Setting show_button_game_menu = False hides the menu, while show_button_game_menu = True shows it. Since you set show_button_game_menu = True, it'll show the menu. The menu also does not come back, even though I declare it below ... Set show...
- Sat Oct 03, 2009 7:48 am
- Forum: Ren'Py Questions and Announcements
- Topic: [ONGOING] Interface woes
- Replies: 9
- Views: 1414
Re: Various interface woes
I had to turn off two windows anyway, since it was just making a mini version of the big frame and I don't know how to make it stop doing that. Use show_who_window_properties like so: init: $ J =Character("JinzouTamashii", show_two_window=True,show_who_window_properties={ "background...
- Fri Oct 02, 2009 12:51 am
- Forum: Ren'Py Questions and Announcements
- Topic: Is there a way to print message every time the player loads?
- Replies: 7
- Views: 760
Re: Is there a way to print message every time the player loads?
How do I fix that? Use ui.image instead like so: label after_load: $ num = renpy.random.randint(1,3) $ ui.image(Solid('#000')) if num == 1: centered "Saying one." elif num == 2: centered "Saying two." else: centered "Saying three." return
- Wed Sep 30, 2009 11:01 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Is there a way to print message every time the player loads?
- Replies: 7
- Views: 760
Re: Is there a way to print message every time the player loads?
You can use after_load:Guest wrote:but I don't know how to call it whenever player loads the game too
Code: Select all
label after_load:
$ num = renpy.random.randint(1,3)
if num == 1:
"Saying one."
elif num == 2:
"Saying two."
else:
"Saying three."
- Tue Sep 29, 2009 11:58 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Speeding up auto read [Solved]
- Replies: 4
- Views: 739
Re: Speeding up auto read
I got it to work but can't turn it off until I delete the persistant data. You can also change it in the preference menu under "Auto-Forward Time" option. Can anyone tell me how to call up the auto read function so that you can read the visual novel in "hands free mode" until th...
- Tue Sep 29, 2009 11:25 pm
- Forum: Ren'Py Questions and Announcements
- Topic: A way to skip whole blocks of text like Tsukihime?
- Replies: 9
- Views: 4615
Re: A way to skip whole blocks of text like Tsukihime?
The "Begin Skipping" option in the preference menu seems to be similar to this option you're asking.Guest wrote:so is there a way to skip ALL of them on a replay with one menu option?
- Tue Sep 29, 2009 11:22 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Traceback error,
- Replies: 4
- Views: 2053
Re: Traceback error,
Oops. My mistake. Yeah, I think you're right, it seems to be the launcher's new.rpy.Jake wrote:but it looks to me like it's not his new.rpy, it's the launcher's new.rpy.
- Mon Sep 28, 2009 9:11 am
- Forum: Ren'Py Questions and Announcements
- Topic: Traceback error,
- Replies: 4
- Views: 2053
Re: Traceback error,
Something is wrong with line 46 of your new.rpyTentacles wrote:Anyone know whats going on?
- Tue Sep 22, 2009 7:50 am
- Forum: Ren'Py Questions and Announcements
- Topic: Trouble using different fonts
- Replies: 6
- Views: 1833
Re: Trouble using different fonts
Well, I never used a mac before so I can't say.Yamino wrote:Would using a mac have anything to do with it?
- Tue Sep 22, 2009 12:09 am
- Forum: Ren'Py Questions and Announcements
- Topic: Trouble using different fonts
- Replies: 6
- Views: 1833
Re: Trouble using different fonts
I copied the code and it worked perfectly. I think you either didn't name the file correctly or you misplaced the ttf.Guest wrote:First I tried to just replace the font for one bit of dialogue in the game (For one short conversation, the text needs to be displayed in Japanese), but I got an error.
- Sun Sep 20, 2009 12:46 am
- Forum: Ren'Py Questions and Announcements
- Topic: main menu layout...
- Replies: 11
- Views: 1065
Re: main menu layout...
what your saying i need to put it in 'script.rpy'? You can. the '"Start Game" \ "Load Game" \ etc. are pictures i declared? No. The pictures would be, in the example, "menu1.jpg" and "menu2.jpg". These images would need to be 800x600(or whatever the size your...