Search found 255 matches
- Mon Mar 21, 2011 11:58 pm
- Forum: Ren'Py Questions and Announcements
- Topic: In Game Menu
- Replies: 14
- Views: 1343
Re: In Game Menu
Oh, wait - in your previous post you used the label "navigation" to define the navigation menu. I should've noticed that. How about try the other idea I mentioned - making the game menu screen be the navigation screen, like this: init python: _game_menu_screen = "navigation" And ...
- Mon Mar 21, 2011 11:39 pm
- Forum: Ren'Py Questions and Announcements
- Topic: In Game Menu
- Replies: 14
- Views: 1343
Re: In Game Menu
Oh yeah, whoops. That's a line of python that isn't in a python block, so it needs a $ in front of it.
Code: Select all
$ layout.navigation(None) # Is this right?
- Mon Mar 21, 2011 10:33 pm
- Forum: Ren'Py Questions and Announcements
- Topic: In Game Menu
- Replies: 14
- Views: 1343
Re: In Game Menu
Yes, actually, I think setting the _game_menu_screen variable works equally well for specifying a label that has your game menu code. Um... offhand, I'm not sure what the UI-function-equivalent of "use navigation" is. Maybe layout.navigation(None)? Or maybe you could set _game_menu_screen ...
- Sun Mar 20, 2011 7:21 pm
- Forum: Ren'Py Questions and Announcements
- Topic: My choices created an infinite loop D: I need to stop it
- Replies: 2
- Views: 555
Re: My choices created an infinite loop D: I need to stop it
At the end of the happybird part, you need to jump over the angrybird part by using another label, like this: label happybird: b "Of course. Thank you for asking so nicely. Here it is." p "Thank you!" "Puppy and Kitty walked off with their ball, ready to play some more."...
- Sun Mar 20, 2011 6:03 pm
- Forum: Ren'Py Questions and Announcements
- Topic: unsupported operand type(s) for -: 'int' and 'str'
- Replies: 6
- Views: 3233
Re: unsupported operand type(s) for -: 'int' and 'str'
Oh, it looks like Anima's referring to a line in renpy/display/core.py. There's nothing wrong with it, but that's where the crash is happening, because some part of your code is specifying an xanchor value as a string instead of a number. I haven't looked at your code to see exactly where, but just ...
- Sun Mar 20, 2011 3:14 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Changing the "skip" message to a picture
- Replies: 6
- Views: 973
Re: Changing the "skip" message to a picture
Try it without "ctc=".
- Sat Mar 19, 2011 3:22 pm
- Forum: Ren'Py Questions and Announcements
- Topic: In Game Menu
- Replies: 14
- Views: 1343
Re: In Game Menu
By default, the game menu is the save screen. Here's how you can create a custom game menu:
This game menu screen will only have the navigation menu.
Code: Select all
init python:
_game_menu_screen = "my_game_menu_screen"
screen my_game_menu_screen:
tag menu
use navigation
- Fri Mar 18, 2011 8:36 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Variables used in Lists? [Solved]
- Replies: 8
- Views: 961
Re: Variables used in Lists?
I'd go with the function (second option). Best not to have too many globals floating around, I think. And if you use a function, even if you have other variables elsewhere in your code called x, Python won't get confused: (1) A function parameter (the thing inside the parenthesis) is at the "mo...
- Thu Mar 17, 2011 12:36 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Displaying numerical statistics (solved)
- Replies: 2
- Views: 529
Re: Displaying numerical statistics
"Body %(body)d" is what you'd use if this were a line of Ren'Py, like if you were embedding the value in some game dialogue, or if you were writing a custom screen in screen language. However, body_overlay is a Python function, so you can't do that. Since this part is Python, you need some...
- Wed Mar 16, 2011 7:14 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to prevent players from going back
- Replies: 8
- Views: 1681
Re: How to prevent players from going back
A few possibilities: (1) config.rollback_enabled = False Disables rollback completely, so that the player can't go back to previous dialogue at all. This gets the same effect as setting config.hard_rollback_limit to 0 (as suggested earlier), though un-enabling rollback like this might be more intuit...
- Mon Mar 14, 2011 2:34 am
- Forum: Ren'Py Questions and Announcements
- Topic: Looping music from the middle of a song
- Replies: 5
- Views: 2361
Re: Looping music from the middle of a song
Yeah, that method goes something like: play music "song_intro.ogg" queue music "song_mainloop.ogg" which works because a music track loops by default, unless there's another music track on the queue. Thus, this would play the intro once and then loop the mainloop. Then all you ha...
- Sat Mar 12, 2011 3:13 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Looping music from the middle of a song
- Replies: 5
- Views: 2361
Re: Looping music from the middle of a song
I've had three unsuccessful attempts at this so far: (1) Using renpy.pause or ui.timer a) the loop timer is stopped as soon as I make an interaction (e.g. advancing the dialogue), making this unusable unless the player just sits there. (2) Using DynamicDisplayable: I hijacked this feature to do musi...
- Sat Mar 05, 2011 1:53 am
- Forum: Ren'Py Questions and Announcements
- Topic: Looping music from the middle of a song
- Replies: 5
- Views: 2361
Looping music from the middle of a song
I'm currently trying to make Ren'Py loop a part of a music track (say, skipping the intro) instead of looping the whole track from the end to the start. (As far as I've read, Ren'Py can't just start playing a music file from anywhere besides the start, which makes this tricky.) I know that a workaro...
- Sun Feb 06, 2011 2:46 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Intro music track seamlessly switching to a loop track
- Replies: 5
- Views: 995
Re: Intro music track seamlessly switching to a loop track
I don't think so - the music tracks transition seamlessly in Winamp and iTunes.
Hmm, so it works for you? Maybe I'll try again with .ogg songs (or just different songs) and see what happens.
Hmm, so it works for you? Maybe I'll try again with .ogg songs (or just different songs) and see what happens.
- Sun Feb 06, 2011 4:59 am
- Forum: Ren'Py Questions and Announcements
- Topic: Defining and calling user-defined functions?
- Replies: 7
- Views: 10067
Re: Defining and calling user-defined functions?
if moll_currentattack is "facepunch" or "brassknuckle": (do stuff) Does that work if you make it if moll_currentattack is "facepunch" or moll_currentattack is "brassknuckle": ? My thinking is that "brassknuckle" alone can't be an operand to a boolea...