Not quite sure what the question is but maybe defining it as ParamaterizedText would be cleaner:
https://www.renpy.org/doc/html/text.htm ... splayables
Search found 103 matches
- Mon May 03, 2021 1:51 am
- Forum: Ren'Py Questions and Announcements
- Topic: rolling text with {color}{/color} label in move() has unexpected line feed result
- Replies: 2
- Views: 1083
- Sun May 02, 2021 1:59 pm
- Forum: Ren'Py Questions and Announcements
- Topic: NPC name change after identification
- Replies: 5
- Views: 783
Re: NPC name change after identification
I’m glad to help! I do recommend reading through the documentations though, understanding the mechanics and logic behind them would help a lot. You can look up any keyword there, but for this forum particularly, this page deals with basic variables: https://www.renpy.org/doc/html/python.html
- Sun May 02, 2021 12:08 am
- Forum: Ren'Py Questions and Announcements
- Topic: NPC name change after identification
- Replies: 5
- Views: 783
Re: NPC name change after identification
Maybe I confused you by changing your variable name, sorry about that, but the m_name is supposed to equal to your Hotelmaid variable. To be clearer, I’ll use your variables: #Define your default variables here default nameHotelmaid = False default Hotelmaid = "maid" #Define your character...
- Sat May 01, 2021 9:05 pm
- Forum: Ren'Py Questions and Announcements
- Topic: NPC name change after identification
- Replies: 5
- Views: 783
Re: NPC name change after identification
You’d want to define the character as Dynamic and remove the brackets, this way it will know to pull the name from a variable: define m = DynamicCharacter("m_name") #or another way of writing this as documented is: define m = Character(“m_name”, dynamic=True) Don’t forget to define the var...
- Fri Apr 30, 2021 7:56 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Strange behavior, one scene showing the other not
- Replies: 2
- Views: 574
Re: Strange behavior, one scene showing the other not
I suspect “mb_door” is full screen so you cannot see “ch3megastop” is playing beneath it. What is happening is that the pauses within the animation does not pause the entire game, so once the scene is shown, it continues to the next line, which is the show image line (adding dialogue right after the...
- Fri Apr 30, 2021 2:53 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Syncing Steam Achievements on a MAC. Help!
- Replies: 18
- Views: 5871
Re: Syncing Steam Achievements on a MAC. Help!
Just came across your thread now but have you resolved your issue yet? I've been getting reports from users about similar problems where achievements don't unlock on a Mac. I wonder if this is a version issue or some change with Macs no longer using Intel chips? In case you haven’t seen, Tom has la...
- Fri Apr 30, 2021 12:56 am
- Forum: Ren'Py Questions and Announcements
- Topic: Zoom-in button for image gallery
- Replies: 4
- Views: 1510
Re: Zoom-in button for image gallery
There are several ways to do it. If you want to use ATL transform to an image in a screen, do: add “image_name.png”: at TransformName You can give this a condition (if) so it can be shown and hidden by button actions. Another way is to show a different screen containing the zoomed in image, or you c...
- Tue Apr 27, 2021 7:54 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Syncing Steam Achievements on a MAC. Help!
- Replies: 18
- Views: 5871
- Sat Apr 24, 2021 4:11 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to show what chapter the player is on?
- Replies: 2
- Views: 361
Re: How to show what chapter the player is on?
You can create a screen for this: screen chapter_name(): text “[variable_name]” xpos 10 ypos 10 And update the variable in your label whenever the chapter name changes: $ variable_name = “Chapter 1” This way all you have to do is show screen at start (it will stay there until hidden) and hide screen...
- Fri Apr 16, 2021 2:13 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to make saves named with the name of the chapter they belong to
- Replies: 2
- Views: 429
Re: How to make saves named with the name of the chapter they belong to
There’s a save_name variable for this: https://www.renpy.org/doc/html/save_loa ... -variables
Do whenever you enter a new chapter.
Do
Code: Select all
$ save_name = "Your Chapter Name"
- Tue Apr 13, 2021 2:59 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Syncing Steam Achievements on a MAC. Help!
- Replies: 18
- Views: 5871
Re: Syncing Steam Achievements on a MAC. Help!
Thank you so much!! I will stay tuned!PyTom wrote: ↑Mon Apr 12, 2021 10:08 pm I'm tracking this as a bug at https://github.com/renpy/renpy/issues/2765
- Sun Apr 11, 2021 8:32 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How To Make Something Unlock And Stay Unlocked In Later Playthroughs
- Replies: 1
- Views: 501
Re: How To Make Something Unlock And Stay Unlocked In Later Playthroughs
Persistent variable is what you are looking for: https://www.renpy.org/doc/html/persistent.html
- Sun Apr 11, 2021 12:21 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Empty narrator textbox at the start of game
- Replies: 4
- Views: 649
Re: Empty narrator textbox at the start of game
Did it work for you? Because it didn't for me. But thanks for the answer anyway! Hmmm I can’t test it out right now, but I forgot to add “window hide” before the scene line OR before the test line, try both out. This should make the split second window disappear. Don’t forget the “with dissolve” at...
- Sun Apr 11, 2021 12:18 am
- Forum: Ren'Py Questions and Announcements
- Topic: Adding Matrixcolor to Side Images Automatically Based on Scene
- Replies: 5
- Views: 612
Re: Adding Matrixcolor to Side Images Automatically Based on Scene
I think I’ve found what I need to get the showing image!
Still needs to be tested out.
Code: Select all
renpy.showing(name, layer='master') #Returns true if an image with the same tag as name is showing on layer
- Sat Apr 10, 2021 9:37 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Adding Matrixcolor to Side Images Automatically Based on Scene
- Replies: 5
- Views: 612
Re: Adding Matrixcolor to Side Images Automatically Based on Scene
Simplest then is to set one or two defaults and alter the screen say to show the SideImage using those in the function... default tint = (1.0, 1.0, 1.0) default brightness = 1.0 ### in say screen add im.MatrixColor(SideImage(), im.matrix.tint(*tint)*im.matrix.brightness(brightness)) label wherever:...