Search found 1912 matches
- Mon Mar 20, 2023 1:51 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Change character sprite depending on if the character is talking or not
- Replies: 6
- Views: 567
Re: Change character sprite depending on if the character is talking or not
"speaking_char = trina" should be "speaking_char == trina"
- Sun Mar 19, 2023 9:33 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Change character sprite depending on if the character is talking or not
- Replies: 6
- Views: 567
Re: Change character sprite depending on if the character is talking or not
Haven't looked at the auto highlight code, but you could probably just stick the ConditionSwitch in the At().
Code: Select all
image chelsea_cs = ConditionSwitch(#stuff)
image chelsea neutral = At('chelsea_cs', sprite_highlight('chelsea'))
- Sun Mar 19, 2023 9:05 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Help using dictionaries in Ren'Py and dealing with KeyError
- Replies: 6
- Views: 1043
Re: Help using dictionaries in Ren'Py and dealing with KeyError
1. For interpolation: this is a limitation of bracket interpolation, use other python interpolation methods: https://lemmasoft.renai.us/forums/viewtopic.php?t=45950 2. You can loop through the dictionary to do things to each item. Iit doesn't seem like order matters in any of your use cases, but do ...
- Sun Mar 19, 2023 8:42 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Leveling System in Tetris Clone Not Working
- Replies: 6
- Views: 448
Re: Leveling System in Tetris Clone Not Working
I mean, a) I can't tell what your code actually is without indentation (please use the [ code ] function), and b) your check is elif self.stageclear2, not if, so if it's on the same level as if self.end it wouldn't run and if it's indented should throw an error.
- Fri Mar 17, 2023 11:29 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Leveling System in Tetris Clone Not Working
- Replies: 6
- Views: 448
Re: Leveling System in Tetris Clone Not Working
Just change the order so it checks for the last level first - e.g.,
if self.stageclear2: # do stuff
elif self.stageclear: # do stuff
if self.stageclear2: # do stuff
elif self.stageclear: # do stuff
- Tue Mar 07, 2023 12:09 am
- Forum: Ren'Py Questions and Announcements
- Topic: How to make calendar.month() show in renpy properly?
- Replies: 2
- Views: 318
Re: How to make calendar.month() show in renpy properly?
That seems like a monospace font thing more than anything else. Although I suppose I haven't actually run it. Yeah, it's aligned if you use a monospace font (like Courier).
- Tue Mar 07, 2023 12:07 am
- Forum: Ren'Py Questions and Announcements
- Topic: Using Python dictionaries in Ren'Py [Solved]
- Replies: 6
- Views: 7097
Re: Using Python dictionaries in Ren'Py [Solved]
At a certain point, wouldn't you simply use straight python instead of trying to fiddle with ren'py interpolation? (e.g., renpy.say("Hero's HP: {}".format(hero[tempstring])) if you really need it to be a say statement, but realistically this seems like the kind of thing that would be in UI...
- Mon Feb 27, 2023 10:10 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to make a "proper" splash screen :)
- Replies: 10
- Views: 754
Re: How to make a "proper" splash screen :)
Huh, never realized that presplash existed separately from splashscreen (for PC, anyway, I knew Android presplash is a thing because Android is usually slower). That said, in most ren'py games, the game will load so fast the presplash will probably blink in and out. In gaming, I always thought the s...
- Mon Feb 27, 2023 8:21 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] How to customize save/load screens (and remove from navigation screen)?
- Replies: 10
- Views: 520
Re: How to customize save/load screens (and remove from navigation screen)?
Yeah, the structure of the default gui is not... particularly transparent, imo. Long story short, you should build your save/load screens to standalone (by default, they both use the file_slots screen, which in turn uses game_menu, and if you don't understand the structure (which is fine, not a dig,...
- Sun Feb 26, 2023 9:02 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to make a "proper" splash screen :)
- Replies: 10
- Views: 754
Re: How to make a "proper" splash screen :)
Basically it sounds like OP is asking for the Adobe creative suite or Microsoft Office pop ups - this is not, however, how splash screens generally work in games and it's not supported by ren'py natively, afaik.
- Wed Feb 22, 2023 6:02 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Change minimum ysize or spacing of entries in history screen, while gui.history_height = None?
- Replies: 2
- Views: 281
Re: Change minimum ysize or spacing of entries in history screen, while gui.history_height = None?
If you're using the default history screen (which it appears you are), honestly, my first instinct would be to do this the quick and dirty way: screen history(): tag menu ## Avoid predicting this screen, as it can be very large. predict False use game_menu(_("History"), scroll=("vpgri...
- Wed Feb 22, 2023 5:34 am
- Forum: Ren'Py Questions and Announcements
- Topic: Strange bug with timer action [solved]
- Replies: 12
- Views: 665
Re: Strange bug with timer action
It's not the SetVariable connected to the timer, it's the ones in the buttons.
- Sun Feb 19, 2023 10:44 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Why does my custom screen disappear when I jump?
- Replies: 7
- Views: 565
Re: Why does my custom screen change when I jump?
That was my bad, meant renpy.random in general and brainfarted. Use whatever works for you.
- Fri Feb 17, 2023 9:49 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Why does my custom screen disappear when I jump?
- Replies: 7
- Views: 565
Re: Why does my custom screen change when I jump?
Choice in ATL is reevaluated every time the screen refreshes (which is whenever there is an interaction - button presses by default include a new interaction). Use renpy.random.random to pick your randoms and feed them to the screen via parameters.
- Wed Oct 26, 2022 9:57 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Using a List as a dict value in dialogue
- Replies: 2
- Views: 357
Re: Using a List as a dict value in dialogue
It's a limitation of square bracket interpolation - you should use renpy.say to use python .format interpolation. $renpy.say(None, "We're going {}!".format(Directions["up"][Invert]) #also do note up should be in quotes That said, not sure this is worth the effort given the simpli...