Search found 71 matches

by Nova Alamak
Wed Jul 23, 2014 4:36 pm
Forum: Ren'Py Questions and Announcements
Topic: Making a Glossary Screen
Replies: 9
Views: 1281

Re: Making a Glossary Screen

Well, I immediately get:

Code: Select all

AttributeError: 'StoreModule' object has no attribute 'x'
Are you sure I don't have to do something else with the variable? Like, define it with something that points to the style? That's what I was asking before but maybe I wasn't clear or something.
by Nova Alamak
Wed Jul 23, 2014 3:34 pm
Forum: Ren'Py Questions and Announcements
Topic: Stopping advancement at custom menus
Replies: 8
Views: 1823

Re: Stopping advancement at custom menus

Thank you very much, Alex! The call statement strategy is just what I needed. I think I'm on the right track now!
by Nova Alamak
Wed Jul 23, 2014 3:17 pm
Forum: Ren'Py Questions and Announcements
Topic: Making a Glossary Screen
Replies: 9
Views: 1281

Re: Making a Glossary Screen

Don't I have to do something with the variable before this? How do you make the style you set for the button (in this case a textbutton) check for the variable value?
by Nova Alamak
Wed Jul 23, 2014 3:13 pm
Forum: Ren'Py Questions and Announcements
Topic: Stopping advancement at custom menus
Replies: 8
Views: 1823

Re: Stopping advancement at custom menus

I'm having this problem too! My menus are just screens though. If they're displayed, all I want to do is keep the player from moving on with the story while they're open. Lots of people have recommended disabling the mouse, but that would A) not disable the spacebar advance and B) keep them from bei...
by Nova Alamak
Wed Jul 23, 2014 2:59 pm
Forum: Ren'Py Questions and Announcements
Topic: How to stop click-anywhere advance...
Replies: 14
Views: 5871

Re: How to stop click-anywhere advance...

I can't figure this out either! I'm having a very similar problem. All I want to do is disable the say window when a different screen is being shown so that the story doesn't keep moving while I have other things displayed. Seems like it should be a really simple solution but there isn't anything on...
by Nova Alamak
Wed Jul 23, 2014 2:53 pm
Forum: Ren'Py Questions and Announcements
Topic: Making a Glossary Screen
Replies: 9
Views: 1281

Re: Making a Glossary Screen

Right, so that didn't really answer my question. I understood it insofar as "you have to create an action class for the 'selected' state to work," but why is selected even a state if you have to build it yourself? I didn't get understand the rest of it. All I'm trying to do is figure out h...
by Nova Alamak
Sun Jul 20, 2014 1:22 pm
Forum: Ren'Py Questions and Announcements
Topic: Making a Glossary Screen
Replies: 9
Views: 1281

Re: Making a Glossary Screen

So I didn't really understand that tutorial you linked to but maybe you can clarify: style.musicroom_musiclabel.background = Frame("images/interface/music_library_button.png", 25, 25) This looks like what you're talking about. The thing is, this isn't for a music room so I assume the first...
by Nova Alamak
Fri Jul 18, 2014 4:55 pm
Forum: Ren'Py Questions and Announcements
Topic: Making a Glossary Screen
Replies: 9
Views: 1281

Making a Glossary Screen

I've read several tutorials on here about making things in screen language, mainly item menus and the like; I'm trying to make a list menu the game can update as the player gains new information on specific places, terms, creatures etc. I've gotten it to the point where I can make a list on the left...
by Nova Alamak
Sat Jul 05, 2014 1:42 pm
Forum: Ren'Py Questions and Announcements
Topic: Keeping text shown during transitions
Replies: 33
Views: 13510

Re: Keeping text shown during transitions

Thank you! I finally found a way around this persistent issue. The first solution you offered worked, but it would be kind of cumbersome to manually do that every time you wanted to use a transition mid-dialogue. The second one had the same effect, and I assume "window auto" stays in place...
by Nova Alamak
Fri Jul 04, 2014 5:29 pm
Forum: Ren'Py Questions and Announcements
Topic: Keeping text shown during transitions
Replies: 33
Views: 13510

Re: Keeping text shown during transitions

Bump! Can someone answer this person? I'm having the same problem. Adding the line of code to my init area doesn't keep the text box from disappearing when something like this happens: init: define yj = Character('Yolk') image yolk normal = "YolkBase.png" label start: yj "Neither do I...
by Nova Alamak
Sun Jun 08, 2014 1:47 pm
Forum: Ren'Py Questions and Announcements
Topic: [OK]How to test run partial part of game-certain script only
Replies: 12
Views: 3180

Re: [OK]How to test run partial part of game-certain script

I tried to jump to the label "act1" in my VN and it isn't working... I open the console and type: jump act1 and it just returns with invalid syntax errors. What am I doing wrong?