Search found 101 matches
- Sun Dec 17, 2017 1:20 pm
- Forum: Ren'Py Cookbook
- Topic: [Tutorial] Making a Separate Content Patch
- Replies: 7
- Views: 19697
Re: [Tutorial] Making a Separate Content Patch
A developer that wants to patch updates or fixes to a single base game would best find a solution that's simpler and more direct, like replacing the script or archive file(s) in the game directory with a newer version, or just uploading a new build entirely. I can't predict what situations every dev...
- Fri Dec 15, 2017 3:19 pm
- Forum: Ren'Py Cookbook
- Topic: [Tutorial] Making a Separate Content Patch
- Replies: 7
- Views: 19697
Re: [Tutorial] Making a Separate Content Patch
Good to see this in action, nice tutorial. However, I still wonder how I can actually CHANGE stuff with a patch - I mean stuff that was present before I even thought of the patch. Like, overwrite screens, functions and labels. Using this method, you won't be able to directly overwrite anything in a...
- Wed Nov 01, 2017 10:42 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [solved] Updated NVL clearing?
- Replies: 3
- Views: 1188
Re: Updated NVL clearing?
I tried a number of things to see if they fixed it, and I think I found the problem, but I don't know what's really gone wrong. I'm using code from this article to add readback functionality to the game: https://www.renpy.org/wiki/renpy/doc/cookbook/Text_History Deleting the code I pasted from there...
- Wed Nov 01, 2017 10:09 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [solved] Updated NVL clearing?
- Replies: 3
- Views: 1188
[solved] Updated NVL clearing?
I'm working on a project, and happily updated to the latest renpy version when it came out. I've now noticed that the NVL screen is acting differently for my build. Instead of displaying lines one by one, and only hiding the previous lines once the "nvl clear" command was entered, the game...
- Mon Oct 23, 2017 12:13 am
- Forum: Ren'Py Questions and Announcements
- Topic: Use quick_menu causing errors on new game
- Replies: 9
- Views: 939
Re: Use quick_menu causing errors on new game
if the "use quick menu" code is the first thing after the start of the say screen, it will happen below everything else on the say screen. It may just be hidden under the textbox window.
- Sun Oct 22, 2017 11:39 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Use quick_menu causing errors on new game
- Replies: 9
- Views: 939
Re: Use quick_menu causing errors on new game
From what I can tell, the problem is the variable "yvalue" which is set to be modified by the "Log" button on the quick menu. I'd check your code over for that variable, and make sure it's defined somewhere, probably in an init block.
- Sun Oct 22, 2017 10:54 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Use quick_menu causing errors on new game
- Replies: 9
- Views: 939
Re: Use quick_menu causing errors on new game
try unindenting the "use quick_menu" line once (delete four spaces). right now, the indentation puts it inside the window within the say screen, not just placed on top of the base screen.
- Fri Oct 20, 2017 7:17 pm
- Forum: Ren'Py Questions and Announcements
- Topic: <<Solved>> Can I make a yes/no prompt before the main screen?
- Replies: 7
- Views: 4445
Re: Can I make a yes/no prompt before the main screen?
True, but using the default confirm screen is the quickest and easiest solution to the problem, requiring no additional code, resources or complex knowledge of screen language. In many cases, it would be preferable, since it keeps the game's style consistent. If you want more customization, a new sc...
- Fri Oct 20, 2017 5:37 pm
- Forum: Ren'Py Questions and Announcements
- Topic: <<Solved>> Can I make a yes/no prompt before the main screen?
- Replies: 7
- Views: 4445
Re: Can I make a yes/no prompt before the main screen?
Renpy already comes with a Yes/No confirm screen by default. You can use it like this:
Code: Select all
label splashscreen:
call screen confirm(message="Proceed to play the game?", yes_action=Return(), no_action=Quit(confirm=False))
return
- Fri Oct 20, 2017 3:25 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Choice Displayed with brief pause inbetween items?
- Replies: 2
- Views: 1038
Re: Choice Displayed with brief pause inbetween items?
This is something that won't be easily accomplished in the script. The effect is possible, however. One way to do it is to program the choice menu in screens.rpy to have a number of variant transforms for each choice, with incrementing pauses before they fade in, which is similar to how it seems you...
- Thu Oct 19, 2017 10:22 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Show Image with Random Choice? [solved]
- Replies: 4
- Views: 654
Re: Show Image with Random Choice? Help!
When are you expecting the rock image to appear? As the code you gave runs, the image will show, but immediately be removed by the "return" command as the game returns to the main menu. Thus, the rock image is gone before the player sees it. are you sure the image wasn't meant to be shown ...
- Thu Oct 19, 2017 11:54 am
- Forum: Ren'Py Questions and Announcements
- Topic: <Solved> Is it possible to set a max and min value for each value in a list and the list as a whole?
- Replies: 6
- Views: 931
Re: Is it possible to set a max and min value for each value in a list and the list as a whole?
If you just want a simple min/max value that covers all values in both lists, you could do something like this: $ exposure_list = [0,0,0,0,0,0,0,0,0] $ desire_list = [0,0,0,0,0,0,0,0,0] $ exposure_list_max = 5 $ exposure_list_min = 0 $ desire_list_max = 10 $ desire_list_min = 0 label sleep_stuff: $ ...
- Thu Oct 19, 2017 11:22 am
- Forum: Ren'Py Questions and Announcements
- Topic: inline conditional text, "some text"if(this)"write this too"
- Replies: 6
- Views: 989
Re: inline conditional text, "some text"if(this)"write this too"
you won't be able to remove the "else" part from inline. That's just how python works. (else "") will work if you want nothing to happen, and so will (else None). The usual way of using the narrator will not work here because it is a python statement. Renpy knows to assume the na...
- Thu Oct 19, 2017 3:40 am
- Forum: Ren'Py Questions and Announcements
- Topic: How to make a character jump?
- Replies: 7
- Views: 1012
Re: How to make a character jump?
You have the order wrong. The "at" statement should be before the "with" statement.
Code: Select all
show andy sad bothhands at right, small_jump with dissolve
- Thu Oct 19, 2017 1:25 am
- Forum: Ren'Py Questions and Announcements
- Topic: Centering Who Text
- Replies: 3
- Views: 496
Re: Centering Who Text
You'll want to find the "Say" screen, usually near the top of screens.rpy, and modify the text fields for the namebox to have xalign 0.5 For example, take the following: if who: text who id "who" And add an xalign statement: if who: text who id "who" xalign 0.5 You may ...