Search found 159 matches
- Thu Aug 14, 2014 5:07 pm
- Forum: Ren'Py Questions and Announcements
- Topic: SetVariable not setting variable [solved]
- Replies: 5
- Views: 2806
Re: SetVariable not setting variable
I'm trying to get the game to remember which file the player chose for their game so the game can save over it automatically, like how the Souls series saves whenever you do anything. It's for a higher difficulty setting, where it's impossible to take back your decisions, it's just odd that I can't ...
- Thu Aug 14, 2014 4:34 pm
- Forum: Ren'Py Questions and Announcements
- Topic: SetVariable not setting variable [solved]
- Replies: 5
- Views: 2806
Re: SetVariable not setting variable
I have no idea how this whole thing is useful but you should be able to call renpy.newest_slot() with a custom screen action if that helps you out. **Calling default Ren'Py menu screens (save/load/preferences, etc..) using ShowMenu pools ya right out of games context. That's why you SetVariable doe...
- Thu Aug 14, 2014 12:35 pm
- Forum: Ren'Py Questions and Announcements
- Topic: SetVariable not setting variable [solved]
- Replies: 5
- Views: 2806
SetVariable not setting variable [solved]
I'm trying to get my game to remember the slot the player last manually saved in. If there's a way to call renpy.newest_slot() when the screen closes, that could work, but I cannot recall if there's a way to do that. As an alternative, I'm using the SetVariable() action when the player saves or load...
- Thu Aug 14, 2014 12:02 pm
- Forum: Ren'Py Questions and Announcements
- Topic: displaying images in tooltips [answered]
- Replies: 2
- Views: 401
Re: displaying images in tooltips
Second one, then. Thanks for the help.
- Thu Aug 14, 2014 10:27 am
- Forum: Ren'Py Questions and Announcements
- Topic: displaying images in tooltips [answered]
- Replies: 2
- Views: 401
displaying images in tooltips [answered]
Is such a thing possible? I'd like to have it so that hovering over a list of buttons will show more details of the options on the other part of the screen, ideally with an image. I've been making liberal use of the tooltip class for doing so with text, but is there a way to pass it an image to disp...
- Wed Jun 04, 2014 8:30 pm
- Forum: Ren'Py Questions and Announcements
- Topic: tooltip not tool tipping [solved]
- Replies: 6
- Views: 606
Re: tooltip not tool tipping [solved]
Good to know for the future. Thanks
- Wed Jun 04, 2014 8:26 pm
- Forum: Ren'Py Questions and Announcements
- Topic: tooltip not tool tipping [solved]
- Replies: 6
- Views: 606
Re: tooltip not tool tipping
Well that was well timed. Out of curiosity, any idea why? screen scopes? or just something to do with Default and use?
- Wed Jun 04, 2014 8:17 pm
- Forum: Ren'Py Questions and Announcements
- Topic: tooltip not tool tipping [solved]
- Replies: 6
- Views: 606
Re: tooltip not tool tipping
How very strange. The issue I'm having is that the tooltip doesn't change when you hover over the buttons. It just stays the default. This is actually only half a screen. "Character" is the parent screen, and this one is included with a "use" statement, not that I think that shou...
- Wed Jun 04, 2014 6:51 pm
- Forum: Ren'Py Questions and Announcements
- Topic: tooltip not tool tipping [solved]
- Replies: 6
- Views: 606
tooltip not tool tipping [solved]
I'm sure it's something inane that I'm missing, but I can't get my tooltip to change with the .Action("value") action. I stuck it as a hover action like in the documentation, but it's not behaving the way I though it would. Suggestions? code: init python: activeInventory = 0 screen charact...
- Tue Apr 29, 2014 11:11 pm
- Forum: Ren'Py Questions and Announcements
- Topic: screens and layers
- Replies: 9
- Views: 3161
Re: screens and layers
It's certainly not a bad suggestion, but it's not quite what I was looking for. In particular I needed to keep certain elements on the master layer so as not to mess with the semantics of show statements too much. Everything outside of this particular issue, however, I can just use zorders, though.
- Fri Mar 14, 2014 2:40 pm
- Forum: Ren'Py Questions and Announcements
- Topic: screens and layers
- Replies: 9
- Views: 3161
Re: screens and layers
Result: "Error: Say (or Show) statement must return text object," or something to that effect. Though I figured out a partial solution using ui.layer('special'). I can't wrap the entire nvl screen in it, or the menu doesn't display, but if I wrap only the half I expect to use images in ui....
- Wed Mar 12, 2014 6:53 pm
- Forum: Ren'Py Questions and Announcements
- Topic: screens and layers
- Replies: 9
- Views: 3161
Re: screens and layers
It's more than I knew 5 minutes ago, so thank you. I'll give it a try and we'll see what happens.
- Wed Mar 12, 2014 6:43 pm
- Forum: Ren'Py Questions and Announcements
- Topic: screens and layers
- Replies: 9
- Views: 3161
Re: screens and layers
Okay. I've never quite done anything like that in RenPy before, so before I break everything for everyone else in the project to figure it out, I'll just ask. To do that I would have to do something like this, then: screen nvl: ##this is what the nvl_screen RenPy function will call on "show&quo...
- Wed Mar 12, 2014 6:20 pm
- Forum: Ren'Py Questions and Announcements
- Topic: screens and layers
- Replies: 9
- Views: 3161
Re: screens and layers
Hm, that is tricky. The screen I'm wanting to re-assign is the nvl screen. I suppose the only way to make that work would be to move all of the logic in the nvl screen into a custom one and change the actual nvl screen to that on "show" action Show("nvl_proxy", _layer="speci...
- Tue Mar 11, 2014 8:39 pm
- Forum: Ren'Py Questions and Announcements
- Topic: screens and layers
- Replies: 9
- Views: 3161
screens and layers
I know you can show a screen on a predefined layer with renpy.show_screen, but is there a kosher, screen-language friendly way of setting a specific screen's default layer? I'd like to have some screen-based UI stuff appear behind the master layer. I know I can move the master layer forward, but the...