Never tried it, but the thread you're looking for is probably this one.
http://lemmasoft.renai.us/forums/viewto ... =8&t=29410
Search found 1912 matches
- Mon Aug 17, 2015 1:16 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Using the slider bar to manipulate the im.Matrix settings?
- Replies: 5
- Views: 2084
- Fri Aug 14, 2015 6:10 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Aligning side image to top of variable-height textbox?
- Replies: 2
- Views: 452
Re: Aligning side image to top of variable-height textbox?
The easiest way is to have the side image inside the textbox, I suppose. You'd need to partition it separately though, with an hbox for the side image.
- Wed Aug 12, 2015 3:08 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Switching the translation file if 'female' is chosen.
- Replies: 8
- Views: 1168
Re: Switching the translation file if 'female' is chosen.
I would assume it's the first person pronouns that are the issue. Anyway, if you need to switch after the game is started (i.e., assuming that the choice of language is in preferences and accessible at any time, not just at the beginning of the game, someone could start the game, be playing, and the...
- Wed Aug 12, 2015 2:05 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Creating a graphics toggle without using if/else?
- Replies: 7
- Views: 1465
Re: Creating a graphics toggle without using if/else?
One tip for the forums, surround your coding with [ code ] . . . [/ code ] (without the spaces), this leaves all the indentation in, and is helpful for figuring out where indent errors might be occurring. Another tip, instead of saying "if X == True" or "if X == False" you can j...
- Wed Aug 12, 2015 1:51 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [REOPEN] Prevent (text)button from being activated by enter
- Replies: 22
- Views: 3029
Re: Preventing (text)button from being activated with enter
Well, in that case isn't there no reason not to use use Return() without the If() part?
- Wed Aug 12, 2015 9:26 am
- Forum: Ren'Py Questions and Announcements
- Topic: [REOPEN] Prevent (text)button from being activated by enter
- Replies: 22
- Views: 3029
Re: Preventing (text)button from being activated with enter
I've never had reason to do it so I don't know off the top of my head. But I would assume that whatever you're using for the randomizer button is keying in on that text anyway?
- Wed Aug 12, 2015 8:49 am
- Forum: Ren'Py Questions and Announcements
- Topic: Moving sprites/NPC?
- Replies: 2
- Views: 511
Re: Moving sprites/NPC?
You're better off with other tools that are specifically made for that kind of gameplay (RPGMaker), to be honest.
- Wed Aug 12, 2015 8:48 am
- Forum: Ren'Py Questions and Announcements
- Topic: Imagebuttons
- Replies: 6
- Views: 1345
Re: Imagebuttons
Imagebuttons need at least ground and hover images. They don't take one image directly.
- Wed Aug 12, 2015 8:48 am
- Forum: Ren'Py Questions and Announcements
- Topic: Main menu problème
- Replies: 14
- Views: 838
Re: Main menu problème
Try deleting the imagemap cache.
- Sun Aug 09, 2015 11:47 am
- Forum: Ren'Py Questions and Announcements
- Topic: Exporting a player's path into a text file
- Replies: 2
- Views: 605
Re: Exporting a player's path into a text file
http://lemmasoft.renai.us/forums/viewto ... 91#p354974
Depending on how many choices there are though, it may just be easier to check for variables and call up those files within the game after each playthrough.
Depending on how many choices there are though, it may just be easier to check for variables and call up those files within the game after each playthrough.
- Sun Aug 09, 2015 11:43 am
- Forum: Ren'Py Questions and Announcements
- Topic: [REOPEN] Prevent (text)button from being activated by enter
- Replies: 22
- Views: 3029
Re: Preventing (text)button from being activated with enter
I haven't tried this, but wouldn't it be simpler to tweak trooper6's approach and stick a key statement into choose_first_name and choose_second_name? Something like: screen choose_first_name: # input code # button code key "K_RETURN" action If(input_text, Return(), NullAction()) # assumin...
- Sun Aug 02, 2015 4:28 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Choice based endings, alternating events?
- Replies: 9
- Views: 1324
Re: Choice based endings, alternating events?
I was talking to OP. I would imagine that you wouldn't really want that variable to persist across plays, but that's just a matter of how you envision it working.
- Sun Aug 02, 2015 2:11 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Willingness for Renpy devs to expose transient for say
- Replies: 15
- Views: 1753
Re: Willingness for Renpy devs to expose transient for say
I'm sorry if this comes across as non-responsive to the question, but I still can't quite understand why you can't just use ATL (not transitions) and {nw} to achieve the same end result with far less hassle. I mean, it seems like the only reason interact must be false is that you don't want the play...
- Sun Aug 02, 2015 1:42 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Basic imagemap Menu Question [SOLVED]
- Replies: 2
- Views: 561
Re: Basic imagemap Menu Question
You can download the sample game that's attached to that tutorial and see where it's placed in that script.
- Sun Aug 02, 2015 1:41 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Choice based endings, alternating events?
- Replies: 9
- Views: 1324
Re: Choice based endings, alternating events?
Study the code of The Question for how to use if/else conditions and variables.