Search found 835 matches
- Fri Dec 25, 2020 5:12 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Using Hotspots [solved]
- Replies: 6
- Views: 892
Re: Using Hotspots
Hello. Probably the thing is a bit out of your reach, there's a messy ergonomy. You're using a screen with modal, and obviously as long this screen is on, no others (not even the choice menu, that's a screen on his own) will work properly. Try to restructure the interface. You want a screen that sur...
- Fri Dec 25, 2020 10:42 am
- Forum: Ren'Py Questions and Announcements
- Topic: Call Screen Refresh If Statements Always Evaluate To True
- Replies: 4
- Views: 981
Re: Call Screen Refresh If Statements Always Evaluate To True
Merry Xmas! Now I'm really curious to know what exactly is the case of use for delegating everything to screens. I mean, now the call seems redundant - all variables of a screen are automatically updated at interaction. The only idea I have is a "real time simulation" that happen inside a ...
- Fri Dec 25, 2020 9:58 am
- Forum: Ren'Py Questions and Announcements
- Topic: Having display time issues.
- Replies: 7
- Views: 1219
Re: Having display time issues.
It's Xmas! So, more than requested. init python: from datetime import datetime, timedelta def proceed(what): today =today +timedelta(minutes = what) timestring = today.strformat("%A %B %d %H:%M") default today = datetime(2020, 12, 25, 8, 30) default timestring = None label start: # initial...
- Fri Dec 25, 2020 12:29 am
- Forum: Ren'Py Questions and Announcements
- Topic: Call Screen Refresh If Statements Always Evaluate To True
- Replies: 4
- Views: 981
Re: Call Screen Refresh If Statements Always Evaluate To True
I'll reply for the way you actually wrote such code. Is a bit complex, but practically speaking your IF are not evaluated as True (as the log 6 should hint you). They aren't evaluated at all. IF is a double pass operation. Push the request and wait for a return byte. As your screen do nothing, and h...
- Thu Dec 24, 2020 5:38 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Which license for commercial game on Android?
- Replies: 3
- Views: 442
Re: Which license for commercial game on Android?
For the JDK commercial use you must subscribe Oracle Java SE, and price may vary, starting 2.50 dollars monthly fee for single device use. Here: https://www.oracle.com/java/java-se-subscription.html Here the price table: https://www.oracle.com/us/corporate/pricing/price-lists/java-se-subscription-pr...
- Thu Dec 24, 2020 11:42 am
- Forum: Ren'Py Questions and Announcements
- Topic: Renpy, PyGames and OpenGL in 2021
- Replies: 1
- Views: 855
Re: Renpy, PyGames and OpenGL in 2021
Renpygame is no longer here, and you should translate your minigame into a CDD to have it run under the main scope of renpy. You don't have any need to import pygame! Is already running (is what make renpy render stuff, in fact). You don't "call" minigames, they execute as part of default ...
- Sat Dec 19, 2020 10:33 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How can I remove the randomization from this code?
- Replies: 3
- Views: 582
Re: How can I remove the randomization from this code?
No, you didn't posted the way the battle is actually called (add here a smiley of your choice). Post here, if you have one (and surely you have) the line that in the code start a battle. Once I own that I can possibly reply. Cause is not a matter of how enemy are structured, but how the battle is ma...
- Sat Dec 19, 2020 4:29 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to display specific words or phrases in Japanese font when I want it to?
- Replies: 3
- Views: 669
Re: How to display specific words or phrases in Japanese font when I want it to?
You can use a variable.
Code: Select all
default tense = "悪因悪果"
label start:
"Beware of this: [tense]"
$ tense = “Evil cause, evil effect”
"Well, I was meaning: [tense]"
- Sat Dec 19, 2020 3:54 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to get special characters like æ and 兎 to show
- Replies: 4
- Views: 578
Re: How to get special characters like æ and 兎 to show
Drop it in the game folder.
Or use
"GUI/bunny.ttf".
Or use
"GUI/bunny.ttf".
- Sat Dec 19, 2020 3:41 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to select an imagebutton on click
- Replies: 3
- Views: 371
Re: How to select an imagebutton on click
From the docs: "This only makes sense when the button has a list of actions. For example: textbutton "Marsopolis": action [ SelectedIf(SetVariable("mars_flag", True)), SetVariable("on_mars", True) ] Now look your own code. It should be: action [SelectedIf(SetVariab...
- Sat Dec 19, 2020 3:29 pm
- Forum: Ren'Py Questions and Announcements
- Topic: There must be a more elegant way for me to write this menu...
- Replies: 3
- Views: 592
Re: There must be a more elegant way for me to write this menu...
I also suggest you to not use '0' or '1' to determine if something's here or not, True/None/False work better and shorten the code.
The check
'if terr.temple == 0'
become
'if not terr.temple'
It make easier later to sort out stuff and a lot of things that maybe you want to manipulate.
The check
'if terr.temple == 0'
become
'if not terr.temple'
It make easier later to sort out stuff and a lot of things that maybe you want to manipulate.
- Sat Dec 19, 2020 2:00 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How can I remove the randomization from this code?
- Replies: 3
- Views: 582
Re: How can I remove the randomization from this code?
The quoted code lack A LOT of usefull things, like how a battle is actualy called. You'll have more chance to get a proper reply writing the question at the cookbook recipe post or even via PM to author. There's a couple of things I don't even understand inspecting the code this way (like it's assig...
- Sat Dec 19, 2020 1:09 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to outline interface text?
- Replies: 2
- Views: 433
Re: How to outline interface text?
Reach the screens.rpy file, not the GUI file. Find this line: style gui_text: properties gui.text_properties("interface") Now add any other property you want. For outlining it should be: style gui_text: properties gui.text_properties("interface") outlines [(2,"#d474ae",...
- Fri Dec 18, 2020 10:47 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Help with efficient jumping between screens and labels?
- Replies: 10
- Views: 1172
Re: Help with efficient jumping between screens and labels?
(that happen when people use YouTube or Reddit as a source). One way to stage such extra scenes while a game is running is to A) Add a new screen B) Reference it to the navigation C) Use the 'replay' functions to start the extra scenes. https://www.renpy.org/doc/html/rooms.html#replay This way you c...
- Thu Dec 17, 2020 5:44 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to position an NVL menu?
- Replies: 4
- Views: 1169
Re: How to position an NVL menu?
Done this way: screen nvl(dialogue, items=None): window: style "nvl_window" has vbox spacing gui.nvl_spacing if not items: ## Displays dialogue in either a vpgrid or the vbox. if gui.nvl_height: vpgrid: cols 1 yinitial 1.0 use nvl_dialogue(dialogue) else: use nvl_dialogue(dialogue) ## Disp...