Search found 1910 matches
- Mon Jun 26, 2023 12:41 am
- Forum: Ren'Py Questions and Announcements
- Topic: [solved]properties 'anchor' and 'align' conflict with each other?
- Replies: 7
- Views: 688
Re: properties 'anchor' and 'align' conflict with each other?
I believe the point is that you should be using pos and anchor instead of align and anchor, because align is setting anchor and pos together (e.g., xalign 1.0 sets xanchor to 1.0 and xpos to 1.0).
- Sat Jun 17, 2023 8:09 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Show expression overwrites previous images
- Replies: 2
- Views: 211
Re: Show expression overwrites previous images
Seems like the path of least change here is to just use renpy.show rather that show expression.
Code: Select all
while pet_list:
$ renpy.show(pet_list[0], at_list=[Transform(xalign=1.0-len(/pet_list)/5)])
$ pet_list.pop(0)
pause 0.5
- Mon May 01, 2023 8:50 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Is there an easy way define ALL images in a folder?
- Replies: 4
- Views: 659
Re: Is there an easy way define ALL images in a folder?
From Ocelot's link: The image directory is named "images", and is placed under the game directory. When a file with the .jpg or .png extension is placed underneath this directory, the extension is stripped, the rest of the filename is forced to lowercase , and the resulting filename is use...
- Tue Apr 04, 2023 9:29 pm
- Forum: Ren'Py Questions and Announcements
- Topic: how to make a creator defined statement revertible
- Replies: 5
- Views: 497
Re: how to make a creator defined statement revertible
That's not the point _ticlock_ is making. They're saying that if whatever your CDS does when put in plain python in your game (e.g., $ yourObj.field += 1) participates in rollback properly, it should be the same when done through your CDS. Without specifics, it's impossible to tell what the issue is.
- Tue Apr 04, 2023 9:22 pm
- Forum: Ren'Py Questions and Announcements
- Topic: images on top of the imagemap and transparency of images
- Replies: 1
- Views: 294
Re: images on top of the imagemap and transparency of images
screen microscope(): default transparency_var = 1.0 imagemap: ground "microscope iddle.png" #idle hover "microscope hover.png" hotspot (36, 428, 449, 70) action SetScreenVariable("transparency_var", max(0, transparency_var - 0.05)) hotspot (35, 589, 449, 69) action Set...
- Tue Apr 04, 2023 9:16 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Looping Sound Effects: Multiple Channels/Functions/While Loops at once?
- Replies: 3
- Views: 570
Re: Looping Sound Effects: Multiple Channels/Functions/While Loops at once?
I would probably look into using silences (https://www.renpy.org/doc/html/audio.ht ... ng-silence ) to loop using the built-in audio tools rather than trying to use a while loop.
- Mon Apr 03, 2023 1:17 am
- Forum: Ren'Py Questions and Announcements
- Topic: Method for dealing with dialog in a large game?
- Replies: 3
- Views: 409
Re: Method for dealing with dialog in a large game?
I guess I'm confused with the ask. If you're asking for something like the Interactive Director, it exists, but .rpy files fundamentally are just text files. You can have python in python blocks, yes, but renpy script is not python and is already very simple to write in. What are you trying to accom...
- Sun Apr 02, 2023 9:56 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] choice menu position change for one scene
- Replies: 2
- Views: 425
Re: choice menu position change for one scene
You can use menu arguments to pass in information to the choice screen (or simply use a different screen if that is more comfortable to you). https://www.renpy.org/doc/html/menus.ht ... -arguments
- Sun Apr 02, 2023 9:47 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Can I modify vpunch/hpunch default behavior?
- Replies: 2
- Views: 447
Re: Can I modify vpunch/hpunch default behavior?
define vpunch = Move((0, 10), (0, -10), .10, bounce=True, repeat=True, delay=.275) define hpunch = Move((15, 0), (-15, 0), .10, bounce=True, repeat=True, delay=.275) is in 00definitions.rpy. I would recommend using this as a template to define your own (e.g., define my_vpunch = Move((0, 20), (0, -2...
- Mon Mar 27, 2023 7:55 am
- Forum: Ren'Py Questions and Announcements
- Topic: it's there anyway to make a button draggable?
- Replies: 1
- Views: 278
Re: it's there anyway to make a button draggable?
You can assign a clicked action to a draggable so that it acts as a button.
- Mon Mar 27, 2023 7:53 am
- Forum: Ren'Py Questions and Announcements
- Topic: i can't get this code right...
- Replies: 2
- Views: 321
Re: i can't get this code right...
Code: Select all
if check_bag in inside_bag:
- Mon Mar 20, 2023 11:37 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Change character sprite depending on if the character is talking or not
- Replies: 6
- Views: 563
Re: Change character sprite depending on if the character is talking or not
I bothered to look at the auto highlight code, and the condition should probably be "speaking_char == 'trina'" (note the use of single vs double quotes to preserve the string).
- Mon Mar 20, 2023 9:02 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] How can I refresh screen elements on mousewheel scroll?
- Replies: 4
- Views: 386
Re: How can I refresh screen elements on mousewheel scroll?
Seems like it would make more sense to just place the element in the screen itself, tbh. default showtext = None for i, worker in enumerate(list(workers.keys())): button: background Color(workers[worker]) xysize(profileWidth, profileHeight) if showtext==i: text worker hovered SetScreenVariable("...
- Mon Mar 20, 2023 1:51 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Change character sprite depending on if the character is talking or not
- Replies: 6
- Views: 563
Re: Change character sprite depending on if the character is talking or not
"speaking_char = trina" should be "speaking_char == trina"
- Sun Mar 19, 2023 9:33 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Change character sprite depending on if the character is talking or not
- Replies: 6
- Views: 563
Re: Change character sprite depending on if the character is talking or not
Haven't looked at the auto highlight code, but you could probably just stick the ConditionSwitch in the At().
Code: Select all
image chelsea_cs = ConditionSwitch(#stuff)
image chelsea neutral = At('chelsea_cs', sprite_highlight('chelsea'))