Search found 1910 matches

by philat
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).
by philat
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
by philat
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...
by philat
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.
by philat
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...
by philat
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.
by philat
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...
by philat
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
by philat
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...
by philat
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.
by philat
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:
by philat
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).
by philat
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("...
by philat
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'))