Search found 159 matches
- Sun May 31, 2020 4:13 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Buttons in draggable vpgrid ignore drag attempts
- Replies: 2
- Views: 258
Re: Buttons in draggable vpgrid ignore drag attempts
Unfortunately I don't believe drags behave differently in this regard. The button would still swallow the drag attempt. Additionally as drags unconditionally render all content it would also incur a hefty performance cost when compared to the vpgrid which renders only children that will appear on sc...
- Sun May 31, 2020 12:32 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Buttons in draggable vpgrid ignore drag attempts
- Replies: 2
- Views: 258
Buttons in draggable vpgrid ignore drag attempts
The setup: - Picture a large grid of buttons, let's say for example 10x10, 100 buttons. - There's space enough screen space to show a 5x4 subset. - It's the basis for a puzzle where the goal is to find the "correct" button. - I would like to be able to use draggable True on the vpgrid. - ...
- Sat May 30, 2020 10:25 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to center text in a textbutton?
- Replies: 12
- Views: 567
Re: How to center text in a textbutton?
How you tackle this hinges on what it is you actually want: - Do you want a button that's the size of the background image, with the text centred on it? - Or do you want a button that's the size of your text with the background adjusted to fill it? If the first, then MaydohMaydoh's solution along wi...
- Mon Apr 13, 2020 1:24 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Transforming tags
- Replies: 0
- Views: 381
Transforming tags
From time to time it makes sense to use a show expression statement using the as clause to tag it so it's easy to hide later. This functionality works great. I would like to do something similar for applying transforms. As far as I'm aware the only way to achieve this is to repeat the entire show ex...
- Sun Apr 12, 2020 3:11 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Scrolling Credits - Long Lag Time Before They Appear
- Replies: 5
- Views: 460
Re: Scrolling Credits - Long Lag Time Before They Appear
Assuming that the frame containing the credits is correctly sized (it should be, Ren'Py should expand it to include all your text), you can use this tweaked transform to start with the top of the frame aligned with the bottom of the screen, and slowly move up until the bottom of the frame is aligned...
- Sun Mar 22, 2020 2:44 am
- Forum: Ren'Py Questions and Announcements
- Topic: InputValue and Editing Values on a Screen
- Replies: 6
- Views: 960
Re: InputValue and Editing Values on a Screen
I think this is what you were aiming for, we'll see. First problem is multiple inputs on one screen. You can only ever edit one at a time, so we need some kind of focus control - in this case the active var. We also modulus this when using it to ensure we loop around the inputs in both directions. T...
- Sat Mar 21, 2020 10:46 pm
- Forum: Development of Ren'Py
- Topic: Ren'Py Gripes
- Replies: 556
- Views: 564010
Re: Ren'Py Gripes
We have the behind keyword for repositioning a layer further back from the screen than it started, but there's no way to easily achieve the inverse when dealing with multiple layers. For example if we have four sprites: A, B, C and D; displayed in that order, then to move B in front of C, we need to...
- Sat Feb 29, 2020 11:03 am
- Forum: Ren'Py Questions and Announcements
- Topic: Different random after scroll back
- Replies: 12
- Views: 1346
Re: Different random after scroll back
Assuming the "cheat" is changing a decision made prior to the random call, another option (depending on how linear the game is) could be to go back to RenPy's rollback-compatible random and combine it with fixed rollback[1], which would allow rollback but not changing the decision/bet alre...
- Sat Feb 15, 2020 7:18 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Proper way of using classes
- Replies: 7
- Views: 872
Re: Proper way of using classes
I'm a little confused by this thread, so please disregard if I'm way off base here. The tl;dr is in bold . ;) Firstly, the original post does (at least at the time of reading) create an instance of the Time class in the final line of the first block. While - as Kia correctly points out - time is a m...
- Fri Feb 14, 2020 1:33 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Create an animation with time parameters
- Replies: 6
- Views: 958
Re: Create an animation with time parameters
as runner is effectively naming what's displayed for Ren'Py's benefit, so that when you do the next show ... as runner it's replaced, rather than being shown along side or on top of it. runner in this instance is just a name I picked for the purposes of the demo, it could be anything that's not con...
- Wed Feb 12, 2020 9:45 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Create an animation with time parameters
- Replies: 6
- Views: 958
Re: Create an animation with time parameters
I believe the most direct equivalent of what you're asking for would be something like: transform run(t): "images/001.jpg" t "images/002.jpg" t "images/003.jpg" t repeat label start: show expression run(.3) as runner j "Hi" show expression run(.1) as runner j ...
- Tue Jan 28, 2020 9:56 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [solved] An issues with narrator.add_history - doesn't register values of variables
- Replies: 8
- Views: 851
Re: [solved] An issues with narrator.add_history - doesn't register values of variables
Because it seems like it may be of interest, here's a brief explanation of why this happens (and even why it's not considered a bug). Hope you find it helpful and/or interesting. :) If you're using the default history screen found in the screens.rpy file created when starting a project, then substit...
- Tue Jan 28, 2020 6:49 am
- Forum: Ren'Py Questions and Announcements
- Topic: Save/Load screen exception that is carrying over from previous versions
- Replies: 6
- Views: 632
Re: Save/Load screen exception that is carrying over from previous versions
This reads like a player entering a custom save name containing interpolation that's not getting sanitised correctly by the game, resulting in the interface trying to substitute the [Epic] part. Overload-52 if you're a player, then the reason your reset didn't work is that because it's the name of y...
- Mon Jan 27, 2020 8:16 am
- Forum: Ren'Py Questions and Announcements
- Topic: ATL sprite crossfade?
- Replies: 6
- Views: 643
Re: ATL sprite crossfade?
If the new image footprint is identical or smaller, and the old image is completely opaque then you can potentially just skip the on replace part so that the new image "pops-in" while obscured by the old as soon as it's used with show , and rely on the on replaced behaviour to fade out the...
- Mon Jan 20, 2020 2:51 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to 'stop' game when I show player interactivemap?
- Replies: 8
- Views: 983
Re: How to 'stop' game when I show player interactivemap?
You don't need a Return() that way, you can simply Hide() as action. That doesn't require the need to directly hide the screen. Anyway, I suppose that button is there to actually show somethingm, probably that map screen... Who knows XD. Unfortunately using Hide (and removing the hide screen line c...