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Re: Ren'Py Gripes
Posted: Wed Nov 16, 2011 10:48 am
by PyTom
What are you doing?
When you're in an interaction already, renpy.restart_interaction() is how you restart the screen. If you want to do a traditional event loop, you can try:
Code: Select all
while True:
# update screen.
renpy.pause(0)
[code]
Screen setup is fairly slow, however, so the while-loop approach isn't as good in Ren'Py as it is in pygame.
Re: Ren'Py Gripes
Posted: Wed Nov 16, 2011 10:57 am
by jack_norton
My most recent gripe is that the autoupdater is not available yet. Had just to reupload 2 times 3 files of 50mb each with my ultrapoor connection and it was really painful

Re: Ren'Py Gripes
Posted: Wed Nov 16, 2011 10:58 am
by PyTom
Working on it - but the autoupdater will still require you to upload a 50mb file, at least once.
Re: Ren'Py Gripes
Posted: Wed Nov 16, 2011 11:11 am
by netravelr
So I'm implementing a store with my own version of a Tooltip with some extended functionality. I have a screen that I created that will show the stats that an item has when the player moves his mouse over a textbutton that I have created. So I have the screen change its values whenever a hovered event occurs, but it will only update whenever I call an interact function which can only happen at the end because otherwise the game will crash (you can't interact in an interact, or so I'm told.)
Some source code:
Code: Select all
def showIngredientScreen(ingredient):
#have to do this cause currentIngredient = ingredient doesn't work
currentIngredient.name = ingredient.name
currentIngredient.cost = ingredient.cost
currentIngredient.healthiness = ingredient.healthiness
currentIngredient.taste = ingredient.taste
currentIngredient.speed = ingredient.speed
currentIngredient.creativity = ingredient.creativity
currentIngredient.quality = ingredient.quality
renpy.show_screen("ingredientScreen");
....
if(storeType == "Buy"):
ui.at(Move((1.0, 0.0, .5,.0), (0.0, 0.0,.0,.0), 0.5))
ui.frame()
ui.text("{size=+18}Please select an item::{/size}")
ui.at(Move((1.0, 0.7, .5,1.0), (0.0, 0.7,.0,1.0), 0.5))
ui.side(['c', 'b', 'r'], spacing=5)
vp = ui.viewport(xmaximum=400, ymaximum=400, mousewheel = True)
ui.vbox()
for element in paulStoreItems:
ui.textbutton(element.name, clicked=ui.returns(element),hovered=showIngredientScreen(element), xminimum = 400)
ui.textbutton("Nevermind", clicked=ui.returns("goback"))
ui.close()
ui.bar(adjustment=vp.xadjustment, style='scrollbar')
ui.bar(adjustment=vp.yadjustment, style='vscrollbar')
ui.close()
result = ui.interact()
Re: Ren'Py Gripes
Posted: Wed Nov 16, 2011 11:36 am
by PyTom
If you call renpy.restart_interaction(), the values should update.
Re: Ren'Py Gripes
Posted: Wed Nov 16, 2011 11:39 am
by jack_norton
PyTom wrote:Working on it - but the autoupdater will still require you to upload a 50mb file, at least once.
Of course, I know. But it's already a big step, today I uploaded it 2 times, when the changes were only a 5kb text file and was a bit of a waste of bandwidth/time

Re: Ren'Py Gripes
Posted: Mon Nov 21, 2011 5:00 pm
by gas
Ren'py lack a "pushed" style for buttons and bars. I know, it's just a little quirk, but I would really enjoy a further Ren'py release where the interactive elements can have this kind of behaviour.
Like in Flash and Actionscript, where you can define a button/bar, with an image for the "pushed" state. The state change and stay until you press...well, can be easily seen by minimizing your web browser...
The interaction start when you stop pushing the button or with a given delay (even istantly).
So you will have different states for buttons:
Inactive
Inactive_hovered
Inactive_clicked
Active_idle
Active_hovered
Active_cliked
This would make buttons and other interactive elements more...ehr...interactive.
I dunno if I was good in the exposition, and I'm sure with some Python and Class "wrestling" is not so hard to achieve...but I risk to pass my life trying to do it.
Re: Ren'Py Gripes
Posted: Mon Nov 21, 2011 6:41 pm
by PyTom
That's a good idea. I probably will wait until I redo styles to implement it, but that's just a matter of time.
Re: Ren'Py Gripes
Posted: Mon Nov 21, 2011 6:52 pm
by jack_norton
Ah another thing before I forget: possibility to change mouse pointer based on hovering a UI gadget (text/image button, area, etc)? Not much useful on VN but on dating sims and other games yes (for example an adventure, you hover the mouse over an item and becomes a looking-glass indicating the player the action that can be done). Probably would be enough an extra parameter to define the mouse change? like mouse_over="gfx/lookingglass.png"

Re: Ren'Py Gripes
Posted: Mon Nov 21, 2011 7:40 pm
by PyTom
It would probably be a style attribute. It would only work on buttons, bars, and hyperlinks.
Re: Ren'Py Gripes
Posted: Tue Nov 22, 2011 3:20 am
by jack_norton
Maybe also for the new MouseArea?

Re: Ren'Py Gripes
Posted: Fri Dec 09, 2011 11:01 am
by backansi
I hope Distribution tool can do filtering .rpy/.rpym files in common folder.
Re: Ren'Py Gripes
Posted: Mon Jan 09, 2012 3:06 pm
by backansi
...And I wish I could handle each character's namebox with Character class.
Re: Ren'Py Gripes
Posted: Mon Jan 09, 2012 3:08 pm
by PyTom
backansi wrote:...And I wish I could handle each character's namebox with Character class.
Something similar to window_..., but for the name window?
Re: Ren'Py Gripes
Posted: Mon Jan 09, 2012 3:18 pm
by backansi
@PyTom
Yeah. I tried to do something with namebox design and I was surprised I can't change it with character class.
(and surprised again that I had not thought about it till this day.)
Anyway I think it seems unnatural that one can deal with window by character but cannot do the samething with namebox.