Temporary disable click-to-continue, how ?
Forum rules
This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
Temporary disable click-to-continue, how ?
In "Reconstruction" starting intro/splashscreen have different befavior than the other game.
In game you use click-to-continue, in splashscreen you don't. When i think about it,
they probably directly call nessessary routines and not use standart
elena "hi!"
Buit the question is - can your control speed of messages(not text) using styles? When
i set things like style.XXXX.slow_cps, the text in message is printed with speed I set.
But after every message click-to-continue still used.... How to disable it/set speed of messages ?
In game you use click-to-continue, in splashscreen you don't. When i think about it,
they probably directly call nessessary routines and not use standart
elena "hi!"
Buit the question is - can your control speed of messages(not text) using styles? When
i set things like style.XXXX.slow_cps, the text in message is printed with speed I set.
But after every message click-to-continue still used.... How to disable it/set speed of messages ?
see my art please http://irresponsiblehentai.deviantart.com/
-
- Miko-Class Veteran
- Posts: 733
- Joined: Fri Jul 07, 2006 9:58 pm
- Projects: Suna to Majo
- Location: France
- Contact:
You might use the pause function like this:
Code: Select all
Character "Hallelujah!"
$ renpy.pause(2.0)
Girl "..."
I think renpy.pause() is not set a pause behavior, but simply wait timeout or click-to-continue
....
....
see my art please http://irresponsiblehentai.deviantart.com/
Ok, i found in examples for renpy.pause() something that partially solve the problem. -
show function
Now I like to know figure out how to create a function in ren'py syntax ....
and how to make show use a character settings ... if it possible
show function
Now I like to know figure out how to create a function in ren'py syntax ....
and how to make show use a character settings ... if it possible
see my art please http://irresponsiblehentai.deviantart.com/
- PyTom
- Ren'Py Creator
- Posts: 16096
- Joined: Mon Feb 02, 2004 10:58 am
- Completed: Moonlight Walks
- Projects: Ren'Py
- IRC Nick: renpytom
- Github: renpytom
- itch: renpytom
- Location: Kings Park, NY
- Contact:
Usually, what you want to do in a splashscreen is to use a lot of "with" statements. The idea is that the user can click, and you want the clicking to skip him directly to the main menu. Something like:
I'm not sure what you mean by:
"how to create a function in ren'py syntax"
or
"how to make show use a character settings"
What do you want to do?
Code: Select all
label splashscreen:
scene bg splashbg
with dissolve
show logo at truecenter
with moveinright
with Pause(2.0)
hide logo
with moveoutleft
scene black
with dissolve
return
"how to create a function in ren'py syntax"
or
"how to make show use a character settings"
What do you want to do?
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom(When was the last time you backed up your game?)
Software > Drama • https://www.patreon.com/renpytom
As you mentioned a splashscreen is a lot of "with" code. Sometimes it isPyTom wrote: "how to create a function in ren'py syntax"
convenient to define a function and use something like
intro_text("That was a beginning ")
intro_text_type2("Beginning of a story ")
intro_text("about two people ")
with lots of with inside a function intro_text. I can done it defining a function in
python in init: statement. But that function will be in python syntax mode , correct ?
How Can I use a ren'py syntax in definition of python function. Something like
Code: Select all
def intro_func1():
show logo at truecenter
with moveinright
with Pause(2.0)
"show text" use a default style to output symbols. If I already defined a character : elena=Character()PyTom wrote: or
"how to make show use a character settings"
with appropriate colors and styles, can I output text using "show text" with elena already defined settings
see my art please http://irresponsiblehentai.deviantart.com/
- PyTom
- Ren'Py Creator
- Posts: 16096
- Joined: Mon Feb 02, 2004 10:58 am
- Completed: Moonlight Walks
- Projects: Ren'Py
- IRC Nick: renpytom
- Github: renpytom
- itch: renpytom
- Location: Kings Park, NY
- Contact:
No on the "show text" using a character style, athough you can call the character with interact=False to get the text box on the screen. For example:
You can't include Ren'Py code in a python function. You can use equivalent python functions (like renpy.show, renpy.with_statement, and so on.),
Alternatively, you can call a Ren'Py label:
Code: Select all
$ elena("Hello, World", interact=False)
with Pause(2.0)
Alternatively, you can call a Ren'Py label:
Code: Select all
label intro_func1:
show logo at truecenter
with moveinright
with Pause(2.0)
return
label splashscreen:
call intro_func1
return
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom(When was the last time you backed up your game?)
Software > Drama • https://www.patreon.com/renpytom
Thanks ! I figured out that a call/label can be used, but without a good way to send parameters. The temporary variable can be used but the resulting code will look a little
ugly. Like in my old BASIC on microcomputer(or how that things called) days.
ugly. Like in my old BASIC on microcomputer(or how that things called) days.
see my art please http://irresponsiblehentai.deviantart.com/
- PyTom
- Ren'Py Creator
- Posts: 16096
- Joined: Mon Feb 02, 2004 10:58 am
- Completed: Moonlight Walks
- Projects: Ren'Py
- IRC Nick: renpytom
- Github: renpytom
- itch: renpytom
- Location: Kings Park, NY
- Contact:
This is actually on the list of things I'll be addressing in the next release.
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom(When was the last time you backed up your game?)
Software > Drama • https://www.patreon.com/renpytom
Year, that would be great !PyTom wrote:This is actually on the list of things I'll be addressing in the next release.
see my art please http://irresponsiblehentai.deviantart.com/
- PyTom
- Ren'Py Creator
- Posts: 16096
- Joined: Mon Feb 02, 2004 10:58 am
- Completed: Moonlight Walks
- Projects: Ren'Py
- IRC Nick: renpytom
- Github: renpytom
- itch: renpytom
- Location: Kings Park, NY
- Contact:
Well, this is one of those features where I think I've been seeing some demand for it, so I want to address that demand.
Currently, I plan at four things:
1) Dynamically scoped variables. These are variables that have their value restored when the current function call returns. For example, one could write:
This would say 37, 42, 37.
2) Add a syntax to labels that would let a label take parameters. These parameters would be dynamically scoped variables.
3) Add a syntax that allows call to supply parameters.
4) Add some way to have "return" return a value, and to have "call"
have a way of having call capture that result.
Currently, I plan at four things:
1) Dynamically scoped variables. These are variables that have their value restored when the current function call returns. For example, one could write:
Code: Select all
label func:
dynamic a
$ a = 42
"%(a)d"
return
label start:
$ a = 37
"%(a)d"
call func
"%(a)d"
2) Add a syntax to labels that would let a label take parameters. These parameters would be dynamically scoped variables.
3) Add a syntax that allows call to supply parameters.
4) Add some way to have "return" return a value, and to have "call"
have a way of having call capture that result.
Code: Select all
call battle("Lemmaesque Mushroom", 2) as outcome
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom(When was the last time you backed up your game?)
Software > Drama • https://www.patreon.com/renpytom
And something like
?
That would rock ^^ (and if all this works, "param2=value" would rock even more, of course X3)
Code: Select all
label func(param1, param2):
That would rock ^^ (and if all this works, "param2=value" would rock even more, of course X3)
- PyTom
- Ren'Py Creator
- Posts: 16096
- Joined: Mon Feb 02, 2004 10:58 am
- Completed: Moonlight Walks
- Projects: Ren'Py
- IRC Nick: renpytom
- Github: renpytom
- itch: renpytom
- Location: Kings Park, NY
- Contact:
That's the plan, yes. The rocking is optional.
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom(When was the last time you backed up your game?)
Software > Drama • https://www.patreon.com/renpytom
Who is online
Users browsing this forum: No registered users