Discuss how to use the Ren'Py engine to create visual novels and story-based games. New releases are announced in this section.
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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.
chensterrain
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#1
Post
by chensterrain » Tue Oct 06, 2015 11:20 am
I've had to update my game, last edited in Ren'Py 6.12.1 (eek!) to the latest version of Ren'Py recently, and have run into a bit of a snag - while previously using 'window show' would keep both the textbox and name box up during transitions, it's now causing the name box to disappear each time. My game's text box pre-dates screen language, so I've no idea if it's a lost cause or not. I've tried using config.script_version as well, but no dice.
These are the only edits I've made to the say menu:
Code: Select all
$ narrator = Character(" ", ctc=anim.Blink("ctc.png", xpos=731, ypos=537, xanchor=0, yanchor=0), ctc_position="fixed", show_two_window=True)
etc, and
Code: Select all
init:
#$ style.say_who_window.background = Image("UI-NameboxWide2.png")
$ style.say_who_window.ypos = 15
$ style.say_who_window.background = "GUI2_TextboxNameLogo2.png"
$ style.say_who_window.top_padding = 0
$ style.say_who_window.bottom_padding = 0
$ style.say_who_window.left_padding = 95
$ style.say_who_window.bottom_margin = 0
$ style.say_label.ypos = 33
$ style.say_label.font = "CollegiateInsideFLF.ttf"
$ style.say_label.color = "#380c09"
$ style.say_label.size = 15
Any help would be greatly appreciated!
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Last edited by
chensterrain on Wed Oct 07, 2015 10:46 am, edited 1 time in total.
PyTom
Ren'Py Creator
Posts: 16096 Joined: Mon Feb 02, 2004 10:58 am
Completed: Moonlight Walks
Projects: Ren'Py
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itch: renpytom
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#2
Post
by PyTom » Tue Oct 06, 2015 5:28 pm
Where is the narrator line definined. You should probably have:
Code: Select all
define narrator = Character(" ", ctc=anim.Blink("ctc.png", xpos=731, ypos=537, xanchor=0, yanchor=0), ctc_position="fixed", show_two_window=True)
at the top level. If it's in a screen, it won't be used.
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom
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chensterrain
Veteran
Posts: 225 Joined: Sun Oct 26, 2008 2:01 am
Completed: Lucky Rabbit Reflex!, Dusk ~A Moonlight Romance~
Projects: Edge of Elsewhere
Organization: Super63
Tumblr: supersixthree
Deviantart: chensterrain
Location: London, UK
Contact:
#3
Post
by chensterrain » Tue Oct 06, 2015 6:36 pm
The narrator is defined in an init block, with a bunch of other characters.
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:
#4
Post
by PyTom » Wed Oct 07, 2015 12:27 am
Huh. For some reason, it uses _narrator instead.
define _narrator = Character(" ", ctc=anim.Blink("ctc.png", xpos=731, ypos=537, xanchor=0, yanchor=0), ctc_position="fixed", show_two_window=True)
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom
Software > Drama •
https://www.patreon.com/renpytom
chensterrain
Veteran
Posts: 225 Joined: Sun Oct 26, 2008 2:01 am
Completed: Lucky Rabbit Reflex!, Dusk ~A Moonlight Romance~
Projects: Edge of Elsewhere
Organization: Super63
Tumblr: supersixthree
Deviantart: chensterrain
Location: London, UK
Contact:
#5
Post
by chensterrain » Wed Oct 07, 2015 10:45 am
That worked perfectly, thank you!
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