Discuss how to use the Ren'Py engine to create visual novels and story-based games. New releases are announced in this section.
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.
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Roxie
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- Joined: Sat Aug 13, 2011 9:07 pm
- Projects: Assess K, Mizuchi
- Organization: Aikasa Collective, Altabe Studio
- itch: aikasacolle
- Location: Southern California
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#1
Post
by Roxie » Mon Jan 11, 2016 1:53 am
Hello! Got a rather odd glitch I can't figure out why it happens. In the game, you can make calls to other characters which brings up the screen "call_screen". After picking the person, it shows another screen "phone_call" which you click the button to phone the person, which jumps to a label (call_glynn). During the conversation in the label, the rollback feature is disabled the entire time. The rest of the game moves along seemingly normal (besides the lack of rollback), but the moment I right-click the mouse, the game jumps back to the point before I made the call in the first place, which means I just lost all that progress I made. Rollback also returns, and if I right-click again, the save screen is reachable once again. Below is the code.
Code: Select all
screen my_tooltip:
add my_picture xpos my_tt_xpos ypos my_tt_ypos
screen phonecall:
add my_pic xpos 513 ypos 563
screen call_screen:
tag menu
imagemap:
vbox:
xpos 0.12
ypos 0.26
spacing 20
textbutton _("Glynn"):
action Show("phone_call", transition=None)
hovered [ Show("my_tooltip", my_picture="social/call_glynn.png", my_tt_xpos=494, my_tt_ypos=157), Show("phonecall", my_pic = "social/phone_button.png")]
unhovered [Hide("my_tooltip"), Hide("phonecall")]
screen phone_call:
vbox:
xpos 494
ypos 157
imagebutton:
idle "social/call_glynn.png"
hover "social/call_glynn.png"
vbox:
xpos 513
ypos 564
imagebutton:
idle "social/phone_button.png"
hover "social/phone_hover.png"
action Jump("call_glynn")
label call_glynn:
hide screen phone_call
hide screen call_screen
$ config.allow_skipping = False #to prevent fastforward
"Text here"
$ config.allow_skipping = True
call screen map_screen
Last edited by
Roxie on Tue Jan 12, 2016 4:11 am, edited 1 time in total.
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philat
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#2
Post
by philat » Mon Jan 11, 2016 9:57 pm
How are you bringing up call_screen in the first place? It's hard to troubleshoot something like this without being able to replicate the behavior.
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Roxie
- Regular
- Posts: 71
- Joined: Sat Aug 13, 2011 9:07 pm
- Projects: Assess K, Mizuchi
- Organization: Aikasa Collective, Altabe Studio
- itch: aikasacolle
- Location: Southern California
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Contact:
#3
Post
by Roxie » Tue Jan 12, 2016 3:52 am
philat wrote:How are you bringing up call_screen in the first place? It's hard to troubleshoot something like this without being able to replicate the behavior.
In the quick menu, it's just imagebutton action ShowMenu("call_screen"). Yes I'm aware of the difficulties of replication. I was sorta hoping someone would have some idea on what can cause disabling of rollback besides coding it intentionally.
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philat
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#4
Post
by philat » Tue Jan 12, 2016 3:59 am
Well, there's your answer. ShowMenu kicks you into the game menu context, which you return from on right click. Use Show instead.
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Roxie
- Regular
- Posts: 71
- Joined: Sat Aug 13, 2011 9:07 pm
- Projects: Assess K, Mizuchi
- Organization: Aikasa Collective, Altabe Studio
- itch: aikasacolle
- Location: Southern California
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Contact:
#5
Post
by Roxie » Tue Jan 12, 2016 4:10 am
Ahhh I see. Thank you so much!
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