I need to figure-out a way to replace the rollback function with my own function.
I would just hijack the keys, but I am unsure if the keys also do other things, when not in "PLAYING" mode. (When playing the game/novel. EG, scrolling or item navigation.)
If they don't control anything-else, then I can hijack them.
So... How do I hijack them, if it is safe to do so, or how do I replace renpy.rollback with my own function.
P.S. I am not looking to "customize the rollback function", it isn't working correctly for me, so making it do something-else wrong, is not my desire. I don't want anything it is doing, at all.
My needs are simple... per rollback-state.
Scene, Stats, Event, Location, Time... is all I need recorded. I just don't know how to make MY version of a rollback, trigger when they try to rollback and also rollforward.
How to replace the "rollback" function with your own.
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.
Re: How to replace the "rollback" function with your own.
You can overload the function or get the keybinding to do something else but what you want may not be possible. You can't just have a shown screen setting the variables that player can use at his/her leisure whenever they please and expect that to participate in Rollback.
Rollback is setup to work with fixed points. Saving the game saves the entire state. I am not sure there is a workaround for the issues you describe in other posts, I just disable Rollback all together in complex games...
You can do both of the things you suggest, but a function that does what you describe may not be possible or way too complicated.
Rollback is setup to work with fixed points. Saving the game saves the entire state. I am not sure there is a workaround for the issues you describe in other posts, I just disable Rollback all together in complex games...
You can do both of the things you suggest, but a function that does what you describe may not be possible or way too complicated.
Re: How to replace the "rollback" function with your own.
I will be replacing the save system too, at some point.
I essentially want the current rollback to do "Nothing", then call my code instead.
I am not seeing mouse-wheel do much-else in my game, so I may just hijack that and have a button-click NEXT/BACK too.
Honestly, I think it is a combination of having the game in a loop, in addition to my use of values that just don't play nice with rollback. I am seeing all sorts of hacks to get things to work, potentially... But it is a lot of excess coding that kind-of kills the simplicity I just programmed in the first place.
Sheep = apple = lamb = frog... Just to get it to remember a value, both ways... Not just one way, then forget it.
Much easier to remember simple selections... and
Choice1:selectedA
Choice2:selectedC
advanced:dialogue(16-lines)
That's the whole damn game, in a nut-shell. Just needs to fast-forward to the selected progression point. Takes like a micro-second, when it isn't displaying stuff or pausing for clicks.
When it comes to "save games", I will be using codes, because they don't fail to load, when code changes between point-a to point-z. All that matters is the progression-level and pertinent values. (For my game.) The rest is just bloat. Honestly impossible to even view save-game status or data, makes them kind-of useless to me. They will all look the same, except dates.
I'd rather have full control of critical stuff like that. Not a "who knows what it actually saves", and "what the heck was this save point", confusion. It works great for linear stories. This is a fully dynamic and kinetic game, with a story.
That is entirely MY FAULT...
I am trying to stuff my feet into plungers, so I can run a marathon over broken glass, up-hill, in the snow, backwards, while not spilling my coffee, which is held inside a thimble.
I just need a way to do it.
I essentially want the current rollback to do "Nothing", then call my code instead.
I am not seeing mouse-wheel do much-else in my game, so I may just hijack that and have a button-click NEXT/BACK too.
Honestly, I think it is a combination of having the game in a loop, in addition to my use of values that just don't play nice with rollback. I am seeing all sorts of hacks to get things to work, potentially... But it is a lot of excess coding that kind-of kills the simplicity I just programmed in the first place.
Sheep = apple = lamb = frog... Just to get it to remember a value, both ways... Not just one way, then forget it.
Much easier to remember simple selections... and
Choice1:selectedA
Choice2:selectedC
advanced:dialogue(16-lines)
That's the whole damn game, in a nut-shell. Just needs to fast-forward to the selected progression point. Takes like a micro-second, when it isn't displaying stuff or pausing for clicks.
When it comes to "save games", I will be using codes, because they don't fail to load, when code changes between point-a to point-z. All that matters is the progression-level and pertinent values. (For my game.) The rest is just bloat. Honestly impossible to even view save-game status or data, makes them kind-of useless to me. They will all look the same, except dates.
I'd rather have full control of critical stuff like that. Not a "who knows what it actually saves", and "what the heck was this save point", confusion. It works great for linear stories. This is a fully dynamic and kinetic game, with a story.
That is entirely MY FAULT...
I am trying to stuff my feet into plungers, so I can run a marathon over broken glass, up-hill, in the snow, backwards, while not spilling my coffee, which is held inside a thimble.
I just need a way to do it.
Who is online
Users browsing this forum: Bing [Bot]