Hi all,
Instead of using the normal dialogue (e "Hello") I'm using $ renpy.say(e, "Hello"), for reasons mentioned in a previous post: viewtopic.php?f=8&t=50909
Unfortunately, this stops certain things from working. Menu dialogue (a character asking a question) doesn't display. Using "extend "" " doesn't work either (and goes back to the last normal dialogue string). Also, transitions like hpunch and vpunch don't work.
Does anyone know why this is and what I need to do to correct it?
Thanks
[SOLVED] Menu text, transitions etc not working with "$ renpy.say"
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- Kinmoku
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[SOLVED] Menu text, transitions etc not working with "$ renpy.say"
Last edited by Kinmoku on Mon Aug 06, 2018 2:49 am, edited 1 time in total.
- trooper6
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Re: Menu text, transitions etc not working with "$ renpy.say"
You don't need to use $renpy.say if all you want to do is pass arguments as part of a say statement. See: https://www.renpy.org/doc/html/dialogue ... -arguments.
But! If you are looking at speech bubbles, you may want to read the Patreon article that PyTom wrote all about speech bubbles...it is now open to non-Patreon supporters. And while, in the article, only the tail of the bubble moves, I'm sure you can use it as a model for your case.
https://patreon.renpy.org/speech-bubbles.html
But! If you are looking at speech bubbles, you may want to read the Patreon article that PyTom wrote all about speech bubbles...it is now open to non-Patreon supporters. And while, in the article, only the tail of the bubble moves, I'm sure you can use it as a model for your case.
https://patreon.renpy.org/speech-bubbles.html
A Close Shave:
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?) Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?) Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978
- Kinmoku
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- Joined: Mon Aug 11, 2014 9:39 am
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- Projects: VIDEOVERSE
- Tumblr: gamesbykinmoku
- itch: kinmoku
- Location: Germany
- Contact:
Re: Menu text, transitions etc not working with "$ renpy.say"
Oh, that's cool. Unfortunately, it's not what I'm doing for this project so the tail isn't much help. My speech bubbles are appearing all over the place depending on the artwork/ cgs, of which there are many.trooper6 wrote: ↑Fri Jul 20, 2018 2:12 pm But! If you are looking at speech bubbles, you may want to read the Patreon article that PyTom wrote all about speech bubbles...it is now open to non-Patreon supporters. And while, in the article, only the tail of the bubble moves, I'm sure you can use it as a model for your case.
https://patreon.renpy.org/speech-bubbles.html
$renpy.say is working how I want it to, apart from the menu text and transitions. Here's an example of what I've got:
Code: Select all
$ renpy.say(m, "What happened?! Are you okay?", window_style="window_wide_bottom_middle")
$ renpy.say(k, "Y-yeah.\nI jus' scraped my knee.", window_style="window_small_s1_fall")
Code: Select all
style window_small_s1_fall:
left_padding 110
right_padding 110
xmaximum 505
xfill True
ysize 173
xpos 130
ypos 355
background Image("gui/memorybox_small.png")
style window_wide_bottom_middle:
left_padding 78
right_padding 78
xmaximum 778
xfill True
ysize 215
xpos 570
ypos 814
background Image("gui/memorybox_wide.png")
- Kinmoku
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Re: Menu text, transitions etc not working with "$ renpy.say"
I also thought I'd test generating translations (as I'd like to translate the game in future) and this doesn't work either! I think I'm going to need to use the old solution and define a character for each text box position/ window style...
EDIT: Okay, I'm stupid. I didn't realise I could use the arguments for window style! But I can, and they work perfectly with hpunch, menus and translations! Hurray
Here's what I ended up with in case it helps anyone:
EDIT: Okay, I'm stupid. I didn't realise I could use the arguments for window style! But I can, and they work perfectly with hpunch, menus and translations! Hurray
Here's what I ended up with in case it helps anyone:
Code: Select all
m "It's working!" (window_style="window_small") with hpunch
- trooper6
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Re: [SOLVED] Menu text, transitions etc not working with "$ renpy.say"
That is what I was trying to tell you in my post when I said you can use arguments with regular say statements. Glad you finally grokked it!
A Close Shave:
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?) Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?) Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978