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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Do you think you could give a quick example use case of the multiple keyword for layered images?
Is this used for example, to make a face group that has eyes, mouth, and brows?
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?)
trooper6 wrote: ↑Sun Mar 03, 2019 11:13 pm
Do you think you could give a quick example use case of the multiple keyword for layered images?
Is this used for example, to make a face group that has eyes, mouth, and brows?
It's intended to let a group (which auto-defines) define things that are not exclusive to each other. For example one might have an "accessories" group witten as:
Ah! Thanks PyTom! Can you use multiple without auto?
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?)
Not sure if this is only issue in this new release, but if I press "SKIP" right before a character image is supposed to show up (before show image statement is used), the character just won't show up at all.
Also, if I press skip when the character is still transitioning, the character shows up half transparent too 0_0
A screenshot here: https://imgur.com/qAtMuyI
These images that experience the issue are declared using LayeredImage. Not sure if that effects it but I don't experience the same when pressing skip on non-LayeredImage images. Also, in above example, the character should have a "clothing layer" group on top of the base layer, but it seems to not be properly shown as well.
window show
inu "I'm..."
menu:
extend ""
"Help Leo in the server room.":
jump c02_tower2_leo
"Help Ryuei with her scouting.":
jump c02_tower2_ryuei
"Stay in the camp here.":
jump c02_tower2_none
return
#
Previously I would use extend "" in menus so I could have a menu pop up at the end of a message, keeping the dialogue on-screen with the dialogue menu. Now, it will simply create an extra click (passing the ""), and then hide the dialogue during the dialogue menu.
(EDIT: There's also a minor issue where single-letter text isn't truly centring in a square element, despite specifying 0.5 anchor but I can't say for sure if it wasn't like that before. Shifting values by about 0.02 helps.)
I don't think this is new to 7.2 because I think it was in the last 7.1 release too but it's new-ish anyhow -- setting the font on the _default style does not change the font for the developer tools (which leads to a bunch of squares for non-latin language). Setting the sub-styles (like _label_text or _button_text) does work, but I know that setting _default worked as of early 7.1 at least, so this seems like a bug.
meyaoi>> Is it possible that the skiping is preventing an ATL transform from finishing. You have to make sure an ATL transform finishes when it's replaced. Something like:
PyTom wrote: ↑Fri Mar 15, 2019 12:18 am
philat>> Hard to say what's wrong. Does setting gui.system_font help?
No, as I'm not using the gui (started with a legacy project and replaced gui with custom set). Hmm. I'll try and check if there's anything that would conflict, but as I said, this is behavior that's changed in the last two or so months.