STILL UNSOLVED - Help with additional say screen

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.
Post Reply
Message
Author
Flowersoft Gamedev
Newbie
Posts: 7
Joined: Fri Dec 28, 2018 6:02 am
Contact:

STILL UNSOLVED - Help with additional say screen

#1 Post by Flowersoft Gamedev » Tue Mar 12, 2019 5:03 am

Hi. I've been making use of show text displayables to show "dialogue" on center the screen during the game runtime.

But I find you can skip these text displayables (I use window hide, window auto to remove say screen while I run the text displayable) with the ff code when the player presses next/mouse to click/spacebar:

Code: Select all

window hide

    show text "{color=#FFF}{size=+30}{cps=20}Welcome to Carnivale!{/cps}{/size}{/color}" at truecenter with Dissolve(5.0)
    hide text

    show text "{size=+30}Please look forward to it!{/size}" at truecenter with Dissolve(5.0)
    hide text

    window auto

    e "Character text here."
While the show text is run at each 5 seconds, player can press space bar and end the sequence to bring up the dialogue say screen. I also notice cps not work on the text displayable also. Since it becomes tricky and I don't want to place a Disable Skip/Disable player input on spacebar while the text displays, I want to make new say screen so that the cps and the text can be guided with each click.

So I try to make say screen, but it does not work somewhat and I need help with that. I want say screen assigned to a character (lets say it is Captain)

I do this:

Code: Select all

define = Character("Captain", screen="captscreen")
so that the diff say screen shows when it is captain speaking.

This is new code for the say screen "captscreen" which i took only example from the documentation of renpy, only for example without much customized look

Code: Select all

screen captscreen(who, what):
    window id "window":
        vbox:
            spacing 10
            xpos 100
            ypos 100

            text who id "who"
            text what id "what"
But it shows to this:
Image
It is wrapped in the same say screen for original dialogue, but i want to see it in "true center"

Can anyone help? I have minimal screen knowledge as only basic renpy programming i can do
Last edited by Flowersoft Gamedev on Tue Mar 12, 2019 11:15 pm, edited 2 times in total.

User avatar
nerupuff
Veteran
Posts: 211
Joined: Sat Dec 02, 2017 2:24 am
Projects: InTWON (Nano19)
Contact:

Re: Help with additional say screen

#2 Post by nerupuff » Tue Mar 12, 2019 5:22 am

Hi! Not an expert on this but for aligning it to true center, you can remove

Code: Select all

window id "window":
Then fix the indentations a bit, and replace both the xpos and ypos with

Code: Select all

at truecenter
Like this:

Code: Select all

screen captscreen(who, what):
    vbox:
        spacing 10
        at truecenter

        text who id "who"
        text what id "what"
Might help. Good luck!
ImageImage
Hire me for proofreading, editing, and (maybe) writing! ♡ Check here!

Flowersoft Gamedev
Newbie
Posts: 7
Joined: Fri Dec 28, 2018 6:02 am
Contact:

Re: Help with additional say screen

#3 Post by Flowersoft Gamedev » Tue Mar 12, 2019 5:46 am

I did trial of your suggestion, while it was correct, this is what show:

Image

Is there a way to fix the "dialogue" to also trucenter instead of just the charactar name?

Also, I want to ask, how do I customize the character for "narrator" since he does not have special tag as much as I look on the documentation? I will plan 2 narrators here, 1 for the regular say screen, and 1 for the true center screen, but how do I code that functioanlity with "who" "what" in screen id?

Flowersoft Gamedev
Newbie
Posts: 7
Joined: Fri Dec 28, 2018 6:02 am
Contact:

Re: STILL UNSOLVED - Help with additional say screen

#4 Post by Flowersoft Gamedev » Tue Mar 12, 2019 11:42 pm

I try removing the "who" id but they still do not line up. I still need help with fixing the narrator to use a different say screen, but I can't seem to edit "narrator" properties like I would in define X = Character("name", screen="screen") please help

User avatar
Per K Grok
Miko-Class Veteran
Posts: 728
Joined: Fri May 18, 2018 1:02 am
Completed: the Ghost Pilot, Sea of Lost Ships, Bubbles and the Pterodactyls, Defenders of Adacan Part 1 & 2
itch: per-k-grok
Location: Sverige
Contact:

Re: STILL UNSOLVED - Help with additional say screen

#5 Post by Per K Grok » Thu Mar 14, 2019 2:20 am

Flowersoft Gamedev wrote:
Tue Mar 12, 2019 5:03 am

Can anyone help? I have minimal screen knowledge as only basic renpy programming i can do

You could try this

Code: Select all

define = Character("Captain", window_style="captwindow"
In screens.rpy under 'screen say(who, what):'

copy and paste the "style window"-block.
Change the name of the new block to style captwindow
Change yalign to 0.5

Code: Select all

style window:
    xalign 0.5
    xfill True
    yalign gui.textbox_yalign
    ysize gui.textbox_height

    background Image("gui/textbox.png", xalign=0.5, yalign=1.0)


style captwindow:
    xalign 0.5
    xfill True
    yalign 0.5
    ysize gui.textbox_height

    background Image("gui/textbox.png", xalign=0.5, yalign=1.0)
    

Post Reply

Who is online

Users browsing this forum: Google [Bot], hell_oh_world