How To Outline Main Game Font?

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Dollarluigi
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How To Outline Main Game Font?

#1 Post by Dollarluigi » Mon Jun 08, 2020 1:55 pm

Is there a way to outline the text (dialogue specifically) in my project? I looked it up already and have not found anything helpful. What would I have to do and which .rpy file would it go in? It needs to be a way I can set it for all text without having to do it for each individual line.
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Re: How To Outline Main Game Font?

#2 Post by Per K Grok » Mon Jun 08, 2020 5:45 pm

Dollarluigi wrote:
Mon Jun 08, 2020 1:55 pm
Is there a way to outline the text (dialogue specifically) in my project? I looked it up already and have not found anything helpful. What would I have to do and which .rpy file would it go in? It needs to be a way I can set it for all text without having to do it for each individual line.
try

Code: Select all

style say_dialogue:
    outlines [ (1, "#f00", 0, 0 ) ]
https://www.renpy.org/doc/html/gui.html ... ht=outline

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Re: How To Outline Main Game Font?

#3 Post by hell_oh_world » Mon Jun 08, 2020 7:45 pm

you can also define the outline per character basis.

Code: Select all

define e = Character("Eileen", what_outlines=[(1, "#353535", 0, 0)])
label start:
  e "This dialogue of this character is outlined."
or using modifying this style in screens.rpy, which would change the outline for any gui text *i think*

Code: Select all

style gui_text:
    properties gui.text_properties("interface")
    outlines [(1, "#353535", 0, 0)] # the outline

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Re: How To Outline Main Game Font?

#4 Post by Dollarluigi » Tue Jun 09, 2020 12:48 pm

Well, I'm wanting to to do all text, not just specific characters. And if it goes into screens.rpy, that could be a problem with the gui I'm using since it has several different .rpy files and all of the code that makes everything work has been moved around. :/
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Re: How To Outline Main Game Font?

#5 Post by Per K Grok » Wed Jun 10, 2020 12:12 am

Dollarluigi wrote:
Tue Jun 09, 2020 12:48 pm
Well, I'm wanting to to do all text, not just specific characters. And if it goes into screens.rpy, that could be a problem with the gui I'm using since it has several different .rpy files and all of the code that makes everything work has been moved around. :/
If you have one or many rpy-files does generally not matter. "The machine" looks on them as one set of instructions no matter what number of files you split up the code in.

Some initialization statements needs to run before other stuff though. That's why you in the start of gui.rpy and screens.rpy have "init offset" commands. As long as you don't mess with that, splitting up code in many rpy-files should not be a problem.

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Re: How To Outline Main Game Font?

#6 Post by Dollarluigi » Mon Jun 15, 2020 12:17 pm

Per K Grok wrote:
Wed Jun 10, 2020 12:12 am
try

Code: Select all

style say_dialogue:
    outlines [ (1, "#f00", 0, 0 ) ]
It worked.
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