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.
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darkrchaos
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#1
Post
by darkrchaos » Thu Sep 03, 2015 5:29 pm
For my big 70,000 word visual novel I'm working on I would like to add "smiley" icons somewhere near the character's name. The thing is, each character has there own smiley icon. The image wouldn't change for different emotions, but would change for different characters.
The simley icons that I want add is the small devil icon on the left of this image.
I don't really care where the icon is located. I guess I would like it to the right of the name. It would probably look best at the top right corner of the text box. Is this possible?
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firecat
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#2
Post
by firecat » Thu Sep 03, 2015 6:11 pm
darkrchaos wrote:For my big 70,000 word visual novel I'm working on I would like to add "smiley" icons somewhere near the character's name. The thing is, each character has there own smiley icon. The image wouldn't change for different emotions, but would change for different characters.
The simley icons that I want add is the small devil icon on the left of this image.
I don't really care where the icon is located. I guess I would like it to the right of the name. It would probably look best at the top right corner of the text box. Is this possible?
i dont know if it has never been done but i do have an idea for it.
On:
http://lemmasoft.renai.us/forums/viewto ... =51&t=9233
there is a way to make a "click to continue" icon, if you were to add that maybe it will work. however that is not the solution, you looking for. instead of making click to continue, you make it into a picture that does not mess with the chatbox.
hope that helps.
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Zetsubou
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#3
Post
by Zetsubou » Thu Sep 03, 2015 6:35 pm
I see 2 ways to do this.
1. You could use images rather than text for the character names.
ie. Make a PNG with the character's name and their emoticon next to it.
eg. mc = Character("name_label.png")
2. You could implement the logic into your say screen and add the image based on the "who" argument.
eg.
Code: Select all
screen say(who, what, side_image=None, two_window=False):
#...screen code
if who is not None:
if who == 'Player 1':
add "img/player_1_icon.png" xpos 200 ypos 200
elif who == 'Player 2':
add "img/player_2_icon.png" xpos 200 ypos 200
Option 1 is neater, but option 2 would allow you to keep the name as raw text, thus making it scalable.
Either way, they should both achieve what you're after.
Finished games
-My games: Sickness, Wander No More, Max Massacre, Humanity Must Perish, Tomboys Need Love Too, Sable's Grimoire, My Heart Grows Fonder, Man And Elf, A Dragon's Treasure
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Working on:
Sable's Grimoire 2

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darkrchaos
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#4
Post
by darkrchaos » Thu Sep 03, 2015 8:07 pm
Zetsubou wrote:I see 2 ways to do this.
1. You could use images rather than text for the character names.
ie. Make a PNG with the character's name and their emoticon next to it.
eg. mc = Character("name_label.png")
2. You could implement the logic into your say screen and add the image based on the "who" argument.
eg.
Code: Select all
screen say(who, what, side_image=None, two_window=False):
#...screen code
if who is not None:
if who == 'Player 1':
add "img/player_1_icon.png" xpos 200 ypos 200
elif who == 'Player 2':
add "img/player_2_icon.png" xpos 200 ypos 200
Option 1 is neater, but option 2 would allow you to keep the name as raw text, thus making it scalable.
Either way, they should both achieve what you're after.
Wow I got responses. :O
I will go with option 1, I didn't know you replace names with pictures so easily. Thanks.