Anyone know if it's possible to outline or add shadow to text in RenPY? It appears one can however im not catching what they are saying. Using ATOM as my editor.
style say_dialogue:
outlines [ ( 0, "#0F0", 1, 1) ]
label start:
"this text is shadowed"
return
define j = Character("Jensen", color = "#F01711")
define np = Character("Nickola", color = "#0000FF")
define vp = Character("Victoria", color = "#83F75E")
define mb = Character("Brewster", color = "#A47929")
define lj = Character("Latisha", color = "#FFFF00")
define cb = Character("Cynthia", color = "#FF33FF")
define aj = Character("Abigail", color = "#FF33FF")
define fl = Character("Francine", color = "#FF33FF")
It's defined by the "say_label" style, so you need something like this :Mmm how would i do this for the names of the characters that display's above the speech?
style say_label:
outlines [ ( 0, "#0F0", 1, 1) ]
define unk_f = Character('Unknown female',who_outlines=[(absolute(1),"#999",absolute(0),absolute(0))])
In fact it's even better than my answer. Generally the color used for the name is different according to the character, so using directly "who_outlines" let him color the shadow according to the name's color.You can also just define a specific character with the "who_outlines" attribute, if you don't want it to apply to all characters.
That's a point. Personally, I use a different background for the namebox per character (the names themselves are the same color regardless), so I didn't think about that partIn fact it's even better than my answer. Generally the color used for the name is different according to the character, so using directly "who_outlines" let him color the shadow according to the name's color.
style say_dialogue:
outlines [ (absolute(2), "#000", absolute(1), absolute(1)) ]
color "#FFFFFF"
Just look at my sig. It's all in there.
And about the main dialogue or main speech (or simply 'text box') @anne O'nymous already mentioned above. It's the say_dialogue:
For example:
This gives you a black 2px outline shifted right and down for 1px, so it looks like a 1px outline with a 1 px shadow.Code:style say_dialogue: outlines [ (absolute(2), "#000", absolute(1), absolute(1)) ] color "#FFFFFF"
Color makes the text white.
If you are trying to make the box and name label background invisible in your own game, then just leave the "background image" for the "style window" and "background frame" for the "style namebox" undefined. I put them into my patch file only to override the possible existing background already defined in the game.
Look into the "label splashscreen" (and put it before label start).
Also, to add outlines to the text, you can do "what_outlines=" on the character as well, again if you don't want it the same on all.
Yes, but please do this only and only when you are actually trying to create different outlines for different characters, because using the what_outlines makes it impossible to create universal patches like mine that can change the global style for all of them at once.Also, to add outlines to the text, you can do "what_outlines=" on the character as well, again if you don't want it the same on all.
I agree. Once had to make a patch to invert background/foreground colors of the dial box. I had to track all the characters to do achieve it. Will never try againYes, but please do this only and only when you are actually trying to create different outlines for different characters, because using the what_outlines makes it impossible to create universal patches like mine that can change the global style for all of them at once.
init 0:
style my_outlined_style is say_dialogue:
outlines [ (absolute(1), "#000", absolute(0), absolute(0)) ]
label some_label:
if some_flag:
someone "Regular dialogue text"
else:
someone "Outlined dialogue text" (what_style = "my_outlined_style")
Thanks for that. My mistake was using "is text" instead of "is say_dialogue". (And the official Renpy documentation was once again useless.)Did you mean something like this?
Code:init 0: style my_outlined_style is say_dialogue: outlines [ (absolute(1), "#000", absolute(0), absolute(0)) ] label some_label: if some_flag: someone "Regular dialogue text" else: someone "Outlined dialogue text" (what_style = "my_outlined_style")