- Jul 2, 2017
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Bingo!Extract attached archive into the root folder of the game and try to load one of the saves. It should work.
Thank you, works fine.
EDIT: Isn't necessary to extract the RPA files Penfold Mole
Bingo!Extract attached archive into the root folder of the game and try to load one of the saves. It should work.
You're welcome!
Yes, it was to be expected, but thanks for confirmation!EDIT: Isn't necessary to extract the RPA files Penfold Mole
Usually there is just one defined - textbox.png for example - but it possible - but quite a bit of work.This may be an odd question-but is it possible to have different transparency boxes depending on who is speaking?
Ah, what I am thinking about is a translucent text box for the MC, and a completely transparent text box for other characters-which I guess would be no text box at all. Not sure if that is easier or also complicated, lol.Usually there is just one defined - textbox.png for example - but it possible - but quite a bit of work.
You would have to add new text-boxes numbered textbox1.png, textbox2.png, etc and edit the games code.
#########
## text box text outline (black) and color (white)
style say_dialogue:
color "#FFFFFF"
outlines [ (absolute(2), "#000", absolute(1), absolute(1)) ]
#########
## text box text outline (black) and color (white)
style say_dialogue:
ypos 200
color "#FFFFFF"
outlines [ (absolute(2), "#000", absolute(1), absolute(1)) ]
Yes, you can change the vertical position of the box. In the current version of my patch I have not tried to change that because games and their dialog boxes are different - what looks good in one game may become really bad for another one. It's possible that I have done it for some specific games and I just don't remember about it right now.
Should I completely dismiss customized dialog boxes in all games and make a box for my patch that stays the same in all games, I could make the position and size adjustable. In fact, I've been fiddling with that and testing a version with a resizable box for some time, but it's not good enough yet to share.
If you want to change it in the current version of the patch, you should open the file (y_outline.rpy) and search for this part of the code:
You can change the position (i.e. the top left corner) of the box by adding ypos and/or xpos parameters there. You could start from "0" to see where it is and try "100" next, then add as much as you see fit. For example:Python:######### ## text box text outline (black) and color (white) style say_dialogue: color "#FFFFFF" outlines [ (absolute(2), "#000", absolute(1), absolute(1)) ]
An important tip:Python:######### ## text box text outline (black) and color (white) style say_dialogue: ypos 200 color "#FFFFFF" outlines [ (absolute(2), "#000", absolute(1), absolute(1)) ]
Start the game before you change the code, then Ren'Py will automatically compile the file and reload the game every time you save it. In case it won't, you can hit Shift+r to force it.
Also, Ren'Py hates TAB characters. Use spaces for indentation. Indentation in Ren'Py is as important as it is in Python, not like in some other languages where code blocks are defined by other means.
You can also reduce the height of the box, but remember - the height "begins" from the top, so in this case it's somewhat irrelevant.
Yes, you can change the vertical position of the box. In the current version of my patch I have not tried to change that because games and their dialog boxes are different - what looks good in one game may become really bad for another one. It's possible that I have done it for some specific games and I just don't remember about it right now.
Should I completely dismiss customized dialog boxes in all games and make a box for my patch that stays the same in all games, I could make the position and size adjustable. In fact, I've been fiddling with that and testing a version with a resizable box for some time, but it's not good enough yet to share.
If you want to change it in the current version of the patch, you should open the file (y_outline.rpy) and search for this part of the code:
You can change the position (i.e. the top left corner) of the box by adding ypos and/or xpos parameters there. You could start from "0" to see where it is and try "100" next, then add as much as you see fit. For example:Python:######### ## text box text outline (black) and color (white) style say_dialogue: color "#FFFFFF" outlines [ (absolute(2), "#000", absolute(1), absolute(1)) ]
An important tip:Python:######### ## text box text outline (black) and color (white) style say_dialogue: ypos 200 color "#FFFFFF" outlines [ (absolute(2), "#000", absolute(1), absolute(1)) ]
Start the game before you change the code, then Ren'Py will automatically compile the file and reload the game every time you save it. In case it won't, you can hit Shift+r to force it.
Also, Ren'Py hates TAB characters. Use spaces for indentation. Indentation in Ren'Py is as important as it is in Python, not like in some other languages where code blocks are defined by other means.
You can also reduce the height of the box, but remember - the height "begins" from the top, so in this case it's somewhat irrelevant.
I'll take a look at it when I can, will add it to the next release. Thanks for telling me about it!Hi, in the game Milky Touch the mod doesn't work.
ThanksAndroid games can not be patched that way.
To add a file to an Android apk, you'd have to extract the apk, add the file to it, add it's filename and hash (wasn't the hash also Base64 encoded?) to the list of files in the apk, then compress and sign the apk. Or something like that. I don't remember specifics ATM.
Or you could add it to a Windows version and then port it to Android, i.e. use Ren'Py SDK to build an Android version yourself.
I don't know which is easier. Probably the second option.
In any case, there is nothing I can do about it.
Some of the custom Android versions of some games here have used my patch file in them. Can't point out any though.
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Peserval
Apparently my information about patching Ren'Py games in Android is outdated for about a year and since Ren'Py SDK v7.2.2 was realeased on March 30th 2019, this is no longer an issue.
The one time I tried to patch an Android version of a Ren'Py game was way before that, so that is my only excuse.
Apparently, in case the Android version of a Ren'Py game has been built on Ren'Py SDK v7.2.2 or later, the game creates its own folder structure with the main folder and 'game' subfolder inside it on the external storage (real or emulated) for its save folder and files. When you add rpy files into that folder, just like in Windows and Linux, Ren'Py will compile and use them the same way it does on a PC.
I have not tried it myself, but you may want to try to find that main folder of this game on your external storage and extract the 7z archive of this patch into that folder. Apps like 7Zipper and 7Zipper 2.0 by PolarBear soft can open, extract and create 7Zip archives.
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Thanks to the66 for the info about Ren'Py Android builds.