Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Thanks
A: Windows, Linux and Mac OS X. You will need to set executable flag on Linux and Mac OS X (chmod +x dxDD2RenPy.exe).
Usually, exe is not runnable on Linux too. But this one worked for me.
- Timed Menus: I want to use timed menus with timer bars as they appear in the old documentation of Renpy, but they work by jumping to labeled blocks of code once the time is over: Considering that, I can't find the way to label blocks or certain code segments so that when the time is over, it jumps there. At the same time, I don't know where would I locate the labeled block in the whole dialogue map.
- Execute various lines of code with indented lines: That's it pretty much. My project has blocks of code that must be executed with indented lines for them to work, and the one-line execute blocks in Dialogue Designer aren't enough. What can I do in this case?
Thank you man
I do not see timed menus in RenPy's wiki. It's seems to be really advanced thingie, so probably no support for it in dxDD2RenPy.
Code - move your code into functions, into separate file. And just call the code from one-line execute block.
Ah! My bad. Timed menus appear in a wiki page that's considered outdated, but I can't seem to find any more updated code to make timed menus work. Here's a link to the page: Link [www.renpy.org] . Still, do you have any idea on how to label sections in dialogue designer? I can't think of an easy way to go around it.
And moving blocks of code into separate files makes sense, I saw that you did it in your tutorial, so I may look into it and how to make it work in my project.
I am using renpy and am interested with getting dialogue designer -> I have made a bit of progress manually already, but this tool would greatly help me. Would this addon enable me to basically write story with dialogue designer, then port it with code to renpy, and then i could polish it all out in renpy iself with backgrounds, pictures, audio etc?
Initially it was Json-files only in the game-folder.
Nonetheless, for some reason, after the update, whenever I convert the .json with the tool and I try the game, the nodes get translated in different order inside the game. Apparently it happens around the menus to make choices. Example in how it appears in-game:
START --- Dialogue node 1 --- Dialogue 2 --- (Dialogue 3 should be here) --- Choice menu --- Dialogue 3 --- Dialogue 4 --- (Dialogue 5 should be here) --- END
Sometimes, when there's a dialogue node missing, it won't be the whole dialogue but rather the very last line spoken that will be thrown after the node that comes after the original one.
Before updating, the tool was working great, so it's possible that something changed in the last update? Do you think it can be fixed? Your tool has proven to be extremely useful.
Edit: Forgot to mention that the game crashes resets at certain points, I can't identify what causes it, but it's pretty bad: In another project, whenever I pressed the start button at the title screen, it wouldn't start.