![]() You can read more about the use statement on the official Ren’Py documentation here. Doing this not only keeps things organized, but allows you to use the screen in multiple places, like you can do here by combining the NVL and Basic fixes if you’re doing a NVL/ADV hybrid. It’s classified as a “control statement”, meaning that it’s a type of statement that controls screen elements, among other things.Įssentially, use is very useful for when you need to add another screen to an existing screen, like a menu (as we’ve seen here). The use statement is a part of Ren’Py’s screen language. Then, follow the rest of the steps for the basic fix. # config.narrator_menu is set to True, as it is above. # Displays dialogue in either a vpgrid or the vbox. It should now look something like this: screen nvl(dialogue, items=None): Navigate to the NVL screen area, and append use quick_menu to the screen called nvl(dialogue, items=None), not the screen called nvl_dialogue(dialogue). transform qmenupcnvlstartappear: '''The animation for the quick menu''' xoffset 600 start the menu way. The animation transform is called per interaction. Within the screen, there is an animation transform that defines the animation. Tweaking for the NVL box is essentially the same-we just have to pay attention to where the use quick_menu bit goes. The quick menu works by creating a button (the star) that calls an action to show a screen (quickmenu). Tada! The quick menu now disappears with the Say window! NVL Fix Now, launch your game and test the window hide/show commands. # the player has not explicitly hidden the interface.Ĭonfig.overlay_screens.append("quick_menu") # This code ensures that the quick_menu screen is displayed in-game, whenever Textbutton _("Prefs") action ShowMenu('preferences') Textbutton _("Q.Load") action QuickLoad() Textbutton _("Q.Save") action QuickSave() Textbutton _("Save") action ShowMenu('save') Textbutton _("Auto") action Preference("auto-forward", "toggle") Textbutton _("Skip") action Skip() alternate Skip(fast=True, confirm=True) Textbutton _("History") action ShowMenu('history') # Ensure this appears on top of other screens. After doing so, it should look something like this. ![]() What you’re going to want to do is take the screen out of that if statement block, since you don’t really need it anymore. # If there's a side image, display it above the text. Your Say screen should now look a little something like this. ![]() At the very end of this screen, add use quick_menu. Make sure your project is not launched as well.įirst, navigate to your Say screen. Basic Fixįor all of these tweaks, we’re going to be working exclusively in the screens.rpy file, so open that up. But, oh no! When it hides, the quick menu is still there! You want everything gone when you hide that window. You want to hide the dialogue window for something. Of course, it doesn't have to be like that at all!^^ (Maybe I need to do the transparent side image trick instead?) I'm really not sure how it would work.You’ve started a new Ren’Py project. ![]() (Or even just right away?) Would ConditionalSwitch be used somewhere in this? I guess it would have to do that each time new text is displayed in the box? If they were to turn it off in the middle of a scene that is. >.< (Provided that's the path to take!)Īs far as I can tell (or at least, how I'm thinking it would go?) there would to be a variable (true/false?) to toggle through a menu button/option to be created in the preferences screen, but I don't know how to link it to the side image display nor keep checking if it's true/false. I have seen a few forum posts like this or this, as well as cookbook pages such as this, but the latter two links' solutions confuse me and I'm not sure how to implement it. Quick thing to note, I'm currently using the new GUI but I can easily switch back to the old if that has a better solution! So I was wondering, is there a way to hide/remove side images based on a menu option? Put simply, I'd like to make an option in the preferences screen that toggles the protagonist's side images (in the text box) to be displayed or not. Some people like seeing the character they play and others prefer the character not be present (Sans game CG.) I've been looking into side images (for game protagonist) for RenPy games and have seen mixed reviews. ![]()
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