Renpy hide quick menu7/1/2023 It seems to work when going FORWARD through the story, but if I scroll backward through the script (like, to make a different choice) the quick_menu script sees the $ quick_menu = False command just before the choice pops up (since i want it disabled during it) and keeps it hidden from that point on while scrolling backward, with the only way to bri ng it back being scrolling forward again, with the same issue happening when I go back. You all probably would have gotten bored anyway.\"" For DMR, we have the navigation elements in a. For previous games, our quick menu/navigation was in the same screen as the dialogue box (for both ADV and NVL modes), so using the default Ren’Py window hide and window show worked well. For a moment, Quin looked sad, but he shrugged it off." Making a one-liner window hide/show function for working with multiple screens. "It seemed everyone else already had plans too. You "\"I wouldn't mind helping you, Quin. in screen.rpy, go to screen quickmenu(), indent the entire block 'if quickmenu:' and add above it if not hideQuickMenu: If hideQuickMenu equals, it will show the quick menu. You "\"Believe it or not, I'm doing something with Preston today.\"" You "\"I'm just relaxing with Teddy today.\"" You "\"I'm heading out with Orion today.\"" You "\"I've got plans with Blake today.\"" Others might have better suggestions though.Code: Select all "Do I have plans with someone already?" Anything that you change in the GUI file should also affect the android after commenting that, I think.Īlternatively, you could just alter that mobile section and test your game through Android -> Emulation -> Phone instead of using the default "launch project" method. This should also help you get around the text sizes issues you were having. It is a rather clumsy method and there are probably better ways of doing it. This is what I think I usually do as my games are usually Android only, I want all my default code to be what I see on Android. # thumb "gui/phone/slider/vertical_thumb.png" # base_bar Frame("gui/phone/slider/vertical_bar.png", gui.vslider_borders, tile=gui.slider_tile) 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. # thumb "gui/phone/slider/horizontal_thumb.png" The quick menu works by creating a button (the star) that calls an action to show a screen (quickmenu). # base_bar Frame("gui/phone/slider/horizontal_bar.png", gui.slider_borders, tile=gui.slider_tile) # thumb Frame("gui/phone/scrollbar/vertical_thumb.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile) # base_bar Frame("gui/phone/scrollbar/vertical_bar.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile) # thumb Frame("gui/phone/scrollbar/horizontal_thumb.png", gui.scrollbar_borders, tile=gui.scrollbar_tile) # base_bar Frame("gui/phone/scrollbar/horizontal_bar.png", gui.scrollbar_borders, tile=gui.scrollbar_tile) # bottom_bar Frame("gui/phone/bar/bottom.png", gui.vbar_borders, tile=gui.bar_tile) # top_bar Frame("gui/phone/bar/top.png", gui.vbar_borders, tile=gui.bar_tile) Save shortcut at the bottom of theNote: RenPy Plugin for JoiPlay doesnt. # right_bar Frame("gui/phone/bar/right.png", gui.bar_borders, tile=gui.bar_tile) The following is a simple but complete RenPy script. # left_bar Frame("gui/phone/bar/left.png", gui.bar_borders, tile=gui.bar_tile) # background "gui/phone/overlay/game_menu.png" New releases are announced in this section. # background "gui/phone/overlay/main_menu.png" How to hide the navigation quick menu for a cutscene Discuss how to use the Ren'Py engine to create visual novels and story-based games. # foreground "gui/phone/button/check_foreground.png" # that uses fewer and bigger buttons that are easier to touch. # Since a mouse may not be present, we replace the quick menu with a version # properties gui.button_text_properties("quick_button") # properties gui.button_properties("quick_button") # config.overlay_screens.append("quick_menu") # the player has not explicitly hidden the interface. # This code ensures that the quick_menu screen is displayed in-game, whenever in screen. # textbutton _("Prefs") action ShowMenu('preferences') The font file should exist in the game directory. # textbutton _("Q.Load") action QuickLoad() This sets the font that is used for dialogue text, menus, inputs, and other in-game text. # 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. # The quick menu is displayed in-game to provide easy access to the out-of-game
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