6/10/2023 0 Comments Hide quickmenu button renpy# Set a default value for the auto-forward time, and note that AFM isĬode: Select all use options to the end of that Say window code I mentioned last post and that should tell the game to at least have it show any time there's dialog. If you need it to show in other cases as well, you're going to need a different (or just additional ways) to force it to display. Things don't magically just show up on their own, though. You need to tell the game what to do in order for it to actually do it.ĮDIT: and if it still doesn't show up after doing what I said, you should double-check to make sure wherever you're positioning it is actually a spot that's on screen. Create a new project in the RenPy Launcher. They range from 0 to 1 with 0 being the left/top of the screen and 1 being the bottom/right. Copy-paste the files and folders from the zip into the game folder. textbutton' reply1' action Jump (label1) style 'phonereply.Contribute to renpy/renpy development by creating an account on GitHub. It might be best to use something like xpos 1, ypos 0 to start with and adjust from there. I don't want to sound mean, but it's only not working because you're not doing it right. This could probably be fixed sooner if I just entirely re-wrote your code for you and gave that to you (which is probably what most people do to answer questions), but my style is usually just to tell people how stuff works as a teaching method so they can learn how and why rather than just copying and pasting without any real understanding of what the fix was. If you want me to just throw working code at you instead, let me know. Yaaaaaay I finally made it work In the Nvl window there was the same code as there was in the say window so I changed that code to options. Questions or Comments?įeel free to send in any AG-related questions! Our Ask Box is always open.I also had to tweak the code for the options screen. It’ll be publicly released by the end of the week, so look forward to a weekend (or post-Thanksgiving, if you are in America) game demo! You’ll get the earliest notification for its release if you are following us on Twitter and/or are in the Discord server. The DMR Demo beta has been going very smoothly and is wrapping up in the next few hours. Return # example use in script scene bg town # /end # END COPY # pause after showing the window renpy. show_screen( "say_star") # show star qmenu simmultaneously # /end renpy. _window = True # Argent Games if not renpy. # copied _window_show code from source # if store. """show adv window""" # pause before we show the window renpy. Hide_adv_qmenu() # if the player opened the menu, hide it # /end # END COPY # pause after we hide the window renpy. Hide_adv_qmenu() # if the player opened the menu, hide it # /end renpy. # copied _window_hide code from source # if not store. Return show_default_transition = Dissolve(. the trans argument is for if we want to use some special transition outside of the default one. We also always want some sort of short pause before and after we show/hide the window, so they’ve been added to the function. The Ren’Py Python version of window hide/show is a _window_hide() and _window_show() function, and we copied it over from source below. To automatically show/hide the navigation elements with the dialogue boxes, we made a wrapper for the default window hide/show and added a few extra features. This can lead to errors with missing or multiple navigation elements. For DMR, we have the navigation elements in a separate screen for various design reasons, so we have to manually show/hide them alongside the dialogue box. Making a one-liner window hide/show function for working with multiple screens Window hiding and showingįor 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. Ren'Py: Customizing window hide and show for qmenus on a separate Games
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