![]() ![]() Buttons and bars allow the user to invoke actions and adjust values. This sounds more like you want something akin to the navigational menu to appear. RenPy includes a pool of pre-defined actions, allowing the user to advance the game. Then the button itself would have: action ShowMenu("yourmenu") What you could do is in screens.rpy, copy your Navigation menu as a basis, but rename it to something else and fiddle with the options and position of it to suit your needs. You can also use a hide on the button as well as Kinsman said. Of course, also as said, the button probably needs to be its own screen if hidden. # A screen that's included by the default say screen, and adds quick access to Imagebutton auto "ui/load_%s.png" action ShowMenu("options") Thank you both so much for all the information! Unfortunately I'm not doing any progress on this Will you please take a look at my code?Ĭode: Select all # The other alternative is to make the menu literally cover the button when called so that you just can't see it for that reason.Ī third option, if you don't mind the menu/button being hidden when other menus are called is to tag them both as menu so the button automatically goes away when this (or any other) menu is called. ![]() Hotspot (654, 191, 107, 40) action Skip() renpy/renpy Request Possibility to add idle and hover images to regular buttons. Style.gm_nav_button.size_group = "gm_nav" Style.file_picker_text = Style(style.large_button_text) Style.file_picker_button = Style(style.large_button) Style.file_picker_nav_button_text = Style(style.small_button_text) Style.file_picker_nav_button = Style(style.small_button) Style.file_picker_frame = Style(nu_frame) Hello, Would it be possible to add functionality to show idleimage and hoverimage to regular button I know theres already imagebutton for this, but button is more robust allowing for text, solid frames at the same time, but not alternating image. # 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. I also had to tweak the code for the options screen.
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