![]() Install RenPy and create project (yesterday)īy breaking the project up into these tiny tasks I hope that I will stay on track and not get daunted by the scale of all the asset creation, development and testing! To keep on track with this project I've added in timeslots on Google Calendar with little notes like: My current favourite thing to play with in Photoshop is layer styles, especially Hue! It really helps getting a saturated day glow look which I'll definitely be utilising a lot. For the art I've used a photograph of a sketch I drew and lots of editing in Photoshop Elements (which is pretty good for a light and cheap version). I'll be using a mix of the official documentation, forums and trial and error. To edit the main menu itself you need to get into the code a little bit, but there are loads of useful posts on the lemmasoft forums to help if you're new to this. But as it's just a working title I'll work with it or something similar for now. I've just noticed that the game title is illegible. Here is my initial concept for the main menu: This has the added benefit of me being able to hide my bad drawings somewhat! I'll be purposefully mixing between cleaner and more digitally damaged artwork. I want to have an 8-bit glitchy feel, but only in parts. You can read more about the use statement on the official Ren’Py documentation here.I didn't really mention my intended aesthetic for my game yesterday. 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). Tweaking for the NVL box is essentially the same-we just have to pay attention to where the use quick_menu bit goes. 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.
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