This makes the number count down every second - for example, 5, 4, 3, 2. Timer 1 repeat True action If(time > 0, true=SetVariable('time', time - 1), false=) If you're dead-set on replacing the bar with a big countdown number, you will need to modify the countdown screen like so: screen countdown: Like this: label menu2:Į "You were really slow and didn't choose anything." This lets you change the menu entirely if the timer runs out. # timer_jump = the label to jump to when time runs outĪ more elaborate use of this is dynamic timed menus. # timer_range = a number matching time (bar only) # time = the time the timer takes to count down to 0. When you want to start the timer, declare these three variables, then show the countdown screen. Then declare the variables the timer uses in your init block: init: Timer 0.01 repeat True action If(time > 0, true=SetVariable('time', time - 0.01), false=)īar value time range timer_range xalign 0.5 yalign 0.9 xmaximum 300 at alpha_dissolve # This is the timer bar. # This is to fade the bar in and out, and is only required once in your script The bar-type timer is recommended, since it makes the countdown easier to see, but there is also the option of using a numerical countdown.įirst, create the timer screen and place it anywhere in your script. It also includes a bar that notifies the player how much time they have left and can be customized with styles. These types of menus have been used in game series such as The Walking Dead and Sakura Taisen. You can read more about the use statement on the official Ren’Py documentation here.This recipe lets you choose a certain (or secret) menu option automatically if you wait too long. 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() Ren'Py: Customizing window hide and show for menus. 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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