Im new to Ren-py, but Ive run into a problem. :O
I want to know what kind of code I need to customize how my text box and menu's look.
I saw a thread that stated a vague way on how to do this, but I fail to understand. Can someone please explain?
Customizing how the Text box and Menu's look
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This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
Re: Customizing how the Text box and Menu's look
The best way to do this is to examine the default image textbox (take a screenshot of it maybe), then make your own image textbox and call it "frame.png". Then in the options.rpy of your game, uncomment the line that declares your textbox to be frame.png.
Menus will follow the style of the theme of the game, which is usually centered roundrect or else within the textbox. If you want more custom menus, you'll have to make imagemaps.
Menus will follow the style of the theme of the game, which is usually centered roundrect or else within the textbox. If you want more custom menus, you'll have to make imagemaps.
Re: Customizing how the Text box and Menu's look
I am also having trouble with this. Currently I can't find the code to change the Ren'Py text in the menu into an image. Any help? Also, how do I place the "glow" function when the cursor is placed above it? Thanks.
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Re: Customizing how the Text box and Menu's look
Check out the "From Scratch" section on this page.Guest wrote:I can't find the code to change the Ren'Py text in the menu into an image.
The Ren'Py Reference Manual / UI FunctionsGuest wrote:Also, how do I place the "glow" function when the cursor is placed above it?
Or you could try using an imagemap. I'm not sure about the details, though.Function: ui.imagebutton(idle_image, hover_image, clicked=None, image_style='image_button_image', **properties)
This creates a button that contains two images. The first is the idle image, which is used when the mouse is not over the image, while the second is the hover image, which is used when the mouse is over the image.
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