I'm making this dating sim and I'm using my own code, not depending on the DSE template.
I saw something in the demo of Ren'Py about image maps.
- How can I make a image map?
If so, do I use pixels as value for it?
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$ result = renpy.imagemap("normal.png", "hovered.png", [(100, 100, 300, 400, "school"),(500, 100, 700, 400, "home")])
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if result == "school":
"I go to school."
if result == "home":
"I go home."
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$ result = renpy.imagemap("normal.png", "hovered.png", [(*100, 100, 300, 400*, "school"),(*500, 100, 700, 400*, "home")])
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style.default.font = "fontname.ttf"
And on the "title" I mean....Aleema wrote:What do you mean by the "title"?
And I read that in the reference manual before I started to post here. But thanks for reminding me. I'm replacing the font of the UI to make it more comic book styled. But I dont like the intro title to use comic book font. I like to use a formal font. Thanks for the tip anyways.Aleema wrote:If you want to change the font for the entire game, there is already a line commented out in your options.rpy.
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style.default.font = "fontname.ttf"
You can use ui.textbutton with overlay. Read about overlay here:http://www.renpy.org/wiki/renpy/doc/reference/OverlaysThe CRxTR wrote:So I go to the "player menu". (Inspired from the Ren'Py demo and I wonder if how did PyTom made it.)
Image
You can use ui.frame, ui.vbox, ui.hbox, ui.text, ui.textbutton. Read about ui here:http://www.renpy.org/wiki/renpy/doc/ref ... _FunctionsThe CRxTR wrote:I click the button and this UI shows up.
Image
You can use:The CRxTR wrote:The screen reveals the text (centered on the screen in another font that is not used by the UI): "Studio Somewhere presents"
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label splashscreen:
centered "{font=DejaVuSans.ttf}Studio Somewhere presents{/font}"
return
return
Will it do the similar thing as the Ren'Py demo?JQuartz wrote:You can use ui.textbutton with overlay. Read about overlay here:http://www.renpy.org/wiki/renpy/doc/reference/OverlaysThe CRxTR wrote:So I go to the "player menu". (Inspired from the Ren'Py demo and I wonder if how did PyTom made it.)
Image
You can use:The CRxTR wrote: The screen reveals the text (centered on the screen in another font that is not used by the UI): "Studio Somewhere presents"
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label splashscreen:
centered "{font=DejaVuSans.ttf}Studio Somewhere presents{/font}"
return
return
If you mean it'll stay on the screen for the whole game, then yes.The CRxTR wrote:Will it do the similar thing as the Ren'Py demo?
You could ui.text like so:The CRxTR wrote:And could I place text on the UI popup (with the buttons below similar to my posted image)?
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label player1_status:
$ ui.frame()
$ ui.vbox()
$ ui.text("Player 1")
$ ui.text("Status : Normal")
$ ui.close()
$ ui.interact()
An example:The CRxTR wrote:I kind of understood the overlay. How do I use the overlay on a button?
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init python:
button_show=True
def player_menu():
if button_show:
ui.textbutton("Player 1", clicked=ui.callsinnewcontext("player1_status"), xalign=0.95,yalign=0.05)
config.overlay_functions.append(player_menu)
Will this:JQuartz wrote:You can use:Code: Select all
label splashscreen: centered "{font=DejaVuSans.ttf}Studio Somewhere presents{/font}" return return
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label splashscreen:
scene black
show text "{font=DejaVuSans.ttf}Studio Somewhere presents{/font}" with dissolve
hide text with dissolve
return
Maybe you should add a renpy.pause like so:The CRxTR wrote:Will this:
Code:...
...work?
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label splashscreen:
scene black
show text "{font=DejaVuSans.ttf}Studio Somewhere presents{/font}" with dissolve
$ renpy.pause(1)
hide text with dissolve
return
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