Instant CG and BG gallery

A place for Ren'Py tutorials and reusable Ren'Py code.
Forum rules
Do not post questions here!

This forum is for example code you want to show other people. Ren'Py questions should be asked in the Ren'Py Questions and Announcements forum.
Message
Author
User avatar
Riku
Regular
Posts: 28
Joined: Wed Feb 22, 2012 9:08 am
Location: Québec, Canada
Contact:

Re: Instant CG and BG gallery

#16 Post by Riku » Thu Aug 01, 2013 4:57 pm

Kindynos wrote:Hello! I must say that your code is really nice-looking, and useful! However, I'm having a bit of a trouble with it, I suppose you can help me, yes?
So, pasting it to my game didn't work properly, so I did it the other way round, pasting my game's files on to your code. but it gave me this one traceback
I'm sorry, but an uncaught exception occurred.

While executing init code:
File "game/screens.rpy", line 582, in script
File "game/screens.rpy", line 585, in python
Exception: Expected an image, but got a general displayable.

-- Full Traceback ------------------------------------------------------------

Full traceback:
File "C:\Documents and Settings\csepulve\Desktop\javivivuvu\ren'py\renpy-6.15.7-sdk\renpy\bootstrap.py", line 265, in bootstrap
renpy.main.main()
File "C:\Documents and Settings\csepulve\Desktop\javivivuvu\ren'py\renpy-6.15.7-sdk\renpy\main.py", line 269, in main
game.context().run(node)
File "C:\Documents and Settings\csepulve\Desktop\javivivuvu\ren'py\renpy-6.15.7-sdk\renpy\execution.py", line 288, in run
node.execute()
File "C:\Documents and Settings\csepulve\Desktop\javivivuvu\ren'py\renpy-6.15.7-sdk\renpy\ast.py", line 718, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "C:\Documents and Settings\csepulve\Desktop\javivivuvu\ren'py\renpy-6.15.7-sdk\renpy\python.py", line 1297, in py_exec_bytecode
exec bytecode in globals, locals
File "game/screens.rpy", line 585, in <module>
renpy.image (gal_item + " butt", im.Scale(ImageReference(gal_item), thumbnail_x, thumbnail_y))
File "C:\Documents and Settings\csepulve\Desktop\javivivuvu\ren'py\renpy-6.15.7-sdk\renpy\display\im.py", line 643, in __init__
im = image(im)
File "C:\Documents and Settings\csepulve\Desktop\javivivuvu\ren'py\renpy-6.15.7-sdk\renpy\display\im.py", line 1536, in image
return image(arg.target, loose=loose, **properties)
File "C:\Documents and Settings\csepulve\Desktop\javivivuvu\ren'py\renpy-6.15.7-sdk\renpy\display\im.py", line 1551, in image
raise Exception("Expected an image, but got a general displayable.")
Exception: Expected an image, but got a general displayable.

Windows-XP-5.1.2600-SP3
Ren'Py 6.15.7.374
A Ren'Py Game 0.0
I checked these lines and this is what I have.

Code: Select all

init python:
 #   Here we create the thumbnails. We create a grayscale thumbnail image for BGs, but we use a special "locked" image for CGs to prevent spoilers.
    for gal_item in gallery_cg_items:
        renpy.image (gal_item + " butt", im.Scale(ImageReference(gal_item), thumbnail_x, thumbnail_y))
    for gal_item in gallery_bg_items:
        renpy.image (gal_item + " butt", im.Scale(ImageReference(gal_item), thumbnail_x, thumbnail_y))
        renpy.image (gal_item + " butt dis", im.Grayscale(ImageReference(gal_item + " butt")))
I honestly don't understand how to fix that ;; may you help me?

//by the way I'm just trying to do a CG gallery, actually, not the bg one//
Same problem for me and I've tried this
You need to replace "cg1", "cg2",... with your images. If you've done that, check your image definitions for typos.
and that
Also delete all the lines that include the word "bg"
, but it doesn't work.

I don't understand what's the matter since it works perfectly in the exemple you provide.

I don't understand either what "butt" suppose to be. Yes, a button, but what for and wich image should we use to replace it? It will be usefull if you explain it clearly.

P.S. : I'm using a 1280 x 720 resolution, but I don't think it's a problem, because I've tried to add the same resolution to your exemple and once again it works perfectly.

So, it will be really nice if you can solve this out! :mrgreen:

User avatar
leon
Miko-Class Veteran
Posts: 554
Joined: Sun Oct 09, 2011 11:15 pm
Completed: Visual Novel Tycoon, Night at the Hospital, Time Labyrinth, The Buried Moon, Left of Center, Super Otome Quest
Projects: Lemon Project, Porcelain Heart, Dream's Dénouement
Organization: Team ANARKY
Contact:

Re: Instant CG and BG gallery

#17 Post by leon » Thu Aug 01, 2013 7:00 pm

Have you put your image definitions under "init"? Like this...

Code: Select all

init:
    image cg1 = "cg1.jpg"
You need that, so the images are defined before the buttons are created. Basically what the error is saying, is that one of the items in gallery_cg_items variable is not an image.
Riku wrote:I don't understand either what "butt" suppose to be. Yes, a button, but what for and wich image should we use to replace it? It will be usefull if you explain it clearly.
It's for buttons/thumbnails for every CG (and BG) image. They are automatically generated and used internally, so you don't need to replace anything.

User avatar
Riku
Regular
Posts: 28
Joined: Wed Feb 22, 2012 9:08 am
Location: Québec, Canada
Contact:

Re: Instant CG and BG gallery

#18 Post by Riku » Thu Aug 01, 2013 7:52 pm

leon wrote:Have you put your image definitions under "init"? Like this...

Code: Select all

init:
    image cg1 = "cg1.jpg"
You need that, so the images are defined before the buttons are created.
Yup I've done it, but it still not working... That's weird... Anyway, I've managed to make it work! :mrgreen:

Instead of inserting the script in my game screen thingy, I've put my game files into the "All-In-One RenPy Framework" of Daikiraikimi (it containt the BG and CG gallery thing) and I deleted all the things that I didn't want. Aaaaaaaaand that's it, it works! Not so practical, but it's alright with me.

Now, I was wondering; what about CG with variations. Can we add a thingy to show the CG and all its varations in the same thumnail thing??? ... Hope you understand what I mean! Kinda hard to explain.

Thanks a bunch for your explanation! Didn't work for me, but I'm sure it will help someone else! :D

User avatar
leon
Miko-Class Veteran
Posts: 554
Joined: Sun Oct 09, 2011 11:15 pm
Completed: Visual Novel Tycoon, Night at the Hospital, Time Labyrinth, The Buried Moon, Left of Center, Super Otome Quest
Projects: Lemon Project, Porcelain Heart, Dream's Dénouement
Organization: Team ANARKY
Contact:

Re: Instant CG and BG gallery

#19 Post by leon » Thu Aug 01, 2013 10:14 pm

Glad you got it working. :)
Riku wrote:Now, I was wondering; what about CG with variations. Can we add a thingy to show the CG and all its varations in the same thumnail thing??? ... Hope you understand what I mean! Kinda hard to explain.
If you check out the BG gallery, there's a commented out example that does this. You can use the same thing for the CG gallery.

Code: Select all

        if gal_item == "bg kitchen":
            g_bg.image("bg kitchen dining")
            g_bg.unlock("bg kitchen dining")
In the example "bg kitchen" is the first variation of the image (also used for the thumbnail) and "bg kitchen dining" is the second variation.

User avatar
Riku
Regular
Posts: 28
Joined: Wed Feb 22, 2012 9:08 am
Location: Québec, Canada
Contact:

Re: Instant CG and BG gallery

#20 Post by Riku » Thu Aug 01, 2013 10:43 pm

Doesn't seem to work... :(
Even in the exemple. I'd just remove the "#" but it shows me this error message:

I'm sorry, but an uncaught exception occurred.
While running game code:
File "renpy/common/_layout/screen_main_menu.rpym", line 11, in script
File "renpy/common/00gallery.rpy", line 105, in python
File "renpy/common/00gallery.rpy", line 75, in python
TypeError: 'NoneType' object is not callable
I understand nothing of it! X)

I also tried ajusting the original script to my situation:

Code: Select all

if gal_item == "cg1":
            g_cg.image("cg1B")
            g_cg.unlock("cg1B")
g_cg.transition = fade
    cg_page=0
but it doesn't work either, showing me this:
I'm sorry, but errors were detected in your script. Please correct the
errors listed below, and try again.


File "game/screens.rpy", line 578: expecting name after dot.
g_cg.image("cg1B")
^

File "game/screens.rpy", line 579: expected statement.
g_cg.unlock("cg1B")
^

File "game/screens.rpy", line 580: expected statement.
g_cg.transition = fade
^
And again I don't really understand (I'm kinda noob in programmation).

Can you explain it to me please? :roll:

User avatar
leon
Miko-Class Veteran
Posts: 554
Joined: Sun Oct 09, 2011 11:15 pm
Completed: Visual Novel Tycoon, Night at the Hospital, Time Labyrinth, The Buried Moon, Left of Center, Super Otome Quest
Projects: Lemon Project, Porcelain Heart, Dream's Dénouement
Organization: Team ANARKY
Contact:

Re: Instant CG and BG gallery

#21 Post by leon » Thu Aug 01, 2013 11:22 pm

Riku wrote:Doesn't seem to work... :(
Even in the exemple. I'd just remove the "#" but it shows me this error message:

I'm sorry, but an uncaught exception occurred.
Yes, you need to adjust it, like you did... g_bg is an object that doesn't exist, if you deleted the parts for teh BG gallery.

You also need to put it the right spot:

Code: Select all

gal_cells = gal_rows * gal_cols    
    g_cg = Gallery()
    for gal_item in gallery_cg_items:
        g_cg.button(gal_item + " butt")
        g_cg.image(gal_item)
        g_cg.unlock(gal_item)

        if gal_item == "cg1":
            g_cg.image("cg1B")
            g_cg.unlock("cg1B")

    g_cg.transition = fade
    cg_page=0
I hope that works. :) There's also the documentation for the Ren'Py image gallery. If you haven't already, make sure to read it.

User avatar
Riku
Regular
Posts: 28
Joined: Wed Feb 22, 2012 9:08 am
Location: Québec, Canada
Contact:

Re: Instant CG and BG gallery

#22 Post by Riku » Fri Aug 02, 2013 8:46 am

It works! :mrgreen:

Looks like the code lines must be perfectly aligned though!

Well thank you! It was a lot easier to understand than the image gallery of the cookbook! :wink:

User avatar
Kokoro Hane
Eileen-Class Veteran
Posts: 1103
Joined: Thu Oct 27, 2011 6:51 pm
Completed: 30 Kilowatt Hours Left, The Only One Girl { First Quarter }, Crystal Captor: Memory Chronicle Finale, Journey of The Scroll, An Encounter ~In The Rain~, A Piece of Sweetness, Hot Scientific Clock, Since When Did I Have a Combat Butler?!, one. digit. off
Projects: Synchronized Clocks
Organization: Tofu Sheets Visual
Deviantart: kokoro-hane
itch: tofu-sheets-visual
Contact:

Re: Instant CG and BG gallery

#23 Post by Kokoro Hane » Fri Aug 02, 2013 9:26 pm

This code is AMAZING! I made sure to read this thread and responses before applying, I did what was needed, and it worked with my first try! Thank you so much for providing this code, it is beautiful and simple to use! <3
PROJECTS:
Since When Did I Have a Combat Butler?![COMPLETE][NaNoRenO2020+]
Hot Scientific Clock [COMPLETE][BxG]
Journey of The Scroll [COMPLETE][RPG][v.2]
Crystal Captor: Memory Chronicle Finale [COMPLETE][RPG][#1 in So Bad It's Good jam '17]
The Only One Girl [WiP][Up.5/20/2017][1stQ ver. released]

But dear God, You're the only North Star I would follow this far
Owl City "Galaxies"

User avatar
Fenrir34
Miko-Class Veteran
Posts: 560
Joined: Fri Jul 05, 2013 4:39 am
Completed: Escaping Sorrow
Projects: Crisis Beat,Lynarsia-The Broken Song
Location: California
Contact:

Re: Instant CG and BG gallery

#24 Post by Fenrir34 » Thu Aug 08, 2013 6:41 pm

I put in your code and erased the bg's and but parts but I still get an error. Please help.

Code: Select all

#Gallery    
init python:
    #Galleries settings - start
    #list the CG gallery images here:
    gallery_cg_items = ["sky_night.png"]
    #list the BG gallery images here (if a BG includes several variations, such as night version, include only one variation here):
    #how many rows and columns in the gallery screens?
    gal_rows = 3
    gal_cols = 3
    #thumbnail size in pixels:
    thumbnail_x = 267
    thumbnail_y = 150
    #the setting above (267x150) will work well with 16:9 screen ratio. Make sure to adjust it, if your are using 4:3 or something else.
    #Galleries settings - end
   
    gal_cells = gal_rows * gal_cols   
    g_cg = Gallery()
    for gal_item in gallery_cg_items:
        g_cg.button(gal_item + " sky_night.png")
        g_cg.image(gal_item)
        g_cg.unlock(gal_item)
    g_cg.transition = fade
    cg_page=0

   
init +1 python:
    #Here we create the thumbnails. We create a grayscale thumbnail image for BGs, but we use a special "locked" image for CGs to prevent spoilers.
    for gal_item in gallery_cg_items:
        renpy.image (gal_item + " sky_night.png", im.Scale(ImageReference(gal_item), thumbnail_x, thumbnail_y))
   
       
screen cg_gallery:
    tag menu
    use navigation
    frame background None xpos 10:
        grid gal_rows gal_cols:
            ypos 10
            $ i = 0
            $ next_cg_page = cg_page + 1           
            if next_cg_page > int(len(gallery_cg_items)/gal_cells):
                $ next_cg_page = 0
            for gal_item in gallery_cg_items:
                $ i += 1
                if i <= (cg_page+1)*gal_cells and i>cg_page*gal_cells:
                    add g_cg.make_button(gal_item + " butt", gal_item + " sky_night.png", im.Scale("sky_night.png", thumbnail_x, thumbnail_y), xalign=0.5, yalign=0.5, idle_border=None, background=None, bottom_margin=24)
            for j in range(i, (cg_page+1)*gal_cells): #we need this to fully fill the grid
                null
        frame:
            yalign 0.97
            vbox:
                if len(gallery_cg_items)>gal_cells:
                    textbutton _("Next Page") action [SetVariable('cg_page', next_cg_page), ShowMenu("cg_gallery")]


User avatar
Fenrir34
Miko-Class Veteran
Posts: 560
Joined: Fri Jul 05, 2013 4:39 am
Completed: Escaping Sorrow
Projects: Crisis Beat,Lynarsia-The Broken Song
Location: California
Contact:

Re: Instant CG and BG gallery

#25 Post by Fenrir34 » Thu Aug 08, 2013 6:57 pm

Here's a version that I think is more correct but I still get an error. Please help me if you can

Code: Select all

init python:
    #Galleries settings - start
    #list the CG gallery images here:
    gallery_cg_items = ["sky_night.png"]
    #how many rows and columns in the gallery screens?
    gal_rows = 3
    gal_cols = 3
    #thumbnail size in pixels:
    thumbnail_x = 267
    thumbnail_y = 150
    #the setting above (267x150) will work well with 16:9 screen ratio. Make sure to adjust it, if your are using 4:3 or something else.
    #Galleries settings - end
   
    gal_cells = gal_rows * gal_cols   
    g_cg = Gallery()
    for gal_item in gallery_cg_items:
        g_cg.button(gal_item + " butt")
        g_cg.image(gal_item)
        g_cg.unlock(gal_item)
    g_cg.transition = fade
    cg_page=0

   
init +1 python:
    #Here we create the thumbnails. We create a grayscale thumbnail image for BGs, but we use a special "locked" image for CGs to prevent spoilers.
    for gal_item in gallery_cg_items:
        renpy.image (gal_item + " butt", im.Scale(ImageReference(gal_item), thumbnail_x, thumbnail_y))
    for gal_item in gallery_bg_items:
        renpy.image (gal_item + " butt", im.Scale(ImageReference(gal_item), thumbnail_x, thumbnail_y))
        renpy.image (gal_item + " butt dis", im.Grayscale(ImageReference(gal_item + " butt")))
       
screen cg_gallery:
    tag menu
    use navigation
    frame background None xpos 10:
        grid gal_rows gal_cols:
            ypos 10
            $ i = 0
            $ next_cg_page = cg_page + 1           
            if next_cg_page > int(len(gallery_cg_items)/gal_cells):
                $ next_cg_page = 0
            for gal_item in gallery_cg_items:
                $ i += 1
                if i <= (cg_page+1)*gal_cells and i>cg_page*gal_cells:
                    add g_cg.make_button(gal_item + " butt", gal_item + " butt", im.Scale("sky_night.png", thumbnail_x, thumbnail_y), xalign=0.5, yalign=0.5, idle_border=None, background=None, bottom_margin=24)
            for j in range(i, (cg_page+1)*gal_cells): #we need this to fully fill the grid
                null
        frame:
            yalign 0.97
            vbox:
                if len(gallery_cg_items)>gal_cells:
                    textbutton _("Next Page") action [SetVariable('cg_page', next_cg_page), ShowMenu("cg_gallery")]

User avatar
leon
Miko-Class Veteran
Posts: 554
Joined: Sun Oct 09, 2011 11:15 pm
Completed: Visual Novel Tycoon, Night at the Hospital, Time Labyrinth, The Buried Moon, Left of Center, Super Otome Quest
Projects: Lemon Project, Porcelain Heart, Dream's Dénouement
Organization: Team ANARKY
Contact:

Re: Instant CG and BG gallery

#26 Post by leon » Thu Aug 08, 2013 7:51 pm

Delete this part:

Code: Select all

    for gal_item in gallery_bg_items:
        renpy.image (gal_item + " butt", im.Scale(ImageReference(gal_item), thumbnail_x, thumbnail_y))
        renpy.image (gal_item + " butt dis", im.Grayscale(ImageReference(gal_item + " butt")))
It's refering to the BG gallery items list (gallery_bg_items) that doesn't exist.

Also, once you got it working, make sure to replace the image here with an image representing a locked item. You don't want to spoil people... :wink:

Code: Select all

                    add g_cg.make_button(gal_item + " butt", gal_item + " butt", im.Scale("sky_night.png", thumbnail_x, thumbnail_y), xalign=0.5, yalign=0.5, idle_border=None, background=None, bottom_margin=24)
If you still get more errors, make sure to copy paste the error message here.

User avatar
Fenrir34
Miko-Class Veteran
Posts: 560
Joined: Fri Jul 05, 2013 4:39 am
Completed: Escaping Sorrow
Projects: Crisis Beat,Lynarsia-The Broken Song
Location: California
Contact:

Re: Instant CG and BG gallery

#27 Post by Fenrir34 » Thu Aug 08, 2013 8:04 pm

leon wrote:Delete this part:

Code: Select all

    for gal_item in gallery_bg_items:
        renpy.image (gal_item + " butt", im.Scale(ImageReference(gal_item), thumbnail_x, thumbnail_y))
        renpy.image (gal_item + " butt dis", im.Grayscale(ImageReference(gal_item + " butt")))
It's refering to the BG gallery items list (gallery_bg_items) that doesn't exist.

Also, once you got it working, make sure to replace the image here with an image representing a locked item. You don't want to spoil people... :wink:

Code: Select all

                    add g_cg.make_button(gal_item + " butt", gal_item + " butt", im.Scale("sky_night.png", thumbnail_x, thumbnail_y), xalign=0.5, yalign=0.5, idle_border=None, background=None, bottom_margin=24)
If you still get more errors, make sure to copy paste the error message here.

Thank you so much but I'll still getting errors. Here's the code

Code: Select all

I'm sorry, but an uncaught exception occurred.

While executing init code:
  File "game/screens.rpy", line 221, in script
  File "game/screens.rpy", line 224, in python
Exception: Expected an image, but got a general displayable.

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "/Users/ravenrosenfeld/Downloads/renpy-6.15.7-sdk/renpy/bootstrap.py", line 265, in bootstrap
    renpy.main.main()
  File "/Users/ravenrosenfeld/Downloads/renpy-6.15.7-sdk/renpy/main.py", line 269, in main
    game.context().run(node)
  File "/Users/ravenrosenfeld/Downloads/renpy-6.15.7-sdk/renpy/execution.py", line 288, in run
    node.execute()
  File "/Users/ravenrosenfeld/Downloads/renpy-6.15.7-sdk/renpy/ast.py", line 718, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "/Users/ravenrosenfeld/Downloads/renpy-6.15.7-sdk/renpy/python.py", line 1297, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/screens.rpy", line 224, in <module>
    renpy.image (gal_item + " butt", im.Scale(ImageReference(gal_item), thumbnail_x, thumbnail_y))
  File "/Users/ravenrosenfeld/Downloads/renpy-6.15.7-sdk/renpy/display/im.py", line 643, in __init__
    im = image(im)
  File "/Users/ravenrosenfeld/Downloads/renpy-6.15.7-sdk/renpy/display/im.py", line 1536, in image
    return image(arg.target, loose=loose, **properties)
  File "/Users/ravenrosenfeld/Downloads/renpy-6.15.7-sdk/renpy/display/im.py", line 1551, in image
    raise Exception("Expected an image, but got a general displayable.")
Exception: Expected an image, but got a general displayable.

Darwin-10.4.0-i386-64bit
Ren'Py 6.15.7.374
A Ren'Py Game 0.0
And here's what I put in

Code: Select all

init python:
    #Galleries settings - start
    #list the CG gallery images here:
    gallery_cg_items = ["sky_night.png"]
    #how many rows and columns in the gallery screens?
    gal_rows = 3
    gal_cols = 3
    #thumbnail size in pixels:
    thumbnail_x = 267
    thumbnail_y = 150
    #the setting above (267x150) will work well with 16:9 screen ratio. Make sure to adjust it, if your are using 4:3 or something else.
    #Galleries settings - end
   
    gal_cells = gal_rows * gal_cols   
    g_cg = Gallery()
    for gal_item in gallery_cg_items:
        g_cg.button(gal_item + " butt")
        g_cg.image(gal_item)
        g_cg.unlock(gal_item)
    g_cg.transition = fade
    cg_page=0

   
init +1 python:
    #Here we create the thumbnails. We create a grayscale thumbnail image for BGs, but we use a special "locked" image for CGs to prevent spoilers.
    for gal_item in gallery_cg_items:
        renpy.image (gal_item + " butt", im.Scale(ImageReference(gal_item), thumbnail_x, thumbnail_y))

screen cg_gallery:
    tag menu
    use navigation
    frame background None xpos 10:
        grid gal_rows gal_cols:
            ypos 10
            $ i = 0
            $ next_cg_page = cg_page + 1           
            if next_cg_page > int(len(gallery_cg_items)/gal_cells):
                $ next_cg_page = 0
            for gal_item in gallery_cg_items:
                $ i += 1
                if i <= (cg_page+1)*gal_cells and i>cg_page*gal_cells:
                    add g_cg.make_button(gal_item + " butt", gal_item + " butt", im.Scale("sky_night.png", thumbnail_x, thumbnail_y), xalign=0.5, yalign=0.5, idle_border=None, background=None, bottom_margin=24)
            for j in range(i, (cg_page+1)*gal_cells): #we need this to fully fill the grid
                null
        frame:
            yalign 0.97
            vbox:
                if len(gallery_cg_items)>gal_cells:
                    textbutton _("Next Page") action [SetVariable('cg_page', next_cg_page), ShowMenu("cg_gallery")]

Did I erase something I shouldn't have?

And thanks so much for the help :D

User avatar
leon
Miko-Class Veteran
Posts: 554
Joined: Sun Oct 09, 2011 11:15 pm
Completed: Visual Novel Tycoon, Night at the Hospital, Time Labyrinth, The Buried Moon, Left of Center, Super Otome Quest
Projects: Lemon Project, Porcelain Heart, Dream's Dénouement
Organization: Team ANARKY
Contact:

Re: Instant CG and BG gallery

#28 Post by leon » Thu Aug 08, 2013 8:15 pm

Code: Select all

    #list the CG gallery images here:
    gallery_cg_items = ["sky_night.png"]
You need to list the image names used in Ren'Py here, not filenames. For example:

Code: Select all

    gallery_cg_items = ["sky night"]
You define these images somewhere else in the script:

Code: Select all

init:
    image sky night = "sky_night.png"

User avatar
Fenrir34
Miko-Class Veteran
Posts: 560
Joined: Fri Jul 05, 2013 4:39 am
Completed: Escaping Sorrow
Projects: Crisis Beat,Lynarsia-The Broken Song
Location: California
Contact:

Re: Instant CG and BG gallery

#29 Post by Fenrir34 » Thu Aug 08, 2013 8:20 pm

The good news is it's not giving me the error anymore but the button isn't in the main screen menu

Thank you much for the help :D

User avatar
leon
Miko-Class Veteran
Posts: 554
Joined: Sun Oct 09, 2011 11:15 pm
Completed: Visual Novel Tycoon, Night at the Hospital, Time Labyrinth, The Buried Moon, Left of Center, Super Otome Quest
Projects: Lemon Project, Porcelain Heart, Dream's Dénouement
Organization: Team ANARKY
Contact:

Re: Instant CG and BG gallery

#30 Post by leon » Thu Aug 08, 2013 8:27 pm

You need to add the button to "screen main_menu" in screens.rpy to call the gallery screen. Something like this:

Code: Select all

        textbutton _("Start Game") action Start()
        textbutton _("CG Gallery") action ShowMenu("cg_gallery")
        textbutton _("Load Game") action ShowMenu("load")

Post Reply

Who is online

Users browsing this forum: No registered users