Cute screen!

For trying to code it, I would also definitely use screen language.
To the screen, I'd first add the background behind the buttons with the
add statement.
The date, stats, and textbox could then be added using the
text statement. You can set variables for the different dates, stats, etc. in the game and use "[variable's name]" to display them in the text.
And for the activities buttons, I would use
imagebuttons that
Jump to different events. It may be useful to use
hbox,
vbox, or
grid to organize the buttons into rows and columns.
Since you've not used screen language before, would a code template be helpful? I'll try to outline what I think might work, but since I don't have your images, you'll have to test it yourself and probably adjust lots of things to make it work properly. ^^; A note - you don't have to use
frame for everything like I did. I like it for grouping things together, but you can add the stuff inside the frame directly to the screen if you specify all their positions separately. You also don't have to use xpos/ypos to specify positions -
there are many ways to do it.
Code: Select all
# put this in your "screens.rpy" file
screen examplescreen:
add "background.png" # first add the background image
frame: # area for the date
xpos ? # set the horizontal position
ypos ? # set the vertical position
add "datebox.png" # background for the datebox
text "[date]" # current date - date is a string variable you'll have to set in your script, every time you have a new day
frame: # area for the textbox - it's very similar to the date box
xpos ? # set the horizontal position
ypos ? # set the vertical position
add "textbox.png" # background for the textbox
text "[description]" # description in the textbox - description is a string variable you'll have to set in your script, whenever you jump to an event
frame: # area for the activity buttons
xpos ? # set the horizontal position
ypos ? # set the vertical position
hbox: # stacks objects horizontally
vbox: # stacks objects vertically
imagebutton:
idle "bathtub.png" # idle button image
hover "bathtub_hover.png" # hovered button image
action Jump("take_a_bath") # pressing the button causes you to jump to the "take_a_bath" label in your script - this is probably where you will want to set the "description" variable
imagebutton:
idle "magazine.png"
hover "magazine_hover.png"
action Jump("read_magazine")
vbox: # starts a new column
imagebutton:
idle "blahblah.png"
hover "blahblah_hover.png"
action Jump("talk_blah")
#fill in the rest of the buttons
frame: # area for the stat buttons
xpos ? # set the horizontal position
ypos ? # set the vertical position
vbox: # puts objects in rows
xpos ? # set the horizontal position
ypos ? # set the vertical position
add "statbackground.png" # add background for stat buttons
add "statbackground.png"
add "statbackground.png"
add "statbackground.png"
add "statbackground.png"
vbox: # puts objects in rows
xpos ? # set the horizontal position
ypos ? # set the vertical position
text "intelligence [intelligence_stat]" # intelligence_stat, fashion_stat, etc. are all variables you have to set in the game
text "fashion [fashion_stat]"
text "charme [charme_stat]"
text "gentilesse [gentilesse_stat]"
text "stress [stress_stat]"
Let me know if you have any problems! I didn't check it very carefully, but hopefully it will at least help you get started?