Returning to point where you left..

Discuss how to use the Ren'Py engine to create visual novels and story-based games. New releases are announced in this section.
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Bartulisica
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Re: Returning to point where you left..

#16 Post by Bartulisica »

Something like this

Code: Select all

screen shop_button:
    textbutton "Shop" action *Call* ("shop_screen")

screen exitshop_button:
    textbutton "Exit" action *Return to the point when you called the screen*

label start:
    scene nature
    show screen shop_button
    "Random story begins"
    "It continues.."    #At this point, I want to enter the shop label by button.
    "And it goes on."  # I want to return here when I'm done shopping. (Or to the line above. Doesn't matter.)
    "And on."
    "This is the ending."

label shop_screen:
    scene shop
    show screen exitshop_button
    cashier "Hello"
    cashier "Buy something"
    "Then you buy something."
    "Click exit button to exit shop. It's only logical."
    
Don't worry about appends, costs and everything, I got that part so I'm describing it simply. You get the point. :D
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Bartulisica
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Re: Returning to point where you left..

#17 Post by Bartulisica »

Wow, that tester is pretty helpful for understanding screens! Did you make it just for me, or did you have it already? :D
ANyway, I feel so special... and lazy for not reading documentation. :D But it's not laziness, doc is a bit confusing, and reading it all at once makes no progress, so I rather wait untill I hit the wall, and the try to solve problem by problem.
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trooper6
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Re: Returning to point where you left..

#18 Post by trooper6 »

I made the tester just for you. Whenever someone asks a question, 95% of the time I:
a) look up the documentation that is relevant to their question and read it through
b) do a search of LSF to see if the question has already been asked and answered
c) create a brand new test project and teach myself whatever code is necessary to answer the question
d) Once the test project is working, then I answer the question.

Sometimes this takes a few hours.

As for the code you posted. I think that rather than having your shop be a label called "shop_screen"--you should just make an actual screen. Give the screen your shop image as a background, have a picture of the cashier with her saying "Buy something" (or whatever you want), then have a bunch of buttons that are all the things that can be bought/sold. Have the last button on the screen be the exit.

This way you can just call the screen--or show it if you want the player to be able to buy more than one thing at a time.
A Close Shave:
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?)
Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978

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