Happy hollidays, everybody

. Well, while I endure a lonely Christmas night, let's see what I can do to help here. Hey, sunTARIA, xela really pointed you in the right directions. Christine's game UI is really simple (simpler than what xela thought at first, I might tell you) and, with a little knowledge of screen language, you could have a good start. First thing: to me, the most difficult part was actually finding the game to download, as it's not called CPLL, but "Cell Phone Love Letter" (duh). After finding it, and playing it a bit, I've come to some conclusions. I can't guarantee it was done this way, but I've done some tests and everything seemed to work.
There's no blue or orange screens, I believe, for a simple reason: this game was made when UI functions where "the bees knees". In fact, what we have are a set of bitmap images that take the whole screen, with this layout:
Here is a blank image so you will have a better idea:

- blank-layout.jpg (8.24 KiB) Viewed 2288 times
To put the elements at the top of the screen, Christine must have used overlay functions. Probably something like the example you will find here:
http://www.renpy.org/w/index.php?title= ... s&oldid=32
If you follow the link, you will see another curiosity: that "text" isn't really text, but several png images. Another overlay must have been used for the battery image. Well, today we can do all of this using simple screens (Yay!). So, let's start:
– Create your project (If you haven't done so), go to options.rpy and edit the line that defines the background of the say window:
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## The background of the window. In a Frame, the two numbers
## are the size of the left/right and top/bottom borders,
## respectively.
style.window.background = Null()
– Now go to the bottom of your screens.rpy and add these two screens (Why not only one? Well... why not two?):
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screen show_date:
text (_date) xanchor .0 yanchor .0 xpos .01 ypos .0
screen show_battery:
add "battery.png" xanchor 1.0 yanchor .0 xpos 1.0 ypos .0
– Now go to your script.rpy.
At the very top of the script add this line:
This time we will be using real text to display the date. You can style the text as you prefer. After label start, put these lines:
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$ _date = "Feb. 3/08" # just an example
show screen show_date
show screen show_battery
Continue your game showing dialogues, new locations, etc. When you want the date to change, just do another
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$ _date = "Feb. 3/12" # just an example
No need to show the screen again. It will update automatically.
That's it, basically. Have fun.