Is it possible to make a secret menu selection?
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Is it possible to make a secret menu selection?
I don't know if anyone wondered this before, but is it possible to have a secret selection on a menu screen? Like you can't see the button if the cursor isn't hovering over the choice, but you can select it. I wouldn't recommend using this on major plot-changing choices unless it is obvious, but I would think that would be a cool trick to know.
"If hard work hasn't hurt anyone, then why is there worker's comp?"
- Milkymalk
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Re: Is it possible to make a secret menu selection?
It is possible, you "just" need to apply the style alpha 0.0 to all elements of the choice: Frame, text etc. But I am not good with styles, so someone else would have to tell you how exactly to do that.
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Working on: KANPEKI!
(On Hold: New Eden, Imperial Sea, Pure Light)
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Re: Is it possible to make a secret menu selection?
Okay, so it is possible. If we figure it out, then I would imagine that the how to do it should be put in the cookbook.
"If hard work hasn't hurt anyone, then why is there worker's comp?"
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Re: Is it possible to make a secret menu selection?
I'm in no way qualified to answer this question, but perhaps all you need to do is find out how to have different menu buttons have different images that they use to exist, and then have them appear different when rolled over. If you could do that, the secret option's un-rolled-over image could be transparent, and it would appear there was no button there. At least, that makes sense in my head... Would this work?
Re: Is it possible to make a secret menu selection?
Hmmm I would do something like this: Make a button that is transparent, just alpha with no image, and save it as a png. Then write a variable something like "isSecretChoice = true" and then make that whatever choice a secret choice by applying that variable, which then does a check to say if isSecretChoice=true then buttonImage = Invisiblebutton.png
Something like that.
Something like that.
- Remix
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Re: Is it possible to make a secret menu selection?
Similar to a reply in another thread, you could just use on hover and on idle within a transform
Note:
As 'alpha' is not a valid child of textbutton, this example has them appear briefly, fade away then reappear on hover etc
Using image based buttons would also not allow direct alpha 0.0 setting, so an alternate approach would be needed.
I did try:
....on start, show:
........alpha 0.0
which also did not work.
If the 'idle' was instant alpha 0.0 it should work though, just less ummm funky
Code: Select all
transform button_move:
on hover:
ease 0.75 alpha 1.0 xpos -0.70
on idle:
ease 1.5 alpha 0.0 xpos 0.0
screen moving_buttons():
vbox:
# x,y,w,h
area (0.975, 0.1, 0.1, 0.4)
for k in range(4):
textbutton "Button {0}".format(k) action [Jump("test")] pos (0.0, k*0.05) at button_move
label start:
show screen moving_buttons
"First Line"
"Second Line"
"Last Line"
return
As 'alpha' is not a valid child of textbutton, this example has them appear briefly, fade away then reappear on hover etc
Using image based buttons would also not allow direct alpha 0.0 setting, so an alternate approach would be needed.
I did try:
....on start, show:
........alpha 0.0
which also did not work.
If the 'idle' was instant alpha 0.0 it should work though, just less ummm funky
Frameworks & Scriptlets:
- Speech Bubble dialogue system
- Multiple Notify with ATL and history
- (WIP) Radial Masking - needs updating to use Shader
- 7.4 - Smooth Tinting using ATL and matrixcolor
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Re: Is it possible to make a secret menu selection?
So is this snippet supposed to go into the "screen" file, the "script" file, or somewhere else?
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- trooper6
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Re: Is it possible to make a secret menu selection?
Do you notice the snippet has:JimmyFrost wrote: ↑Tue Aug 15, 2017 3:41 pm So is this snippet supposed to go into the "screen" file, the "script" file, or somewhere else?
a transform
a screen
then the label start?
that means this is going onto the same rpy file as your script.rpy...which is the file that has the label start. Transforms and screens can go anywhere, they just need to be outside of any block.
But really, just make a brand new project and put that code in the script file and test it out.
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
*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
- Remix
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Re: Is it possible to make a secret menu selection?
To be honest, I actually advise doing most ** testing or playing about ** ren'py code just in script.rpy... it saves a lot of time fiddling around between files.
Most of the code-snippets I post as answers are just me playing around in a 'New Project' with a blank script.rpy
Of course, once things start to work and appear how you want, put the different parts in options, screens, gui or any other file as you please
Most of the code-snippets I post as answers are just me playing around in a 'New Project' with a blank script.rpy
Of course, once things start to work and appear how you want, put the different parts in options, screens, gui or any other file as you please
Frameworks & Scriptlets:
- Speech Bubble dialogue system
- Multiple Notify with ATL and history
- (WIP) Radial Masking - needs updating to use Shader
- 7.4 - Smooth Tinting using ATL and matrixcolor
- Several other repositories there too
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Re: Is it possible to make a secret menu selection?
Code: Select all
style hidden_choice_button is default:
properties gui.hidden_button_properties("hidden_choice_button")
style hidden_choice_button_text is default:
properties gui.hidden_button_text_properties("hidden_choice_button")
Code: Select all
define gui._hidden_idle_color = '#000000'
define gui.hidden_idle_small_color = '#000000'
"If hard work hasn't hurt anyone, then why is there worker's comp?"
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Re: Is it possible to make a secret menu selection?
Alright, the previous post was a bad idea. Either that, or I didn't go nearly far enough to make that work.
"If hard work hasn't hurt anyone, then why is there worker's comp?"
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Re: Is it possible to make a secret menu selection?
Hrm. . . Trying to make sense of how to move these buttons. It works, Remix. Thank you.
"If hard work hasn't hurt anyone, then why is there worker's comp?"
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Re: Is it possible to make a secret menu selection?
Code: Select all
transform button_move:
on hover:
ease 0.75 alpha 1.0 xpos -0.70
on idle:
ease 1.5 alpha 0.0 xpos 0.0
screen moving_buttons1():
vbox:
# x,y,w,h
area (0.425, 0.475, 0.1, 0.4)
for k in range(1):
textbutton "DORE".format(k) action [Jump("test1")] pos (0.0, k*0.05) at button_move
screen moving_buttons2():
vbox:
# x,y,w,h
area (0.425, 0.575, 0.1, 0.4)
for k in range(1):
textbutton "ARE".format(k) action [Jump("test2")] pos (0.0, k*0.05) at button_move
label start:
scene black
show screen moving_buttons1
menu:
"First Line":
hide screen moving_buttons1
e "Hello world!"
return
"Second Line":
hide screen moving_buttons1
show screen moving_buttons2
e "Hello world!"
return
"Last Line":
hide screen moving_buttons1
e "Hello world!"
return
label test1:
hide screen moving_buttons1
". . ."
e "Hey! You found the secret button!"
return
label test2:
hide screen moving_buttons1
hide screen moving_buttons2
". . ."
e "You're a real easter egg hunter, aren't you?"
return
"If hard work hasn't hurt anyone, then why is there worker's comp?"
Re: Is it possible to make a secret menu selection?
Unless you need to position the "secret button" anywhere in particular, you can just style an option differently, i.e., set idle_background and idle_color to None, "#FFF0", etc. viewtopic.php?f=8&t=44780#p459799
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Re: Is it possible to make a secret menu selection?
Alright, I know I've stepped out of wrong territory and into HYPER Wrong territory. . .
And the true beauty of this is that I don't specifically know what I don't know, and all I know is that this spits out an angry attribute error. I feel that this is vastly too long-handed, but I'm an absolute novice on this stuff.
Code: Select all
## Colors ######################################################################
##
## The colors of text in the interface.
## An accent color used throughout the interface to label and highlight text.
define gui.accent_color = '#0099cc'
## The color used for a text button when it is neither selected nor hovered.
define gui.idle_color = '#555555'
## The color used for a hidden text button when it is neither selected nor hovered.
define gui.hidden_idle_color = '#333333'
## The alpha used for a hidden text button when it is neither selected nor hovered.
define gui.hidden_idle_alpha = 0.0
## The small color is used for small text, which needs to be brighter/darker to
## achieve the same effect.
define gui.idle_small_color = '#aaaaaa'
## The color that is used for buttons and bars that are hovered.
define gui.hover_color = '#66c1e0'
## The color that is used for hidden buttons and bars that are hovered.
define gui.hidden_hover_color = '#44afbe'
## The color used for a text button when it is selected but not focused. A
## button is selected if it is the current screen or preference value.
define gui.selected_color = '#ffffff'
## The color used for a hidden text button when it is selected but not focused. A
## button is selected if it is the current screen or preference value.
define gui.hidden_selected_color = '#dddddd'
## The color used for a text button when it cannot be selected.
define gui.insensitive_color = '#5555557f'
## Colors used for the portions of bars that are not filled in. These are not
## used directly, but are used when re-generating bar image files.
define gui.muted_color = '#003d51'
define gui.hover_muted_color = '#005b7a'
## The colors used for dialogue and menu choice text.
define gui.text_color = '#ffffff'
define gui.interface_text_color = '#ffffff'
#The block code between these points are unchanged
## The color of button text in various states.
define gui.button_text_idle_color = gui.idle_color
define gui.button_text_hover_color = gui.hover_color
define gui.button_text_selected_color = gui.selected_color
define gui.button_text_insensitive_color = gui.insensitive_color
## The color of hidden button text in various states.
define gui.button_hidden_text_idle_color = gui.hidden_idle_color
define gui.button_hidden_text_idle_alpha = gui.hidden_idle_alpha
define gui.button_hidden_text_hover_color = gui.hidden_hover_color
define gui.button_hidden_text_selected_color = gui.hidden_selected_color
define gui.button_hidden_text_selected_alpha = gui.hidden_selected_alpha
define gui.button_hidden_text_insensitive_color = gui.hidden_insensitive_color
"If hard work hasn't hurt anyone, then why is there worker's comp?"
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