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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This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
My question about music ignored, as I suppose I'm an anomaly who needs a new computer in order to hear my own game, I moved on to putting the buttons that I wanted where I wanted. However, they didn't show up when I went into the intro to my game. I feel like this is purely my own error, though, unlike my previous problem.
My code looks like this:
# Say
#
# Screen that's used to display adv-mode dialogue.
# http://www.renpy.org/doc/html/screen_special.html#say
screen say(who, what, side_image=None, two_window=False):
# Decide if we want to use the one-window or two-window variant.
if not two_window:
# The one window variant.
window:
id "window"
has vbox:
style "say_vbox"
if who:
text who id "who"
text what id "what"
else:
# The two window variant.
vbox:
style "say_two_window_vbox"
if who:
window:
style "say_who_window"
text who:
id "who"
window:
id "window"
has vbox:
style "say_vbox"
text what id "what"
# If there's a side image, display it above the text.
if side_image:
add side_image
else:
add SideImage() xalign 0.0 yalign 1.0
hbox:
style_group "quick"
xpos 650
ypos 410
textbutton _("Save") action ShowMenu('save')
textbutton _("Load") action ShowMenu('load')
textbutton _("Options") action ShowMenu('preferences')
textbutton _("Menu") action MainMenu()
# Use the quick menu.
use quick_menu
And that's basically just the default, with that box with the textbuttons on the end. I took this code from a tutorial project (viewtopic.php?t=22565) because I could not for the life of me figure out how imagebuttons work (as the documentation is cryptic at best and impossible to understand at its worst; the tutorial project doesn't really help me, just says 'hey imagebuttons are a thing look what they can do k bye!!1!'; and I could find no 'how to make textbuttons' or 'how to make imagebuttons' spelled out for idiots like me) and I moved on to having textbuttons. What it's supposed to do is have four textbuttons in a row above the textbox... But they're not showing up. Am I being stupid and putting this block in the wrong place, or did I snip out some code that actually depends on four million complex features like everything else in this editor?
The screen say has its own area. generally at the lower part of the screen, so hbox: ypos 410 would be 410px below the top of the dialogue area which is likely off the screen.
Try xpos 0 and ypos 0 to start, then adjust
The 'use quick_menu' part should work to display them in *roughly* the usual place as long as you haven't altered the settings for them
Note: You would probably want to comment out:
# init python:
# config.overlay_screens.append("quick_menu")
from screens.rpy if putting them inside the say screen
I figured it out- the imagebuttons weren't working, but the textbuttons were! They just didn't look like how I expected, they were tiny gray words instead of button-like buttons. But they showed up! Which is all I wanted. But thank you for the suggestion! I'll keep it in mind if anything happens again.