This is what it looks like. The gallery section is its own screen, and the left side options are the Extras screen: The problem I'm facing is that when I call other screens (for the characters individual galleries) on top of the Extras screen and then try to go back to the main menu, the additional screens stick, so I'm left with this weird screen overlapping the main menu.
Like so (that's the main menu behind it): Is there a way to fix this that isn't too complex code wise?
Here is my code at the moment for the Extras screen:
Code: Select all
## EXTRAS Screens ################################################################
##
##
##
screen extras_screen():
tag menu
imagemap:
ground "menu/extras_bg.png"
idle "menu/extras_options_idle.png"
hover "menu/extras_options_hover.png"
selected_idle "menu/extras_options_hover.png"
hotspot (100,203,131,65) action Show("nathan_gallery") hover_sound "Sounds/triangle.mp3" activate_sound "Sounds/da_ding.mp3"
hotspot (99,281,116,58) action Show("music") hover_sound "Sounds/triangle.mp3" activate_sound "Sounds/da_ding.mp3"
hotspot (99,353,160,79) action Show("character_bios") hover_sound "Sounds/triangle.mp3" activate_sound "Sounds/da_ding.mp3"
hotspot (99,458,138,73) action Show("creator_notes") hover_sound "Sounds/triangle.mp3" activate_sound "Sounds/da_ding.mp3"
hotspot (36,650,292,45) action Return() hover_sound "Sounds/triangle.mp3" activate_sound "Sounds/StylishPiano.mp3"
Code: Select all
screen nathan_gallery():
add "menu/nathan_gallery.png"
##Thumbnails buttons: here we put the small versions of our CGs we've previously saved in the game folder.
if persistent.CG1_unlocked:
imagebutton auto "CG3_%s.png" xpos 216 ypos 180 focus_mask True action ShowMenu('cg3')
if persistent.CG2_unlocked:
imagebutton auto "CG3_%s.png" xpos 216 ypos 180 focus_mask True action ShowMenu('cg3')
if persistent.CG3_unlocked:
imagebutton auto "CG3_%s.png" xpos 216 ypos 180 focus_mask True action ShowMenu('cg3')
if persistent.CG4_unlocked:
imagebutton auto "CG3_%s.png" xpos 216 ypos 180 focus_mask True action ShowMenu('cg3')
if persistent.CG5_unlocked:
imagebutton auto "CG4_%s.png" xpos 615 ypos 250 focus_mask True action ShowMenu('cg4')
if persistent.CG6_unlocked:
imagebutton auto "CG3_%s.png" xpos 216 ypos 180 focus_mask True action ShowMenu('cg3')
if persistent.CG7_unlocked:
imagebutton auto "CG3_%s.png" xpos 216 ypos 180 focus_mask True action ShowMenu('cg3')
##this section needs finished, come back later###
screen cg1_1:
tag menu
imagemap:
ground 'CG1_1.png' #CG1_1 is the first version of CG1
hotspot (0, 0, 1500, 720) action ShowMenu("cg1_2")
screen cg1_2:
tag menu
imagemap:
ground 'CG1_2.png' #CG1_2 is the second version of CG1
hotspot (0, 0, 1500, 720) action ShowMenu("cg1_n")
screen cg1_n:
tag menu
imagemap:
ground 'CG1_n.png' #CG1_n is the nst version of CG1
hotspot (0, 0, 1500, 720) action ShowMenu("extra_events")