"Bonus Scene" SubMenu?

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That Oyajicon
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"Bonus Scene" SubMenu?

#1 Post by That Oyajicon » Sun Dec 23, 2018 10:30 am

One of the big mechanical gimmicks in my current project are unlockable bonus scenes.

At certain points during a character's route, a flag will be activated that will unlock a bonus scene accessible from the game's main menu.

Image

Image

The thing is, I'm really not sure how to implement this. None of the tutorials I've come across cover adding custom menus/submenus, and I'm also not 100% sure how to create flags that're persistent across a player's "game" (ie. no matter what route you're currently playing, if you've gotten these flags, they don't deactivate).

Can someone please point me in the right direction? I feel so lost.

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Per K Grok
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Re: "Bonus Scene" SubMenu?

#2 Post by Per K Grok » Sun Dec 23, 2018 6:41 pm

That Oyajicon wrote:
Sun Dec 23, 2018 10:30 am

---

The thing is, I'm really not sure how to implement this. None of the tutorials I've come across cover adding custom menus/submenus, and I'm also not 100% sure how to create flags that're persistent across a player's "game" (ie. no matter what route you're currently playing, if you've gotten these flags, they don't deactivate).

Can someone please point me in the right direction? I feel so lost.
Check this thread for making a submenu
viewtopic.php?f=8&t=52799&p=500299&hilit=trophy#p500299

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Re: "Bonus Scene" SubMenu?

#3 Post by That Oyajicon » Sat Jan 05, 2019 5:45 pm

That worked amazingly well, thank you!

My next question is, is there a way to combine submenus/unlockable menus with imagemaps?

I see some tutorials on YouTube for persistent data, but all the ones I've found have the default "arial on a greyed-out sidebar" style. Are there any tutorials out there that can show me how to use persistent data to have new graphics/buttons appear on the main menu?

Also, is there a way of preventing the player from accessing certain submenus at certain times? Like, if I wanted a submenu to only be viewable from the Main Menu, and not while they're playing through the game.

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Per K Grok
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Re: "Bonus Scene" SubMenu?

#4 Post by Per K Grok » Sun Jan 06, 2019 4:05 am

That Oyajicon wrote:
Sat Jan 05, 2019 5:45 pm
is there a way of preventing the player from accessing certain submenus at certain times? Like, if I wanted a submenu to only be viewable from the Main Menu, and not while they're playing through the game.

Code: Select all

        if main_menu:
                textbutton _("Trophy") action ShowMenu("trophy")
The option 'Trophy' will now not show up in any of the menus when the the player are playing through the game.
That Oyajicon wrote:
Sat Jan 05, 2019 5:45 pm
I see some tutorials on YouTube for persistent data, but all the ones I've found have the default "arial on a greyed-out sidebar" style. Are there any tutorials out there that can show me how to use persistent data to have new graphics/buttons appear on the main menu?
Before label start in script.rpy add

Code: Select all

if not persistent.openSub:
    $ persistent.openSub = 0
    $ renpy.save_persistent()
Change the textbutton 'Trophy' line i navigation to:

Code: Select all

        if main_menu and persistent.openSub==1:
                textbutton _("Trophy") action ShowMenu("trophy")
To activate the option do:

Code: Select all

$ persistent.openSub = 1 
$ renpy.save_persistent()
That Oyajicon wrote:
Sat Jan 05, 2019 5:45 pm
is there a way to combine submenus/unlockable menus with imagemaps?
The 'submenu' is a screen. So yes you can use an imagemap
https://www.renpy.org/doc/html/screens. ... statements

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