Hi there!
I'm currently working on figuring out a point and click system for my game and everything is going well, except that I'm having trouble with showing the rest of the screen. What I want is for a button on my screen to slide the background a direction and then have more places to click on in the newly accessible side of the screen. (The best example I can give is the Ace Attorney games and how you can click a → or ← button to move the screen over).
If anyone can lend a hand I'd appreciate it, thanks!
[Solved, but open to advice] Moving the scene with an onscreen button.
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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.
- solarProtag
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[Solved, but open to advice] Moving the scene with an onscreen button.
Last edited by solarProtag on Thu Oct 24, 2019 1:12 pm, edited 1 time in total.
- Per K Grok
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Re: Moving the scene with an onscreen button.
You could do something like this,solarProtag wrote: ↑Wed Oct 23, 2019 5:49 pm Hi there!
I'm currently working on figuring out a point and click system for my game and everything is going well, except that I'm having trouble with showing the rest of the screen. What I want is for a button on my screen to slide the background a direction and then have more places to click on in the newly accessible side of the screen. (The best example I can give is the Ace Attorney games and how you can click a → or ← button to move the screen over).
If anyone can lend a hand I'd appreciate it, thanks!
With the button you jump to a label.
There you hide the screen you use to be able to click on stuff.
Move the background to the new position.
Show a screen with clickable areas for the new position.
There might be something useful to you in this cookbook thread
viewtopic.php?f=51&t=53333#p502719
- solarProtag
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Re: Moving the scene with an onscreen button.
Huh, I suppose that's a way I could do it.
Hopefully one day the ability to add ATL statements to a button gets added to renpy, but until then I suppose I'll use the label method.
That thread also looks pretty promising, so I'll check it out, thanks!
Hopefully one day the ability to add ATL statements to a button gets added to renpy, but until then I suppose I'll use the label method.
That thread also looks pretty promising, so I'll check it out, thanks!
Re: [Solved, but open to advice] Moving the scene with an onscreen button.
You can use ATL statements on a button/screens in general. Nonetheless, it's simpler to do the label thing if you don't want to go through the hassle of doing it purely in screens.
- solarProtag
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Re: [Solved, but open to advice] Moving the scene with an onscreen button.
I actually tried to figure out how to use atl with a button but the regular button action statement doesn't accept that, only for showing a screen's transition and the like.
As an aside, laying out my labels like this:
with a label for each direction (left, middle, right) works since it takes the bg I have in that scene, I just need to figure out how to not need each of those labels for every point n click screen I have in my game (for calling the previous screen again).
As an aside, laying out my labels like this:
Code: Select all
label A:
show bg at left with move
call screen pointnclick
pause
Re: [Solved, but open to advice] Moving the scene with an onscreen button.
Dunno what you were doing, but all you have to do is show the relevant screen.
Code: Select all
screen testatl(xpos=0.5):
hbox:
textbutton "<" action Show("testatl", xpos=0.25)
textbutton ">" action Show("testatl", xpos=0.75)
add Solid("#FFF", xysize=(50,50)) at atl(xpos)
transform atl(xpos):
linear 0.5 xpos xpos
label start:
show screen testatl
pause
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