Textbuttons or menus

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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iDweadith
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Textbuttons or menus

#1 Post by iDweadith »

Hello is it true that textbuttons are better than menus?

I mean for choices in game

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Re: Textbuttons or menus

#2 Post by isobellesophia »

Menus are common in RenPy for player to choose every choices in games, while for textbuttons, are for simply open screens and other functions like variables... maps.... and etc..

I mean, textbuttons aren't common for choices, because menus are simply used for millions of visual novels. Instead, textbuttons are just for showing several screens.

Thats my words.
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iDweadith
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Re: Textbuttons or menus

#3 Post by iDweadith »

Ok, thanks a lot :D

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Re: Textbuttons or menus

#4 Post by Imperf3kt »

If you're referring to the choice menu, that is made using textbuttons.
I think what you're asking is if its better to use the default choice menu, or supply your own screens with choices.
Neither is better than the other, they're just different ways of doing things.

For instance, in one game I made, I don't use textbuttons nor a choice menu, but the entire game is made up of choices every 2 - 3 dialogue lines.
Instead I supply imagebuttons (made using a Text displayable) to determine which label to "jump" a player to. I could have used any "button" or interactive element, and they'd all have done pretty much an identical job, only how I implement them would be different.


For simplicity, I highly recommend sticking with the choice menu until you are more familiar with label flow and control.
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iDweadith
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Re: Textbuttons or menus

#5 Post by iDweadith »

Thank you guys :D

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