I'm looking at adding some branching and secret paths to my game by tapping onscreen objects—not hard to do, it's essentially the same method I used to create my translator's note buttons.
One option I'm looking at for this is tapping on the characters directly at specific points to trigger a 4th-wall break.
Would the appropriate method here be to overlay the character image with a clear image to use as a tap target and have the action be a jump to another label, or is there a better way to achieve this?
"Bothering" a displayed character/Make character graphic a tappable target?
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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.
Re: "Bothering" a displayed character/Make character graphic a tappable target?
I guess it depends on your preferences and how you would like to use it.
Why not to use a character image as imagebutton, this way you don't need any transparent overlay. It is also helpful if you have some transforms to apply to the image.
For example:
Code: Select all
screen clickable_image(img, at_list = [default]):
imagebutton:
at at_list
idle img
focus_mask img # if necessary, or add another displayable for focus_mask
action Call("some_label") # or Jump("some_label")
label start:
show screen clickable_image("eileen")
"Don't you dare touch me"
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