xela wrote:I've told you how to fix the error before, you need to add the hover state image as well! OR use If action + Insensitive state. Are you still getting the menu error?
My idea with keymap didn't work btw
![Sad :(](./images/smilies/icon_sad.gif)
To clear any confusion, here's how our imagebuttons work:
Code: Select all
imagebutton:
idle "image/ui/mainmenu/commencer_idle.png"
hover ("image/ui/mainmenu/commencer_clicked.png" if mouse_clicked
else "image/ui/mainmenu/commencer_hover.png")
xpos 80
ypos y
focus_mask None
action Start()
As you can see, hover is split into 2 options.
If "mouse_clicked", is True, or if the player is pressing the left click actually activate the imagebutton (like when you're dragging something by holding down left mouseclick), then the button is "clicked". Which is why the .png file is called "commencer_clicked.png" instead of "commencer_action.png" or "commencer_hover.png". Let's say it's a custom variable that we added in our code.
If "mouse_clicked" isn't True, the buttons uses the regular hover variable.
Hence, we did add the hover state image, or maybe we're misinterpreting what you said?
This may seem pretty overkill to add something like this just for some fancy/extra effect that's not particularly useful, but since we're working on the port of a Japanese visual novel, we want it to be a close to the original as possible.
Is "clicked" in the way or...?