Tutorial on "Status Bars"?
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- VideoGameVet
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Tutorial on "Status Bars"?
Is there a tutorial on how they do the status bars in a game like "Spirited Hearts". It looks pro and I need stuff like that to indicate Funds, Health, Food etc.
"A delayed game is eventually good, but a rushed game is forever bad."
- Shigeru Miyamoto
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- xavimat
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Re: Tutorial on "Status Bars"?
Are you asking about looks or programming?
You need to learn screen language and put "bars" into a screen. Every bar informs about a variable. (I guess you know what a variable is, if not, feel free to ask).
It IS pro. https://en.wikipedia.org/wiki/Celso_Riva
You need to learn screen language and put "bars" into a screen. Every bar informs about a variable. (I guess you know what a variable is, if not, feel free to ask).
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- VideoGameVet
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Re: Tutorial on "Status Bars"?
Tycoon Games is impressive. Thank you for the suggestion on "screen language".xavimat wrote: ↑Sun Jun 09, 2019 4:46 am Are you asking about looks or programming?It IS pro. https://en.wikipedia.org/wiki/Celso_Riva
You need to learn screen language and put "bars" into a screen. Every bar informs about a variable. (I guess you know what a variable is, if not, feel free to ask).
Until I get somewhere with this, I'll refrain talking about my background
"A delayed game is eventually good, but a rushed game is forever bad."
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Re: Tutorial on "Status Bars"?
VideoGameVet wrote: ↑Sun Jun 09, 2019 11:43 amTycoon Games is impressive. Thank you for the suggestion on "screen language".xavimat wrote: ↑Sun Jun 09, 2019 4:46 am Are you asking about looks or programming?It IS pro. https://en.wikipedia.org/wiki/Celso_Riva
You need to learn screen language and put "bars" into a screen. Every bar informs about a variable. (I guess you know what a variable is, if not, feel free to ask).
Until I get somewhere with this, I'll refrain talking about my background
A very simple way to do a bar that counts down at left mouse button clicks.
Nothing fancy, but it gives the basic elements of one way to do this.
Code: Select all
default points=100
screen testLine():
add Solid("#FF0") pos(10,10) size(points*2,40)
key "mousedown_1" action [SetVariable('points', points - 1), Show("testLine")]
label start:
scene bg room
show screen testLine
$ renpy.pause(hard=True)
- xavimat
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Re: Tutorial on "Status Bars"?
If I may... I think Per K Grok's code is not totally correct.
- It doesn't use a "bar" at all, but creates a rectangle. The "bar" element of screens has a lot of functionality already included, better use that. https://renpy.org/doc/html/screens.html#bar
- It uses a "show screen" and a hard infinite pause that blocks the game. It's really better to use a "call screen"
- It shows again the screen when it shouldn't be necessary.
Try:
- It doesn't use a "bar" at all, but creates a rectangle. The "bar" element of screens has a lot of functionality already included, better use that. https://renpy.org/doc/html/screens.html#bar
- It uses a "show screen" and a hard infinite pause that blocks the game. It's really better to use a "call screen"
- It shows again the screen when it shouldn't be necessary.
Try:
Code: Select all
default points = 100
screen test_line():
bar value points range 100
key "mousedown_1" action SetVariable('points', points - 1)
textbutton "Exit" action Return()
label start:
call screen test_line
return
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- VideoGameVet
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Re: Tutorial on "Status Bars"?
Thank you for your help. Very useful.
"A delayed game is eventually good, but a rushed game is forever bad."
- Shigeru Miyamoto
- Shigeru Miyamoto
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