Hello is it true that textbuttons are better than menus?
I mean for choices in game
Textbuttons or menus
Forum rules
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.
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.
- isobellesophia
- Miko-Class Veteran
- Posts: 979
- Joined: Mon Jan 07, 2019 2:55 am
- Completed: None
- Projects: Maddox and Friends! (AI Teacher friend), Friendly Universities! (Soon)
- Organization: Friendly Teachers series
- Deviantart: SophBelle
- itch: Child Creation
- Location: Philippines, Mindanao
- Contact:
Re: Textbuttons or menus
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.
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.
Re: Textbuttons or menus
Ok, thanks a lot
- Imperf3kt
- Lemma-Class Veteran
- Posts: 3794
- Joined: Mon Dec 14, 2015 5:05 am
- itch: Imperf3kt
- Location: Your monitor
- Contact:
Re: Textbuttons or menus
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.
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.
Warning: May contain trace amounts of gratuitous plot.
pro·gram·mer (noun) An organism capable of converting caffeine into code.
Current project: GGD Mentor
Twitter
pro·gram·mer (noun) An organism capable of converting caffeine into code.
Current project: GGD Mentor
Re: Textbuttons or menus
Thank you guys
Who is online
Users browsing this forum: No registered users