![]() ![]() You can also easily solve it yourself if you have access to the console, just type hide screen m_menu_6 and it will go away. ![]() If you want, I can add an exception to the "ESCAPE" keybind of this patch to hide it if it's showing outside of the "main menu". This is only really an issue with this game because the main menu is not actually the main menu but is instead a label and already part of the gameplay so everything needs to be set up and dev the likely forgot that. Show screen key_mapSo the game never hides the "m_menu_6" screen which is the quit button. That and a lot of trial and error, Ren'py can be quite unpredictable some times. If there is a tutorial I am not aware of it, in my case I have a general knowledge of coding and then just look at the scripts and the documentation to achieve what I want. Put the file in the /game folder and it's good to go. There were other flaws in the games that could be improved but that would require an actual mod and likely break compatibility so I kept it to what you requested. I took care to make them as forward compatible as possible, if the developers keep using the same methods and assets in future versions they both should keep working without the need to update them. Since they're so different I had to create 2 separate patches, one for each game. Speaking of unpredictable, the coding on those two games is very weird, I really don't understand why developers go to such lengths to remove quality of life functionality that was already created for them, they're only adding frustration to the player's experience. Questions or Comments?įeel free to send in any AG-related questions! Our Ask Box is always open.Click to expand.Hi, I'm glad you like them. It’ll be publicly released by the end of the week, so look forward to a weekend (or post-Thanksgiving, if you are in America) game demo! You’ll get the earliest notification for its release if you are following us on Twitter and/or are in the Discord server. The DMR Demo beta has been going very smoothly and is wrapping up in the next few hours. Return # example use in script scene bg town # /end # END COPY # pause after showing the window renpy. show_screen( "say_star") # show star qmenu simmultaneously # /end renpy. _window = True # Argent Games if not renpy. # copied _window_show code from source # if store. """show adv window""" # pause before we show the window renpy. Hide_adv_qmenu() # if the player opened the menu, hide it # /end # END COPY # pause after we hide the window renpy. Hide_adv_qmenu() # if the player opened the menu, hide it # /end renpy. # copied _window_hide code from source # if not store. ![]() Return show_default_transition = Dissolve(. the trans argument is for if we want to use some special transition outside of the default one. We also always want some sort of short pause before and after we show/hide the window, so they’ve been added to the function. The Ren’Py Python version of window hide/show is a _window_hide() and _window_show() function, and we copied it over from source below. ![]() To automatically show/hide the navigation elements with the dialogue boxes, we made a wrapper for the default window hide/show and added a few extra features. This can lead to errors with missing or multiple navigation elements. For DMR, we have the navigation elements in a separate screen for various design reasons, so we have to manually show/hide them alongside the dialogue box. Making a one-liner window hide/show function for working with multiple screens Window hiding and showingįor previous games, our quick menu/navigation was in the same screen as the dialogue box (for both ADV and NVL modes), so using the default Ren’Py window hide and window show worked well. Ren'Py: Customizing window hide and show for qmenus on a separate Games ![]()
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