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- RENPY DISPLAY MENU TAKE A LIST SKIN
- RENPY DISPLAY MENU TAKE A LIST CODE
- RENPY DISPLAY MENU TAKE A LIST TRIAL
I made sure to define all the location of all the different states.Īlternatively, there is an "auto" state that finds all your states for you so you don't have to individually define each one. What I did was find the "screen navigation" in my screens.rpy file, deleted the whole "frame:" block and replaced it with my imagemap. Selected_hover "menu/navigation_selected_hover.png" Selected_idle "menu/navigation_selected.png"
RENPY DISPLAY MENU TAKE A LIST CODE
Simple!Īnyway, here's the code for that navigation imagemap: If nothing is on your hotspots in the ground layer, nothing will show up when they're disabled. There is an "insensitive" state for disabled hotspots, but I find putting those in the ground is cleaner. Ground (for the game menus) is whatever is not a hotspot, and what all your hotspots look like when disabled. Each of these are their own image file:Īnd you can see at the bottom how Ren'Py interpretted the different states. I have 5 images of the same set of buttons. This is an example of a navigation image map (I cropped it down to just the buttons). Let me just show you these states in action. Selected means that it is an option that is currently ON, such as an option toggled in the preference screen. For game menus, there is also the states Selected Idle and Selected Hover. So always keep in mind when designing your imagemaps what the hotspots will look like when they are idle (mouse not over them) and when they are hovered (mouse is over them). You can use the same image for every state, but the player will hate you! Rollover effects are very helpful and recommended. Imagemaps require at least 2 images to really work. If you built an imagemap in an older version of Ren'Py (before 6.11) but want to update, PyTom has revealed that you can easily change the name from "ui.imagemap" to " ui.imagemap_compat" and it should work again in new versions.įinally! Let's get to the nitty gritty. You should look at the various types of clicked actions if you'd like to build your own. There are many things that imagemaps can do, which will be important for building custom menus. How we find these coordinates is discussed later. The coordinates for the hotspots follow the pattern (Top-Left-Corner X, Top-Left-Corner Y, Width of hotspot, Height of hotspot) In the imagemap used, all of the hotspots are 78x78 squares, so the only varying information I needed to find was the X & Y location of the corners. This is how the two parts communicate to each other. The variable _return stores any value that is sent from a Screen, via Return(). Second is the label where you call the screen and decide what to do with the information the player has selected. First is the Screen where we define the images, coordinates and what the hotspots do. If you don't even know what the heck an imagemap is or what " hotspot" means, please check out this entry in the FAQ.Ĭode: Select all screen example_imagemap: I highly recommend learning styling at some point, but I understand that it is not for everyone. Personally, I use styling because I get more control over my assets and I don't have to re-design every screen if I want to make a global design change.
RENPY DISPLAY MENU TAKE A LIST TRIAL
More trial and error to get the perfect look for your screens.Requires more coding knowledge and work.Takes up less space because the images are smaller.
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You can alter the look of all screens in the game at once.Takes up more space because the images are larger.
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You must design & code each screen individually.If you want to make a minor change, you must export everything again.Styling means you tell Ren'Py what you want every button or slider to look like individually and use Screen Language to make them appear how you want on screen. Imagemaps are fullscreen graphics that you build in your photo editor.
RENPY DISPLAY MENU TAKE A LIST SKIN
There are two major ways to skin your game menus: imagemaps or by customizing styles. In that same area, you can adjust the colors of your game for each element, and there are a handful of different themes you could have chosen when creating your new game (new for 6.11+).īut you're here because you want more customization than simply changing the background, of course! The same goes for any other files you point to in Ren'Py. Code: Select all mm_root = "images/title.jpg",
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