![]() ![]() In the “screens.rpy” file, you’ll find a bunch of lines of code for the default quick menu. Selected_hover "GUI/quick menu/auto_selected.png" Selected_idle "GUI/quick menu/auto_selected.png" Here’s the code that I used for my quick menu. It’s pretty basic lol)īy now, you should be pretty familiar with the imagemap code and how it works. I’m not going to discuss that here for inspiration, check out this thread on the LemmaSoft Forums or go play some visual novels! (If you’re interested, here’s my quick menu. ![]() Now, depending on what kind of quick menu you want, you have a lot of layout options. Remember to have transparent backgrounds on all of your images! This is particularly important if you want your quick menu to appear inside the dialogue box. Since this is a game setting, you want to the player to be able to know if it’s toggled on or off therefore, I made a selected idle image and a selected hover image with only this button on it. For example, I wanted to include an “Auto” button in my imagemap. Depending on what items you want to include in your menu, you’ll also need images for the selected idle and selected hover states. The quick menu requires images for the ground, idle, and hover states. Step #1: Make the images for your quick menu imagemap using an art program of your choice. And if you forget, well… your menu won’t appear at all! I wouldn’t recommend changing this, because if you change it, you would have to make sure to change screen quick_menu to screen newlabelnamehere. In the “screens.rpy” file, the label that is used to refer to the quick menu is quick_menu. If you want to make a customized “quick menu” for your dialogue box, you need to make an imagemap for it using the imagemap code (as usual). In Ren’Py, this menu is called a “quick menu.” In this part of the tutorial, I’m going to show you, step-by-step, how to make a functional imagemap for the second type of navigation menu - one that appears next to or inside the dialogue box. the navigation menu I made for my preferences screen), and 2) a navigation menu that appears next to or inside the dialogue box. There are two types of navigation menus that you can make: 1) a navigation menu that appears on other game menus ( e.g. Welcome to part 5 of the Imagemap Tutorial! Part 1 - Imagemap Basics | Part 2 - The Main Menu | Part 3 - The Save/Load Menu | Part 4 - The Preferences Menu | Part 5 - The Navigation Menu | Part 6 - The Yes/No Prompt Imagemap Tutorial: Part 5 - The Navigation Menu ![]()
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