I don't want to sound mean, but it's only not working because you're not doing it right. It might be best to use something like xpos 1, ypos 0 to start with and adjust from there. They range from 0 to 1 with 0 being the left/top of the screen and 1 being the bottom/right. You need to tell the game what to do in order for it to actually do it.ĮDIT: and if it still doesn't show up after doing what I said, you should double-check to make sure wherever you're positioning it is actually a spot that's on screen. Things don't magically just show up on their own, though. If you need it to show in other cases as well, you're going to need a different (or just additional ways) to force it to display. # Set a default value for the auto-forward time, and note that AFM isĬode: Select all use options to the end of that Say window code I mentioned last post and that should tell the game to at least have it show any time there's dialog. Style.gm_nav_button.size_group = "gm_nav" Style.file_picker_text = Style(style.large_button_text) Style.file_picker_button = Style(style.large_button) Style.file_picker_nav_button_text = Style(style.small_button_text) Style.file_picker_nav_button = Style(style.small_button) Style.file_picker_frame = Style(nu_frame) # A screen that's included by the default say screen, and adds quick access to Imagebutton auto "ui/load_%s.png" action ShowMenu("options") Thank you both so much for all the information! Unfortunately I'm not doing any progress on this Will you please take a look at my code?Ĭode: Select all # The other alternative is to make the menu literally cover the button when called so that you just can't see it for that reason.Ī third option, if you don't mind the menu/button being hidden when other menus are called is to tag them both as menu so the button automatically goes away when this (or any other) menu is called. Of course, also as said, the button probably needs to be its own screen if hidden. You can also use a hide on the button as well as Kinsman said. Then the button itself would have: action ShowMenu("yourmenu") What you could do is in screens.rpy, copy your Navigation menu as a basis, but rename it to something else and fiddle with the options and position of it to suit your needs. This sounds more like you want something akin to the navigational menu to appear. It seems to work when going FORWARD through the story, but if I scroll backward through the script (like, to make a different choice) the quick_menu script sees the $ quick_menu = False command just before the choice pops up (since i want it disabled during it) and keeps it hidden from that point on while scrolling backward, with the only way to bri ng it back being scrolling forward again, with the same issue happening when I go back.Crazy Li wrote:In Ren'py, "quick menu" normally refers to the options that are on the text box in-game that you can click any time dialog is being displayed. You all probably would have gotten bored anyway.\"" For a moment, Quin looked sad, but he shrugged it off." "It seemed everyone else already had plans too. You "\"I wouldn't mind helping you, Quin. You "\"Believe it or not, I'm doing something with Preston today.\"" You "\"I'm just relaxing with Teddy today.\"" You "\"I'm heading out with Orion today.\"" You "\"I've got plans with Blake today.\"" Code: Select all "Do I have plans with someone already?"
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