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Renpy quick menu size1/26/2024 ![]() To customize the native quick menu you'd have to either edit the screens.rpy file in each game individually (which is what I used to do before deciding on creating a patch to save me the trouble) or use a patch that replaces the "quick_menu" screen with something customized by you (which can be customizable in game like I did for my custom one). The custom quick menu is the one I created. To clarify, what I call native quick menu is the one that comes with each game, already customized by the developer. You have to advance the scene at least once in this test, opening the console will revert the changes made in a screen during the same frame, it's the same thing that happens if you save without advancing after changing something, it keeps the state it was in at the start of the frame instead of the changes.Ĭlick to expand.I'm not sure what you're trying to achieve with this. If you do the same thing but clicking "Yes" it will stay invisible. You can verify this behavior by clicking "No", advancing the scene once, opening the console and typing show screen quick_menu_override, it will become visible again. You should change the action on the "No" textbutton as well, it should be textbutton _("No") action SetVariable('qmw_override', False) text_size 30, otherwise instead of changing the variable you initialized outside it will just create a new internal screen variable with the same name that will have priority, this second variable will be gone if the screen resets and the first one will still be True, making the menu show up again. Others might have better suggestions though.Click to expand.You're welcome, although there's a slight bug in your code that will still allow it to happen. Anything that you change in the GUI file should also affect the android after commenting that, I think.Īlternatively, you could just alter that mobile section and test your game through Android -> Emulation -> Phone instead of using the default "launch project" method. This should also help you get around the text sizes issues you were having. It is a rather clumsy method and there are probably better ways of doing it. This is what I think I usually do as my games are usually Android only, I want all my default code to be what I see on Android. # thumb "gui/phone/slider/vertical_thumb.png" # base_bar Frame("gui/phone/slider/vertical_bar.png", gui.vslider_borders, tile=gui.slider_tile) # thumb "gui/phone/slider/horizontal_thumb.png" # base_bar Frame("gui/phone/slider/horizontal_bar.png", gui.slider_borders, tile=gui.slider_tile) # thumb Frame("gui/phone/scrollbar/vertical_thumb.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile) # base_bar Frame("gui/phone/scrollbar/vertical_bar.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile) # thumb Frame("gui/phone/scrollbar/horizontal_thumb.png", gui.scrollbar_borders, tile=gui.scrollbar_tile) # base_bar Frame("gui/phone/scrollbar/horizontal_bar.png", gui.scrollbar_borders, tile=gui.scrollbar_tile) # bottom_bar Frame("gui/phone/bar/bottom.png", gui.vbar_borders, tile=gui.bar_tile) # top_bar Frame("gui/phone/bar/top.png", gui.vbar_borders, tile=gui.bar_tile) # right_bar Frame("gui/phone/bar/right.png", gui.bar_borders, tile=gui.bar_tile) # left_bar Frame("gui/phone/bar/left.png", gui.bar_borders, tile=gui.bar_tile) # background "gui/phone/overlay/game_menu.png" # background "gui/phone/overlay/main_menu.png" # foreground "gui/phone/button/check_foreground.png" # that uses fewer and bigger buttons that are easier to touch. # Since a mouse may not be present, we replace the quick menu with a version ![]() # properties gui.button_text_properties("quick_button") # properties gui.button_properties("quick_button") # config.overlay_screens.append("quick_menu") # the player has not explicitly hidden the interface. # This code ensures that the quick_menu screen is displayed in-game, whenever # textbutton _("Prefs") action ShowMenu('preferences') # textbutton _("Q.Load") action QuickLoad() # textbutton _("Q.Save") action QuickSave() # textbutton _("Save") action ShowMenu('save') ![]() # textbutton _("Auto") action Preference("auto-forward", "toggle") # textbutton _("Skip") action Skip() alternate Skip(fast=True, confirm=True) ![]() # textbutton _("History") action ShowMenu('history') # Ensure this appears on top of other screens. # The quick menu is displayed in-game to provide easy access to the out-of-game
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