![]() ![]() 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. I would imagine I could achieve a drop shadow effect in Ren'Py by messing around with some of the more complex displayable features (using MatrixColor to create a black version of the sprite, and compositing that behind the original at a slight offset?) but not only is that a lot of work, I suspect I'd still run into the problem that the image cannot be flipped or zoomed afterwards without the drop shadow being impacted.ĭoes anyone know of a way to solve this problem and apply a drop shadow effect to a sprite after ATL transforms have been done to it? If you have any suggestions, I'd be very grateful! Either way, thanks for reading.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. It would be best if the shadow could be applied in-engine after all other transformations, so that the size and direction of the shadow are always consistent. pngs into Ren'Py poses some problems - if we use ATL to flip the sprites, change the zoom factor, etc, the drop shadow will also be modified by that, which wouldn't look right. At first we were just going to use Photoshop for it, but applying the drop shadow to the sprites directly in Photoshop before importing the. Hello! I'm looking for assistance in adding drop shadows to sprites in Ren'Py.įor a project I'm working on right now, the artist would like for character sprites to have a drop shadow effect applied to them. ![]()
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