![]() ![]() This is the same place where you would find the game folder, and the errors, log and traceback. You can find the instructions.txt file under the custom GUI file after it is unzipped. You can credit me as Jaime Scribbles if you want, but it is not required.Äownload, unzip, and enjoy! Some additional instruction included in the download, see below! You can modify the GUI and code to suit your needs. You may not resell part of, or the whole GUI on its own. If purchased you may use this project in commercial projects or free projects. The game uses an open source font "Forum-Regular" which you can find for free: Here Rights: You can plug your script into the game file and change the name, or take the assets and code as needed. An "Extras" screen for Achievements, Endings and a CG gallery (Code Included!).You can take the code and assets out, or rename the renpy game file and use it. It includes the PNG files and all of the code already programmed into a renpy file (Not Built). Others might have better suggestions though.This is a customized GUI for ren'py. 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" We're also going to add a simple conditional statement to make our game so the navigation screen is. # base_bar Frame("gui/phone/slider/vertical_bar.png", gui.vslider_borders, tile=gui.slider_tile) In this Ren'Py tutorial, I show you how to customize the quick menu to add a navigation screen. # 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 ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |