Renpy hide quick menu8/13/2023 ![]() I have raised over 60 mushroom daughters and I have not dug up half of what this game has planted.Īside from that, there's the tone. I have never played a VN or princess sim with this level of surprises tucked away. You can stumble into entire subgames full of dungeons to explore. You catch a fairy to feed your daughter and she changes shape and suddenly the screen is neon pink and blue. It's been a while since I've seen something that just kept surprising me. Here's the thing: This game is so chock-full of secrets. ![]() Sometimes she settles down for a boring, safe retirement. Sometimes she is ripped to shreds before her time. Sometimes your daughter lives a wonderful, full life of adventure. In the final act of each run, your daughter will decide to pursue a great cause, such as slaying a monster, attending a gala, or climbing a magical mountain. If you meet an artist and convince him to teach you to paint, later on (with some luck and magic) you can impress a noble with a stunning portrait. Choices you make earlier in her life will affect her later: friends will come back a second time, skills will come in handy. Some of these have random dice rolls affected by your stats and resources, and can also manipulate your stats further. The first act of a run is spent as the hermit, making choices on how you raise your daughter - what do you feed her? are you strict or lax? do you teach her magic or how to farm? - and these affect her mushroom species and her statistics in the second act, where your daughter leaves home to explore the world, where the game begins in full.Įvery day your daughter will run into some strange situation or meet some new person, and you are given choices for how she interacts. A single daughter can live a full life from dirt to dirt in less than 30 minutes. You will raise several daughters, and each of them will take a wildly different path, based on random events and choices you make. Mushroom Musume plays extremely like a roguelike. You play as a hermit that wants a daughter so badly you decide to raise a magic mushroom, and she grows up and goes off on adventures. Mushroom Musume is a highly replayable princess raising game. You can read more about the use statement on the official Ren’Py documentation here.EDIT: okay this game deserves a proper full review!! Doing this not only keeps things organized, but allows you to use the screen in multiple places, like you can do here by combining the NVL and Basic fixes if you’re doing a NVL/ADV hybrid. It’s classified as a “control statement”, meaning that it’s a type of statement that controls screen elements, among other things.Įssentially, use is very useful for when you need to add another screen to an existing screen, like a menu (as we’ve seen here). The use statement is a part of Ren’Py’s screen language. Then, follow the rest of the steps for the basic fix. # config.narrator_menu is set to True, as it is above. # Displays dialogue in either a vpgrid or the vbox. It should now look something like this: screen nvl(dialogue, items=None): Navigate to the NVL screen area, and append use quick_menu to the screen called nvl(dialogue, items=None), not the screen called nvl_dialogue(dialogue). Tweaking for the NVL box is essentially the same-we just have to pay attention to where the use quick_menu bit goes. Tada! The quick menu now disappears with the Say window! NVL Fix Now, launch your game and test the window hide/show commands. # the player has not explicitly hidden the interface.Ĭonfig.overlay_screens.append("quick_menu") # 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. After doing so, it should look something like this. What you’re going to want to do is take the screen out of that if statement block, since you don’t really need it anymore. # If there's a side image, display it above the text. Your Say screen should now look a little something like this. At the very end of this screen, add use quick_menu. Make sure your project is not launched as well.įirst, navigate to your Say screen. Basic Fixįor all of these tweaks, we’re going to be working exclusively in the screens.rpy file, so open that up. But, oh no! When it hides, the quick menu is still there! You want everything gone when you hide that window. You want to hide the dialogue window for something.
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