Yeah, there's clearly a design flaw here.
Saying that nobody will look at all the options is probably exaggerated, but it's clear that many will feel overwhelmed. And, of course, the best design isn't either a
menu
that would span another
menu
, it's not
menu
at all.
It's clearly a situation that have to be handle visually, at least in part, and with a screen.
This still don't tell me what "below choices" mean for you.
Or anywhere else you want it. There's no style applied to the
text
displaying the tooltip, and a
Python:
if tooltip:
text "[tt]"
xalign 0.5
ypos config.screen_height -250
is enough to place it in between the choices and dialog box.
I don't want to be rude, but with your two posts you clearly demonstrated that you aren't ready yet to make a game, especially one as complex as that imply simulations.
- You say that you'll show something, and what you show is not this thing ;
Displaying a variable and assigning a value to that variables are clearly not the same. You said you were showing the first, what you shown is the second.
- You answer to "what do you mean by 'below choices'" by "below choices" ;
That isn't an answer, it's a repetition.
- You only see textual menu as way to present choices to the players ;
Even a text based game rely on icons, or maps-like, for it's interface when it's needed. And here the kind of menu that bother you are clearly part of the interface and need to be presented that way.
- I'm not sure that you effectively took a look at Ren'Py documentation ;
You use a clearly outdated approach (hovered
), with a recent one (SetScreenVariable
) to achieve what can, and should, be done with the dedicated screen action (tooltip
).
- You take as granted the position of the tooltip in my code ;
It don't looks like you imagined that applying a bit of style could change the position where it is displayed.
And I'm tempted to add that:
You don't understand that, in the code you initially wrote, the tooltip isn't shown because it's below the choices
in the viewport
and therefore in a part not displayed when you aren't at the bottom of the said
viewport
.
While surely not all point are as obvious as this for someone who's starting, the two first clearly only depend on the most basic logic. However, it turns out that making a game need logic, a lot of logic.
You were stuck on an issue relatively basic, and not too difficult to figure out. What will happen when you'll have to take count of the player choices on a long run, still apply the choice he picked ten hours ago in the game, in top of the many choices he picked since there ?