The easiest way is to have a .rpy (such as customvariables.rpy) and drop there all the variables you need.
default timmyTrust = 0
You can access it at anytime to either increase/decrease it, and check what's the current value whenever you need during the game.
You can increase it by doing:
$timmyTrust += 1
You can decrease it by doing:
$timmyTrust -= 1
You can check it by doing:
if timmyTrust == 1:
#Execute if it's equal to 1
if timmyTrust >= 1:
#Execute if it's equal or more than 1
if timmyTrust >= 1 and timmyTrust < 10:
#Execute if it's between 1 and 9
else
#Execute if it's any other value
It's too much to make a full description of this, but if you're interested, it's called "Conditional branching":
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You need to use imagebuttons and make the map to be a modular asset (so backround in a layer, clickable park in another layer, clickable house in another layer, and then assemble all of that in-engine by using a mix of images (for not clickable) and imagebuttons (for clickables):
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Here's a random youtube video showingcase this:
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Conditional statement (as listed above) but if you need to do it often, it's better to create a function and execute it when needed (rather than copy/pasting a block everytime, which you shouldn't do):
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I am sorry but I have no idea what you're talking about, you'll have to be more specific. If it's hidden, how do I use it? You mean like having a menu that's always accessible, like a phone?
In that case, you simply have an imagebutton of the phone, and learn the difference between show screen and call screen, they behave differently and you'll need to be using both:
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