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(1 edit)

Hello! I've been trying out the controller system, and I'm currently developing some minigames for my VN, currently the buttons for my minigames were pygame-mapped keys. I tried to use the add_custom_event in order to map my game to new custom events but I ran into some issues. Is there a way to isolate events for a specific screen? 
Supposedly, my events should be categorized as in-game. The problem is that anything I map to it will remove it from another in-game action (let's say my walk action or hit action will delete confirm or advance dialogue default button mapping). And if I manage to get them to work by using the "always" category instead of the "in-game" for my custom event, when I run my game screen, it will do both the in-game action and skip over the always action. 
For this specific screen, I dont really need any of the scroll forward, auto, or any of the in-game default events, as my screen is used for the minigame only (we dont save, reload, auto fordward or do any other Ren'Py action that is not a custom action for the minigame.) Once my game is over, my screen disappears and returns to the normal dialogue screen.

If anything, this sounds like it would be a "situational"-category event, given that it's only active during minigames. You're also welcome to add your own categories and define their compatibilities when you add new events. Or, if you don't need your minigame keys to be remappable, it's fine to just hardcode it with pygame events.