Hi!
I just stumbled upon this jam, and it looks really fun! I am curious what can be accomplished with this limitation~
I have a question to make sure I don't accidentally break the "no multiple buttons" rule. Is it OK to have multiple label jumps? I'll be using Ren'Py for my game (although it's meant for visual novels, I know a mock-up way to do a clicker with the use of an imagebutton and hiding the text window). Sadly a button can only do one action at a time, so I may need to script the same button with different actions (the same button will just jump to another label).
I made a dummy example in one of my test projects to demonstrate what I mean----
The main script variable labels:
label start:
show screen button
window hide
$ ist = True
$ erd = False
scene black
sub ""
jump start
label firstpress:
$ ist = False
$ tnd = True
scene black
sub ""
jump firstpress
label secondpress:
$ tnd = False
$ erd = True
scene black
sub ""
jump secondpress
The actual button script:
if ist:
imagebutton:
xpos 500
ypos 40
hover "button_h.png"
idle "button.png"
action Jump('firstpress')
if tnd:
imagebutton:
xpos 500
ypos 50
hover "button_h.png"
idle "button.png"
action Jump('secondpress')
if erd:
imagebutton:
xpos 500
ypos 60
hover "button_h.png"
idle "button.png"
action Jump('start')
I kept making the button change position so I'd be able to make sure the button was actually working lol. Also under the labels, there's a loop jump and an empty string (where dialogue usually is) so when you press outside the button, nothing happens (since clicking advances dialogue in this engine, so that is how I got around it).
Anyway, would doing multiple label jumps (and making an imagebutton of the same button but with different actions) be OK, or does it technically break the multi-button rule? This is just so I can get the one button to do more than one action, there will never be multiple buttons on screen. Let me know! If not, I can try another method!
Thank you ^^