Navigationmenus reflect the underlying structure of websites. Application menus provide access to the essential functionality of an application. Thus menus are critical parts of web pages and applications and require particular attention during design and development.
Users with fine motor difficulties and touch screen users require larger targets to click or tap on. In fly-out menus, submenus should not disappear immediately after the mouse has left the clickable area.
These tutorials provide best-practice guidance on implementing accessibility in different situations. This page combined the following WCAG success criteria and techniques from different conformance levels:
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Note there may be relatively minor differences between the screens shown in this tutorial compared with the current EFAST2 website. For example, the EFAST2 welcome page is frequently updated to include new and noteworthy information.
When planning the structure of your menu, it helps to think of each menu item as a heading in a formal report document. In a formal report, main section headings (Level 1 headings) are the nearest to the left of the page; sub-section headings (Level 2 headings) are indented slightly further to the right; any other subordinate headings (Level 3, 4, etc) within the same section are indented even further to the right.
The WordPress menu editor allows you to create multi-level menus using a simple 'drag and drop' interface. Drag menu items up or down to change their order of appearance in the menu. Drag menu items left or right in order to create sub-levels within your menu.
If you would like your navigation menu to be fixed in place, or "stuck", so that it doesn't move when the page is scrolled, place it inside a dynamic panel. Then, pin the dynamic panel to the browser. This technique is handy for making sticky headers, footers, and sidebars.
Each module of this tutorial will help you understand and do the work of college-level research. Through a series of examples, how-to videos, practice activities, and reflection questions, each section of the tutorial supports growth in different stages of curiosity-driven scholarship. Modules are designed to build upon one another, but each module can be used on its own. As a whole, this tutorial is meant to support your growth and development as a college student and engaged global digital citizen.
The College-level Research tutorial is designed to help you build on the research strategies you already use. These modules are designed to teach you practices and ways of thinking about information that will allow you to:
Many of us been in the situation when we have a fixed navigation with too many nav-links in the menu, so they are not all visible on mobile device screens. And at this point, we want to have our menu be scrollable. So how to do this?
I am making this guide because.............. I feel like there's not a lot out there for title screen stuff and animation in general! A lot of the stuff I'll talk about how to do in here is stuff I mostly taught myself through a mixture of things I've picked up from working on my own games and a lot of trial and error. The great thing about Ren'Py in general is how easy it is to pick up and start making some pretty cool stuff. But moving beyond showing some images and sprites and text on screen to some of the more advanced stuff, particularly involving menus and screens (MY MORTAL ENEMY) can be really hard even if you've been working with Ren'Py for a while. I KNOW IT SURE TOOK ME A LONG TIME AND I'M STILL NOT THAT GREAT AT IT. When I first got started, I found it hard even following tutorials for simple stuff because I really just had no concept of what I was doing and found everything nearly incomprehensible. So I'm going to try to gear this guide towards people who might not have much background at all using Ren'Py and, as such, will also try to explain some of the relevant weird stuff about it and what everything does in as uncomplicated a way as I possibly can. HOWEVER, IF THERE'S ANYTHING YOU DON'T UNDERSTAND OR NEED ANY EXTRA DETAILS ON ANYTHING, PLEASE FEEL FREE TO ASK!!
I figured the easiest way to go through the tutorial is if you have all the resources you need already and can just focus on what you need to do with those resources in the code, so I've zipped all the image files you'll need to re-create the above title screen and uploaded them as an extra file that you can download on the game page:
Of course, you don't actually have to re-create this title screen exactly if you don't want to. You can also follow along using your own image files and just yoink bits and pieces of the tutorial as you go, changing things as needed to suit your files better. But sometimes jumping straight to that can be too difficult or overwhelming, so for those people, you can just follow along exactly with the provided images without having to worry about making any changes.
When you unzip the folder, you'll see all the images! WOAH. Notice how each image (except for "menu_message" and "menu_question") is the full 1920x1080 pixel size even if the actual image itself is much smaller. I do this for most of my images where I want it to show up at a certain specified spot on the screen. It just makes it much easier to plan out the complete image in my art software (I use Aseprite) and then have it appear exactly as I want it to on the Ren'Py screen without needing to carefully place each piece manually in the code. So I do this with CGs, for instance, and stuff like the title screen. However, I don't do this for sprites, as sprites need to move around a lot!
Anyway, moving on!!! You'll want to set up your project. If you're just doing this tutorial completely on its own, I'd recommend setting up a new Ren'Py project from scratch. Make sure you set the dimensions to 1920x1080. This is because the provided images were all drawn at this size. I don't usually draw at this size because it's very difficult in my art software LOL However, for this game I did because the base template I used for the text messaging required 1920x1080 (my other games are all 1280x720).
Let's start by getting rid of that giant title and version number on the right. You'll end up getting rid of this on most of your games. Well, I do, at least. Because I always add my title as an image instead. It's up to you, though! For this tutorial, though, you do have a logo with the title to add, so you'll definitely want to get rid of it.
Right now, it's set to True. In other words, it's true that Ren'Py will show the name of the game on the title screen. We want it NOT to be true -- a.k.a. false! So change the True to False. Mind the capitalization! In Ren'Py, you need to always capitalize True and False in order for them to be read correctly.
The thing I usually like to do next is just load all the images onto the screen. This gives me a nice base to work with before I start moving things around or animating anything. It also keeps me from getting overwhelmed by trying to do too many things at once or trying to do things without being able to visualize anything!
The title screen is, as you might be able to glean from the terminology, a screen. What exactly is a screen? This is a concept that took me a long time to really wrap my head around when working with Ren'Py -- what are all these screens people are talking about?? What do they do?? What is the point of any of this?!?!?!?! And tbh I still have trouble a lot, so don't fret at all if it takes a while to feel more comfortable with a lot of this stuff LOL
The way I think of a screen is like... layers. You've got the window of your game, and within that window, you can have a variety of different layers with different content inside of them. Screens can contain images, text, buttons... anything, really! And you can stack screens on top of each other! For instance, if you had a really complicated game with variety of stat windows all displaying different stats and text, you could have each of these be a different screen and they could all be stacked on top of each other to show at the same time. You can do things like set different z-orders to determine which screens show on top of each other and even have different menus and clickable things on different screens.
In here, you'll find screens for everything! Your main menu, your say screen (the dialogue box where your characters speak), your choice screen (the options that pop up when you want players to make a choice in your screen), the about screen, the help screen, the history screen, and many others! All of these are just different layers of stuff that you can call to display on your game window at any point in time. You can change anything you want in these default screens and also create your own new screens if you want! Just don't delete any of the screens or you may run into issues LOL Some of these screens show on top of each other at the same time when you're actually playing the game. Others only show up when you click a specific button or option.
The navigation screen! Think of this screen as the actual menu options displayed on the title and menu screens. So, in other words, the little list that says things like Start, Load, Preferences, etc. It's shown ON TOP of other screens (e.g., the main menu screen that's shown when the game starts, and the game menu screen that's shown when the game is paused).
It took me a long time to understand the differences between these two screens! After all, you would think that, for instance, the main menu screen would have all the menu options, right? That seems logical. But that's actually a separate screen -- the navigation screen! It's better, then, to think about the main menu screen as being the background of the title screen and the navigation screen as being the menu of the title screen (and also for other screens, but we'll get into that later).
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