Right, so in my game (Sugarcane btw), I use the storyMenu passage as a display- for the in game time, health, items, etc. To make it so that each passage is readable, I have a text size of 15 pixels. This is far too big for the menu, but I can't find a way to separate them; I've tried the obvious stuff, but it wont work.
Also, as my game allows you to carry items to use when you need them, is there a way to make it s that when you activate them, it wont go to another passage, and will just activate on the one that you're in? Like for a bandage, instead of moving you to a different place, it would just stop the bleed status?
Thanks!
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I haven't done much playing with Twine yet, so I don't know if it will do exactly what you want, but you could use the <<back>> macro at the end of the "use bandage" passage to give the user some feedback then let them return. Or, to be a little less confusing, [[Continue|Previous()]].
1. Your StoryMenu passage: I wrap the stats in a <span> tag with a class of stats
(note: depending on the HTML you are using, you may have to replace the span tag with a div tag) 2. Your stylesheet passage: some CSS to alter how both the storyMenu and the stats looks, you can change my settings to what you want: