Search found 7 matches
- Wed Jan 17, 2018 2:41 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Disabling ctc sound during pauses/dissolves
- Replies: 4
- Views: 786
Re: [Solved, kinda] Disabling ctc sound during pauses/dissolves
Dunno if anyone cares, but I figured out a slightly less janky way of doing the above: init python: def callbackcontinue(ctc, **kwargs): if ctc == "end" and renpy.get_mode()!="pause" and renpy.get_mode()!="with": renpy.music.play("sounds/ctc_click.ogg", channe...
- Sat Nov 11, 2017 3:56 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Disabling ctc sound during pauses/dissolves
- Replies: 4
- Views: 786
Re: Disabling ctc sound during pauses/dissolves
Okay, so I kept playing around with it, and managed to cobble something together based largely on the code from the bottom of this page: https://www.renpy.org/doc/html/modes.html init python: def _pause_callback(mode, old_modes): old = old_modes[0] if mode == "pause" or mode == "with&...
- Sun Nov 05, 2017 2:56 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Disabling ctc sound during pauses/dissolves
- Replies: 4
- Views: 786
Re: Disabling ctc sound during pauses/dissolves
Thanks for taking the time to reply!
Yeah, I actually noticed the thread you linked to before, and if I only had a couple of instances where I needed to do it I'd totally use their method.
But since my vn has more than a thousand dissolves I was hoping there was a way to automate it...
Yeah, I actually noticed the thread you linked to before, and if I only had a couple of instances where I needed to do it I'd totally use their method.
But since my vn has more than a thousand dissolves I was hoping there was a way to automate it...
- Sun Nov 05, 2017 1:16 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Disabling ctc sound during pauses/dissolves
- Replies: 4
- Views: 786
[Solved] Disabling ctc sound during pauses/dissolves
I used this code found on these forums to add a ctc clicking sound when the reader clicks to advance the text: def callbackcontinue(ctc, **kwargs): if ctc == "end": renpy.music.play("sounds/ctc_click.ogg", channel="ctc", loop=False) For the most part it works great, exc...
- Thu Jul 20, 2017 2:09 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Making a character sprite bounce when they start speaking
- Replies: 1
- Views: 1059
Making a character sprite bounce when they start speaking
I'd like to have a little bounce animation occur whenever a character starts talking: transform talkbounce: yalign 0.0 easein 0.17 ypos -40 easein 0.1 ypos 0 I imagine I can adapt something from a lip flap tutorial I found: init python: def bounce(event, interact=True, **kwargs): if not interact: re...
- Mon Feb 27, 2017 10:45 am
- Forum: Ren'Py Questions and Announcements
- Topic: Multiple "display views" & characters w/swappable heads
- Replies: 2
- Views: 3340
Re: Multiple "display views" & characters w/swappable heads
Gotcha. I'll try that, thanks!
- Sun Feb 26, 2017 12:35 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Multiple "display views" & characters w/swappable heads
- Replies: 2
- Views: 3340
Multiple "display views" & characters w/swappable heads
Hey there Ren’Py developers! I’m relatively new to visual novel development, having only made one test vn in Unity: https://youtu.be/FX2DsZngAvo?t=1m48s . I figured I’d give Ren’Py a shot for my next one. The Unity vn convinced me that I definitely need to collaborate with a programmer from here on ...