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Re: Ren'Py Gripes

Posted: Sat Jul 17, 2021 9:03 am
by Kia
I've been tinkering with an easy way to fade backgrounds into each other based on a time keeping function and it turned out to be more complicated than I expected. I can think of several ways to do it using screens, but I have an idea that will make it much less complicated: Multiple timelines

This is the gist of it:
Alongside the main timeline we make (or define) side timelines:

Code: Select all

label backgrounds timeline bg:
    show bg1 morning with with dissolve
    pause
    show bg1 noon with with dissolve
    pause
    show bg1 afternoon with with dissolve
    pause
    show bg1 night with with dissolve
    pause
    jump backgrounds
These timelines only advance through direct commands:

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init python:
    def advance_bg():
        renpy.timeline.bg.advance()
    def bg_jump(label):
        renpy.timeline.bg.jump(label)
this way we can dissolve images into each other (specially backgrounds) without interrupting the game's flow.
Another advantage having multiple timelines can have, is ability to have multiple conversations happening at the same time but with different paces. the character can be answering text messages while the story is going on, or leave answering those text messages for a later time.
or it can be like playing multiple games at once if we let the player have multiple say or NVL screens.

Re: Ren'Py Gripes

Posted: Sun Aug 01, 2021 8:20 pm
by lewishunter
Hi! I am using the gui.text_properties() and gui.button_properties () documented in https://www.renpy.org/dev-doc/html/gui_ ... hlight=gui

I would like if this functions could return all the properties (ike position) instead of only standart style properties. This way the code would look more simpler and tidy.

Re: Ren'Py Gripes

Posted: Thu Sep 02, 2021 9:14 pm
by lewishunter
A PRESSED STATE FOR BUTTONS.

I realized that the lack of a pressed state for buttons (like many software and OS. e.g. Windows) makes Ren'Py feel somewhat unresponsive to the user, giving it an 'amateurish' feel.

It would be grate writing something like "pressed" or the "selected" image be the same as the "pressed" image, or having two pressed states, one for when idle and another when selected.

I found a japanese user (akakyouryuu) who made a plugin trying to solve this but only for imagebuttons. The downside is that it's buggy when toggling fullscreen and you cannot use screen language.
imagebutton2.rpy
(7.25 KiB) Downloaded 14 times
EDIT:

I found a code made by Asceai in this post: viewtopic.php?t=26961

It's more simple to apply but still buggy.

Still it would be great if Ren'Py could do it as a basic feature.

Re: Ren'Py Gripes

Posted: Wed Oct 13, 2021 11:36 pm
by bloobeary
The biggest gripe for me at the moment, and honestly, I feel this rises to the level of being a bug, is that the character name and dialog will vanish from the screen if a transition is used on a character sprite.

A subtle dissolve between character expressions really looks good, and helps to add polish to a game, but not if it causes the character's name and dialog to keep blinking on and off. I've searched for a solution to this and seen tons of people asking how to make this stop happening. And the few suggested fixes that I've seen for it appear to be ineffective.

I'd also like a new tag, similar to {nw} but which doesn't cause dialog to vanish from the screen. I'd like to be able to have a character speak with a pause before their sprite appears onscreen, and there's just no way to do that without forcing the player to click first. So, give us a tag, maybe {nwt} (for "no wait, transition") that acts like an automatic mouseclick.

Re: Ren'Py Gripes

Posted: Fri Oct 15, 2021 9:42 pm
by lewishunter
It's not a bug. I changed it doing this:

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define config.say_attribute_transition_layer = 'master'
This works by applying the attribute transition to the master layer only (or other if you want) thus avoiding applying it to the dialogue layer (screen layer). You can change the layers too. Check the documentation.

Re: Ren'Py Gripes

Posted: Wed Oct 20, 2021 6:28 pm
by bloobeary
Ok, my current gripe and again, if there's just something I'm not seeing here, please tell me how to fix this one too:

I can do:
Dissolve(2.0)
to slow down a dissolve.

Why can I not also do:
ease(2.0)
...to slow down an ease?

I've tried it. It throws an error.

Re: Ren'Py Gripes

Posted: Mon Jan 24, 2022 1:15 pm
by Kia
alongside align .5,.5, I often find my self typing fit_first True every time I use fixed. I think this setting should be True by default since the main use of fixed is overlapping two things on top of each other.
Also, since putting two object inside frames and buttons would distort the frame size, perhaps forcing them to fit the first child would be the more sensible option for all of them.
I don't know if I've suggested this one before, but it would be grate if bars accept a child so we can overlap a text or image on them without resorting to fixed.
And, style for images please.

Code: Select all

style battle_add:
    align (.5,.5)

Re: Ren'Py Gripes

Posted: Sat Apr 09, 2022 6:40 am
by luoying
I built a music room. I hope it can adjust the music progress. It's complicated, but I succeeded in the end.

I hope it can be made simpler. Of course, there is a video player. I hope it can adjust the playback progress through the progress bar. This function is very good. There are many video games now.

My English is very poor. I can only communicate with you through translator. I'm really sorry.