Ren'Py specific questions should be posted in the Ren'Py Questions and Annoucements forum, not here.
(I'm writing a script at the moment, and there's an introduction scene that I imagine I might do a CG for once the art part of the process comes along. Except, it's a kind of short scene that lasts like 6 sentences. I might do a cut-in type of CG instead.)
I mean... it's kinda irritating if the CG is only displayed for a second and then I have to repeatedly push the back button just to be able to enjoy it again...
Like, pan up/around the CG slowly, stop on the face or character for a few seconds, then do a screen shake or other trick (if applicable/makes sense for the scene) before the text box pops up. Maybe stop the music for that moment or play a different background song to set it apart, then once the text box pops up, everything goes back to normal and the CG stays up until it is no longer relevant.
Can't remember the name of the VN, but it was this incredibly frustrating one where a writer goes to a cabin in the woods to work on their more... sensual scenes. This VN had this really annoying thing about consent, stopping every three seconds with the two characters with a "Are You Sure?" And there were a small number of CG's from what I remember, so the scene had continued far past the part shown in the CG, but because there wasn't much else to follow it, it hung on the old one for far too long.
- Miko-Class Veteran
- Posts: 712
- Joined: Sat Nov 07, 2015 3:09 pm
- Completed: Pervert&Yandere, Stalker&Yandere
- Projects: Roses Of The Thorn Prince
So, just like Artalija said, just as long as the key moment lasts. This could be an entire scene or just a few sentences. When we're talking action CG, those can overstay their welcome as usually what's depicted only lasts for a few sentences before moving on to a whole different action.
Want some CC sprites?
- Posts: 161
- Joined: Fri Mar 18, 2016 2:37 pm
- Completed: A Sedentary Fist
- Projects: Manipulation, Switch Swap, Unnamed Project
- itch: jamsandwich
- Location: England
Of course, this provides problems such as people who like the CG wanting it to be on screen for longer, then they have to either scroll back or go to the gallery to see it again which can be troublesome. As Yunou suggested, you could use transitioning techniques like zooming in and such to draw out the time that the CG is on screen.
Manipulation Teaser Demo: https://drive.google.com/open?id=0BzJ4E ... zV6TWVaclk
- Lemma-Class Veteran
- Posts: 2251
- Joined: Tue Mar 01, 2016 7:23 pm
- Completed: The Dark
- Tumblr: evns
- itch: Zelan
The best thing to do, in my opinion, is to have the CG on screen for as long as the moment lasts and then include a CG gallery so that players can go back and stare if they want to.
I do enjoy CG's that feed directly into the story but not all scenes make sense to be overly drawn out and can be bothersome if they are.
- Ghost of Crux
- Miko-Class Veteran
- Posts: 511
- Joined: Mon Apr 27, 2015 12:17 am
- Projects: To Weave A Thread
- Organization: UNICORSITY
- Tumblr: unicorsity
- itch: namio
- Location: Indonesia
Action CGs are better off shorter than longer than expected.
Sentimental CGs are better off longer than shorter than expected.
Granted, "key moments" CG really shouldn't last for too long. Still, nothing quite like action sequences stuck because of the arts-- considering that you're not exactly going to be taking in the wonders of the art and how beautiful their muscles are while people are presumably trying to kill (or escape from murder), it's kind of funny and annoying when they're already down the street in the narrative and the art only changes after they parted ways, 30 dialogue screens later. At least you're supposed to appreciate the moments, in the other type.