Moveoutleft/right - a more realistic version?
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Moveoutleft/right - a more realistic version?
Hey, pretty simple question really - I'd like to replace the moveoutleft/right transition with a more realistic walk-out transition instead. So I suppose the difference would be it'd be slower and the character would bob up and down a little - has anyone created a transition like this?
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Re: Moveoutleft/right - a more realistic version?
This can be easily accomplished by using ATL.
Check out this page to help get you started http://lemmasoft.renai.us/forums/viewto ... 51&t=16604
Check out this page to help get you started http://lemmasoft.renai.us/forums/viewto ... 51&t=16604
Re: Moveoutleft/right - a more realistic version?
I am not sure exactly what you meant by a walking animation here, since you most likely have a rather static sprite, so it would still look unnatural either way (the legs wouldn't animate, and a walking person - unless they practiced very well - would distort the whole upper part of the body while they move too). In fact, just slide away would make thing look more realistic, simply because it does not call attention to the fact that it is not realistic.
If you insist on doing it, then from what I seen of puppet show, the make the walking effect, the puppet (equivalent to a sprite here) while being moved away slowly would also be shook up and down slightly periodically, and would be rotated around 30 degree to either side periodically with the center of rotation at the bottom.
If you insist on doing it, then from what I seen of puppet show, the make the walking effect, the puppet (equivalent to a sprite here) while being moved away slowly would also be shook up and down slightly periodically, and would be rotated around 30 degree to either side periodically with the center of rotation at the bottom.
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Re: Moveoutleft/right - a more realistic version?
I understand crimsonnight is referring to the fact that the movein transitions are too fast to be acceptable when we are using more realistic characters, as the movement is done in 0.5 sec (on a large screen, the sprite zooms in a funny way). We can use the move transition with a delay (http://renpy.org/wiki/renpy/doc/referen ... Transition) but I have to agree with both tigersmurf (The use of ATL may be a solution) and Elmiwisa (no need to create a complex walking animation). Just remember the character Yuuko (of Katawa Shoujo) at the Shanghai. Her sprite only moves a little down and up and in our minds we see her greeting her customers with a bow. Then, the sprites of Shizune and Misha move halfway down the screen and we understand they have sat down on their (not visible) chairs. It's the power of suggestion.
So, if we only want to suggest a character is walking into our scene, we can think about some simple ATL transforms that can replace the movein transitions, with adjustable speed:
We can adjust the number following the easein warper to change the speed. Or use ease, easeout or linear to change the acceleration.
To use these simple transforms:
So, if we only want to suggest a character is walking into our scene, we can think about some simple ATL transforms that can replace the movein transitions, with adjustable speed:
Code: Select all
transform movein_right:
subpixel True
offscreenright
easein 3.0 center #move the character to the center of the screen. We can use right, left, or offscreenleft, if the figure is only passing by...
transform movein_left:
subpixel True
offscreenleft
easein 3.0 center #this number is the time in seconds
To use these simple transforms:
Code: Select all
show sprite at movein_left
show sprite at movein_right
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Re: Moveoutleft/right - a more realistic version?
Cheers Donmai, I was actually looking for a more realistic moveout as opposed to in ;p
I tried your script out though to see how it worked and to see if I could reverse it, but I get the following error when it tries to execute the command:
I tried your script out though to see how it worked and to see if I could reverse it, but I get the following error when it tries to execute the command:
Code: Select all
Compiling ATL code at game/script.rpy:724
File "game/script.rpy", line 731, in script
Exception: Expression u'center ' is not an ATL transform, and so cannot be included in an ATL interpolation.
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Re: Moveoutleft/right - a more realistic version?
Cheers. Yes, I've noticed that after posting, but I thought it would be easy for you to rewrite the code. I don't know why it didn't work for you. It runs fine on my side. The "moving out" versions would be something like this:crimsonnight wrote:Cheers Donmai, I was actually looking for a more realistic moveout as opposed to in ;p
Code: Select all
transform moveout_right:
subpixel True
center #(or any screen position your sprite may be)
easeout 3.0 offscreenright
transform moveout_left:
subpixel True
center
easeout 3.0 offscreenleft
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Re: Moveoutleft/right - a more realistic version?
Thank you, I appreciate both the code and the warm wishes Have you had a chance to read it yet? If not then I'll forward you a free copy as you've really helped me out a lot
The new code didn't crash the game, but it also doesn't seem to work, the character just disappears with no animation at all - it's ok to use with the hide command isn't it? (ie 'hide m1su_p at offscreenright')
The new code didn't crash the game, but it also doesn't seem to work, the character just disappears with no animation at all - it's ok to use with the hide command isn't it? (ie 'hide m1su_p at offscreenright')
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Re: Moveoutleft/right - a more realistic version?
Strangely enough, you would use show to hide your character
Uh-oh! That reminds me that code isn't really hiding the image. You can simply hide it after the transform.
(Or wait until someone smarter than me comes with a better solution )
Code: Select all
show m1su_p at offscreenright
Code: Select all
show m1su_p at offscreenright
hide m1su_p
No, sorry! You must be mistaking me for someone else.
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Re: Moveoutleft/right - a more realistic version?
Sorry my bad, the transition name isn't 'offscreenright'! It's still crashes when calling the correct transform code:
Compiling ATL code at game/script.rpy:576
File "game/script.rpy", line 844, in script
Exception: Not a displayable: <curry <class 'renpy.display.layout.Position'> () {'xpos': 0.5, 'xanchor': 'center'}>
Compiling ATL code at game/script.rpy:576
File "game/script.rpy", line 844, in script
Exception: Not a displayable: <curry <class 'renpy.display.layout.Position'> () {'xpos': 0.5, 'xanchor': 'center'}>
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Re: Moveoutleft/right - a more realistic version?
Wow! I made a big mess here! Sorry (cafein excess, maybe).
I mean:
I mean:
Code: Select all
show m1su_p at moveout_right
hide m1su_p
No, sorry! You must be mistaking me for someone else.
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Re: Moveoutleft/right - a more realistic version?
Sorry that's what I was saying, I figured it out and put the correct command in lol, but it crashes and comes up with that error when you reach that part of the story
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Re: Moveoutleft/right - a more realistic version?
Oh, I see. Here is a quick demo I made with the code. Unzip it to your Ren'Py folder and try to run it. If the effect works, then the problem is elsewhere in your code.
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- Demo Moving Out.zip
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TOIRE NO HANAKO (A Story About Fear)
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