Discuss how to use the Ren'Py engine to create visual novels and story-based games. New releases are announced in this section.
Forum rules
This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
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Snowflower
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#1
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by Snowflower » Sun Dec 29, 2013 11:46 pm
I knew the coding for this a long time ago, but I can't seem to find it anywhere now...
not the characters blinking but the kind where you'd use if the main character is going to sleep so the background images "blinks" couple times?
please and thank you <3
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Iwako
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#2
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by Iwako » Tue Dec 31, 2013 2:40 am
Oh I was actually wondering about this too a few days ago. Uh, I'm pretty sure there should be some sort of fancy ATL code to do it, but I went for the boring method after a bit of googling and failure to find anything. >< I just made a few frames of the background in Photoshop with more and more parts blacked out, export all the frames as pics and define a new image for the blinking scene with pauses in between each frame.
Probably a bad method to do it, but works good enough for me xD If anyone got a proper code for this I'd like to know too!

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Rosstin
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#3
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by Rosstin » Tue Dec 31, 2013 7:05 pm
I definitely wouldn't do that! Haha!
I'll share with you guys once I implement it in Queen At Arms.
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Snowflower
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#4
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by Snowflower » Tue Dec 31, 2013 7:06 pm
I believe i had a simple code that was similar to "with fade" effect on coding.... but unfortunately i have terrible memory and the computer that i had my previous games on got stolen....
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Rosstin
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#5
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by Rosstin » Tue Dec 31, 2013 7:08 pm
I wonder if you would do some voodoo with parabolas and blackness or something. Hmm.
I guess I would probably just make some nice feathered-edge black images and close them over the screen. But if someone can think of a way to do it with math and ATL that would be superior I think.
Similar Q, not sure if resolved:
http://lemmasoft.renai.us/forums/viewto ... =8&t=23300
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Showsni
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#6
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by Showsni » Tue Dec 31, 2013 7:19 pm
You could just
show black with dissolve
hide black with dissolve
a few times for a rough approximation...
Something like
show black with dissolve
pause 0.1
hide black with dissolve
pause 0.2
show black with dissolve
pause 0.3
hide black with dissolve
pause 0.2
show black with dissolve
pause 1.0
hide black with dissolve
pause 0.2
show black with dissolve
pause 2.0
hide black with dissolve
maybe?
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Donmai
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#7
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by Donmai » Tue Dec 31, 2013 9:04 pm
You could use an ImageDissolve transition, using a simple image like the one I've attached to this post, with the same size of your game screen. That's how the "blinking eye" effec was created in KS.
http://www.renpy.org/wiki/renpy/doc/ref ... geDissolve
Use the 'reverse' parameter to give the illusion the "eye" of the narrator is closing or opening.
Code: Select all
define eyeopen = ImageDissolve("fx/eyeopen.png", 1.5, 100)
define eyeclose = ImageDissolve("fx/eyeopen.png", 1.5, 100, reverse=True)
The first number controls the time the transition takes to complete.
You can also see the transitions gallery in the Ren'Py tutorial game for some usage examples.
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Iwako
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#8
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by Iwako » Tue Dec 31, 2013 11:16 pm
Donmai wrote:You could use an ImageDissolve transition, using a simple image like the one I've attached to this post, with the same size of your game screen. That's how the "blinking eye" effec was created in KS.
http://www.renpy.org/wiki/renpy/doc/ref ... geDissolve
Use the 'reverse' parameter to give the illusion the "eye" of the narrator is closing or opening.
Code: Select all
define eyeopen = ImageDissolve("fx/eyeopen.png", 1.5, 100)
define eyeclose = ImageDissolve("fx/eyeopen.png", 1.5, 100, reverse=True)
The first number controls the time the transition takes to complete.
You can also see the transitions gallery in the Ren'Py tutorial game for some usage examples.
Just tried this one and it works like a gem! Thanks!
(@OP: Sorry for thread hijacking xD)
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Snowflower
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#9
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by Snowflower » Wed Jan 01, 2014 12:17 am
Hmmm... that wasn't what I've used before, but this will do
thank you for everyone that contributed :3
&thanks donmai

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Rosstin2
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#10
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by Rosstin2 » Mon Mar 17, 2014 6:33 pm
Necro. I'm still interested in a better solution, something that's pure math would be brilliant.
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ThicBit
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#11
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by ThicBit » Sat May 21, 2022 3:43 pm
Would it be okay if I used this code and the image in my game????
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