How to code animated text?
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How to code animated text?
Hey everyone!
I was wondering if anyone could help me how to code animated text in Ren'py. By this I mean that little fadding text animation in almost EVERY visual novel. I saw two other topics but the answers where very vague and didn't explain anything in detail. If you could help, it would make my day! ^-^ thank you!
I was wondering if anyone could help me how to code animated text in Ren'py. By this I mean that little fadding text animation in almost EVERY visual novel. I saw two other topics but the answers where very vague and didn't explain anything in detail. If you could help, it would make my day! ^-^ thank you!
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Re: How to code animated text?
Do you mean, like how text fades in and then fades out? I'm otherwise confused by what you're asking about.
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Re: How to code animated text?
Like, if you play some of the mainstream visual novels or games that have visual novel aspects, the text would fade in letter by letter until the sentence is finished and visible.ArachneJericho wrote:Do you mean, like how text fades in and then fades out? I'm otherwise confused by what you're asking about.
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Re: How to code animated text?
Do you mean like titles or do you mean like sentences? Because the last one happens automatically when you set the CPS to something slower than instant (which it's set to by default in renpy).
Go to the preferences setting and set text speed. If you want the text speed to be slower by default on new installs, or after you delete persistent data, see options.rpy
Go to the preferences setting and set text speed. If you want the text speed to be slower by default on new installs, or after you delete persistent data, see options.rpy
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Re: How to code animated text?
If you want to have the sentence "typed out" for the player, go into options.rpy and look for this:
Now, this makes it so the entire sentence is shown at once. It's fast, but it is somewhat lacking in aesthetics.
Here's the speed I'm happy with:
Like the other user said, make sure to delete your persistent data so it takes effect.
Code: Select all
## The default text speed in characters per second. 0 is infinite.
config.default_text_cps = 0
Here's the speed I'm happy with:
Code: Select all
## The default text speed in characters per second. 0 is infinite.
config.default_text_cps = 30
Re: How to code animated text?
You can also set the speed for each character separately.
Unfortunately, I don't believe there's a way to fade in each character as it is typed out -- AFAIK, Renpy treats the whole block of text as one displayable, and any attempts to use transitions on the text will only happen once on the whole block, rather than on every last character that is showing up.
Code: Select all
define e = Character("Eileen", what_slow_speed=30)
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Re: How to code animated text?
No, sorry! You must be mistaking me for someone else.
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Re: How to code animated text?
yon wrote:If you want to have the sentence "typed out" for the player, go into options.rpy and look for this:
Now, this makes it so the entire sentence is shown at once. It's fast, but it is somewhat lacking in aesthetics.Code: Select all
## The default text speed in characters per second. 0 is infinite. config.default_text_cps = 0
Here's the speed I'm happy with:
Like the other user said, make sure to delete your persistent data so it takes effect.Code: Select all
## The default text speed in characters per second. 0 is infinite. config.default_text_cps = 30
I did this and theirs no animation to it. when i click on the text it just pops as a whole sentence like it was before.
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Re: How to code animated text?
philat wrote:You can also set the speed for each character separately.
Unfortunately, I don't believe there's a way to fade in each character as it is typed out -- AFAIK, Renpy treats the whole block of text as one displayable, and any attempts to use transitions on the text will only happen once on the whole block, rather than on every last character that is showing up.Code: Select all
define e = Character("Eileen", what_slow_speed=30)
THAT IS EXACTLY WHAT I WANTED!! THANK YOU SO MUCH!!
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Re: How to code animated text?
Maybe you missed that part?Jadenday wrote:yon wrote:If you want to have the sentence "typed out" for the player, go into options.rpy and look for this:
Now, this makes it so the entire sentence is shown at once. It's fast, but it is somewhat lacking in aesthetics.Code: Select all
## The default text speed in characters per second. 0 is infinite. config.default_text_cps = 0
Here's the speed I'm happy with:
Like the other user said, make sure to delete your persistent data so it takes effect.Code: Select all
## The default text speed in characters per second. 0 is infinite. config.default_text_cps = 30
I did this and theirs no animation to it. when i click on the text it just pops as a whole sentence like it was before.
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Re: How to code animated text?
You all are saying to delete persistent data but what exactly am I suppose to delete? xD;;;;
According to this:
I don't understand how deleting this would prove helpful? The cps is in the persistent data portion. (I'm not sure how fullscreen stuff would effect typing, and the other one I put a hashtag in front of, and it didn't effect my text's typing.)
THIS works great: define e = Character("Eileen", what_slow_speed=30)
Except for the lines where I don't have a defined character..... OTL
Edit: I did a search for init instead of persistent, and I still have no clue what init data's I should remove xD (I'm guessing the final line is saying everything labeled init is persistent)
According to this:
Code: Select all
#########################################
## This is the name of the directory where the game's data is
## stored. (It needs to be set early, before any other init code
## is run, so the persistent information can be found by the init code.)
python early:
config.save_directory = "Project-1417243325"
init -1 python hide:
#########################################
## Default values of Preferences.
## Note: These options are only evaluated the first time a
## game is run. To have them run a second time, delete
## game/saves/persistent
## Should we start in fullscreen mode?
config.default_fullscreen = False
## The default text speed in characters per second. 0 is infinite.
config.default_text_cps = 30
## The default auto-forward time setting.
config.default_afm_time = 10
#########################################
## More customizations can go here.
THIS works great: define e = Character("Eileen", what_slow_speed=30)
Except for the lines where I don't have a defined character..... OTL
Edit: I did a search for init instead of persistent, and I still have no clue what init data's I should remove xD (I'm guessing the final line is saying everything labeled init is persistent)
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Re: How to code animated text?
You are right. We thought that you knew how to do it.
Maybe this is clearer:
Maybe this is clearer:
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Re: How to code animated text?
Oh okay thanks for the quick response! That helped a lot!~ xD ahahah
I didn't really read anything in the "Navigator Script" portion (I never read that menu heading before. xD;) of that menu so when people are bringing up scripts, it's like "deleting persistent data must be related to something within one of the scripts {in the edit section}!", never crossed my mind to look on the main menu honestly.
(Though for me I guess I might've realized to look there it if I hadn't accidentally read this "after you delete persistent data, see options.rpy" as "Delete persistent data in options.rpy")
I didn't really read anything in the "Navigator Script" portion (I never read that menu heading before. xD;) of that menu so when people are bringing up scripts, it's like "deleting persistent data must be related to something within one of the scripts {in the edit section}!", never crossed my mind to look on the main menu honestly.
(Though for me I guess I might've realized to look there it if I hadn't accidentally read this "after you delete persistent data, see options.rpy" as "Delete persistent data in options.rpy")
Re: How to code animated text?
Unrelated to the question at hand, but I assume you mean narration? Renpy's narration is handled by "narrator", which is just another character that happens to be predefined in the engine. You can override the default behavior of narrator like so (just a bunch of examples).TofuPancake wrote:THIS works great: define e = Character("Eileen", what_slow_speed=30)
Except for the lines where I don't have a defined character..... OTL
Code: Select all
define narrator = Character(None, color="#f00", ctc="ctc_fixed_blink", ctc_position="fixed", what_slow_speed=30)
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