Getting rid of the pause in between sprite expressions

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ameliori
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Getting rid of the pause in between sprite expressions

#1 Post by ameliori » Wed Apr 08, 2015 12:54 am

Hi! I just released a demo of my game, and somebody said that there is a tiny pause in between transitions of the sprites, where the textbox disappears. It disrupts them reading the story and they find it a bit annoying when the textbox pops in and out of the screen.

I understand that this is because of the "show" action and the "with dissolve" transition I use. Nevertheless, I have seen games show expressions without the pause and without the textbox disappearing. I don't want to get rid of the "with dissolve" because the transition between the expressions are too dry without it.

Is it because those devs are using live composite? Or is there another code that goes around this? I'm not an expert in Renpy so I just thought to ask people who are more knowledgeable. Thanks everyone!
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Re: Getting rid of the pause in between sprite expressions

#2 Post by Zetsubou » Wed Apr 08, 2015 3:27 am

You could adapt something like this: http://lemmasoft.renai.us/forums/viewto ... 42#p348242
That would save you using "with dissolve", and it would get rid of the delay.
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Re: Getting rid of the pause in between sprite expressions

#3 Post by Yuuji » Wed Apr 08, 2015 4:14 am

Maybe there're some another ways to get rid of this delays? For example in ren'py engine files or something like that. I'm interested in this topic too, because I've got the same problem.
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Re: Getting rid of the pause in between sprite expressions

#4 Post by nyaatrap » Wed Apr 08, 2015 4:45 am

Call ren'py.transition http://www.renpy.org/doc/html/other.htm ... transition by character callbacks http://www.renpy.org/doc/html/character ... -callbacks might be the easiest way.

Code: Select all

init python:
    def callback_transition(event, interact=True, **kwargs):
        if event == "begin":
            renpy.transition(dissolve, layer="master")
        
    config.all_character_callbacks = [callback_transition] #This line is for testing. It's better to define each characters you want to apply transitions instead of using this line.

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Re: Getting rid of the pause in between sprite expressions

#5 Post by ameliori » Thu Apr 09, 2015 1:21 am

@Zetsubuo: Thanks for your feedback. The system is a bit complicated for a newbie like me.. My eyes kinda glazed over while looking at it. Perhaps a demo game would benefit your code!

@nyaatrap: I tried it and so far it is working perfectly! Thank you so much!
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Re: Getting rid of the pause in between sprite expressions

#6 Post by Pinlin » Wed Aug 30, 2017 4:25 pm

Hello, I stumbled upon this post and it's exactly what I look for. Although, I still can't quite get the code right, or understand how to put it into script.

Code: Select all

File "game/Images.rpy", line 6: expected statement.
    def callback_transition(event, interact=True, **kwargs):
I tried to use only put this code, but it gives errors too.

Code: Select all

renpy.transition(dissolve, layer="master")
I want to remove delay between expressions, which also delays appearance of text. Since all expressions I use " with dissolve", I'd like to know how bulk definition code looks. I attempted this thread viewtopic.php?f=51&t=29409&p=348242#p348242, but without sample it still confuses me.
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