Code: Select all
image side jirnn = Animation("im/droch3.png", 0.3, "im/droch4.png", 0.3)Code: Select all
image jirnn = Animation("im/droch3.png", 0.3, "im/droch4.png", 0.3)
.....
show jirnn onlayer overlayaaaand... it's not working T_T
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image side jirnn = Animation("im/droch3.png", 0.3, "im/droch4.png", 0.3)Code: Select all
image jirnn = Animation("im/droch3.png", 0.3, "im/droch4.png", 0.3)
.....
show jirnn onlayer overlayCode: Select all
image side jirnn:
"im/droch3.png"
0.3
"im/droch4.png"
0.3
For the record, it does, but it's used in the context of python statements:I don't even know if Ren'Py has Animation().
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$some_im = Animation("im1.png", 1.0, "im2.png", 1.0)
screen ttest:
add some_im #can't do this with image declare, if I'm not mistaken
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$img = Animation( "im.png", 0.5, dissolve, "im1.png", 1.0, dissolve, "im2.png" 0.5, dissolve)Initially this crash my game, but then began to work... thx!Divona wrote:I don't even know if Ren'Py has Animation().
Probably try:Code: Select all
image side jirnn: "im/droch3.png" 0.3 "im/droch4.png" 0.3
That's good to know. I can't find information on Animation() in Ren'Py documentation. Has it been forgotten?r_sami wrote:For the record, it does, but it's used in the context of python statements:I don't even know if Ren'Py has Animation().You can also add transforms to it, something like:Code: Select all
$some_im = Animation("im1.png", 1.0, "im2.png", 1.0) screen ttest: add some_im #can't do this with image declare, if I'm not mistakenCode: Select all
$img = Animation( "im.png", 0.5, dissolve, "im1.png", 1.0, dissolve, "im2.png" 0.5, dissolve)
Actually you can do that:For the record, it does, but it's used in the context of python statements:Code: Select all
$some_im = Animation("im1.png", 1.0, "im2.png", 1.0) screen ttest: add some_im #can't do this with image declare, if I'm not mistaken
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image some im:
"im1.png"
1.0
"im2.png"
1.0
screen ttest:
add 'some im'It is deprecatedI can't find information on Animation() in Ren'Py documentation. Has it been forgotten?
Huh. Good to know.Actually you can do that:Code: Select all
image some im: "im1.png" 1.0 "im2.png" 1.0 screen ttest: add 'some im'
Didn't actually know that. I think I accidentally stumbled into Animation() and played around with it until it became more useful than ATL. Because I find that "image some im" can't be switched in the middle of an interaction, then back again, where as Animation() can be changed with a simple casting statement.It is deprecated
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