Animating the text box/ say screen
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.
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.
- Kinmoku
- Miko-Class Veteran
- Posts: 591
- Joined: Mon Aug 11, 2014 9:39 am
- Completed: One Night Stand
- Projects: VIDEOVERSE
- Tumblr: gamesbykinmoku
- itch: kinmoku
- Location: Germany
- Contact:
Animating the text box/ say screen
Hi all,
I'm wondering if it's possible to animate how the text box/ say screen appears each time dialogue shows up? Something like this:
https://youtu.be/LZS4kw2scsI?t=24s
So a simple spin, flip, rotation etc. I don't really know where to start with this so I thought I'd ask
Also, on a slightly different topic, is it possible to keep the text window present between pauses? I have another window in my game... a large, gradient-like text box and it's a bit excessive when it keeps flashing on and off.
I'm wondering if it's possible to animate how the text box/ say screen appears each time dialogue shows up? Something like this:
https://youtu.be/LZS4kw2scsI?t=24s
So a simple spin, flip, rotation etc. I don't really know where to start with this so I thought I'd ask
Also, on a slightly different topic, is it possible to keep the text window present between pauses? I have another window in my game... a large, gradient-like text box and it's a bit excessive when it keeps flashing on and off.
Last edited by Kinmoku on Fri Mar 17, 2017 12:07 pm, edited 1 time in total.
- Ocelot
- Lemma-Class Veteran
- Posts: 2405
- Joined: Tue Aug 23, 2016 10:35 am
- Github: MiiNiPaa
- Discord: MiiNiPaa#4384
- Contact:
Re: Animating the text box/ say screen
I think, on statement will help you: https://www.renpy.org/doc/html/atl.html#on-statement
< < insert Rick Cook quote here > >
- Kinmoku
- Miko-Class Veteran
- Posts: 591
- Joined: Mon Aug 11, 2014 9:39 am
- Completed: One Night Stand
- Projects: VIDEOVERSE
- Tumblr: gamesbykinmoku
- itch: kinmoku
- Location: Germany
- Contact:
Re: Animating the text box/ say screen
Cool I managed to get a simple dissolve working.
Code if anyone needs:
I'm wondering if I can separate the window background from the text though. At the moment it dissolves the whole thing, and I can't seem to get it working if I try anything else.
Also, is there a way to keep the text box present between pauses?
Code if anyone needs:
Code: Select all
transform textdissolve:
on show:
alpha 0
linear 0.2 alpha 1
on hide:
alpha 1
linear 0.2 alpha 0
Code: Select all
screen say(who, what):
style_prefix "say"
window:
id "window"
if who is not None:
window:
style "namebox"
text who id "who"
text what id "what"
at textdissolve
Also, is there a way to keep the text box present between pauses?
Re: Animating the text box/ say screen
add this :Kinmoku wrote:Also, is there a way to keep the text box present between pauses?
Code: Select all
init python:
config.window = "show"
https://www.renpy.org/doc/html/config.h ... fig.window
But I think your modified say screen might interfere with it...
My avatar is courtesy of Mellanthe
- Imperf3kt
- Lemma-Class Veteran
- Posts: 3794
- Joined: Mon Dec 14, 2015 5:05 am
- itch: Imperf3kt
- Location: Your monitor
- Contact:
Re: Animating the text box/ say screen
What about using fade, instead of dissolve?
Warning: May contain trace amounts of gratuitous plot.
pro·gram·mer (noun) An organism capable of converting caffeine into code.
Current project: GGD Mentor
Twitter
pro·gram·mer (noun) An organism capable of converting caffeine into code.
Current project: GGD Mentor
- Milkymalk
- Miko-Class Veteran
- Posts: 753
- Joined: Wed Nov 23, 2011 5:30 pm
- Completed: Don't Look (AGS game)
- Projects: KANPEKI! ★Perfect Play★
- Organization: Crappy White Wings
- Location: Germany
- Contact:
Re: Animating the text box/ say screen
While we're at it, I'm trying to do this with the NVL-window and have no idea where I should put the at-statement.
Crappy White Wings (currently quite inactive)
Working on: KANPEKI!
(On Hold: New Eden, Imperial Sea, Pure Light)
Working on: KANPEKI!
(On Hold: New Eden, Imperial Sea, Pure Light)
Re: Animating the text box/ say screen
IINM that would be in screens.rpy, inside the screen nvl_dialogue(dialogue): block (put it under the text d.what: line)Milkymalk wrote:While we're at it, I'm trying to do this with the NVL-window and have no idea where I should put the at-statement.
My avatar is courtesy of Mellanthe
- Milkymalk
- Miko-Class Veteran
- Posts: 753
- Joined: Wed Nov 23, 2011 5:30 pm
- Completed: Don't Look (AGS game)
- Projects: KANPEKI! ★Perfect Play★
- Organization: Crappy White Wings
- Location: Germany
- Contact:
Re: Animating the text box/ say screen
Nope, no effect whatsoever, sorry. The window still just plops up in an instant instead of fading in (I'm using the exact transform Kinmoku posted, but with linear 1.0). But thanks for trying
Crappy White Wings (currently quite inactive)
Working on: KANPEKI!
(On Hold: New Eden, Imperial Sea, Pure Light)
Working on: KANPEKI!
(On Hold: New Eden, Imperial Sea, Pure Light)
- Kinmoku
- Miko-Class Veteran
- Posts: 591
- Joined: Mon Aug 11, 2014 9:39 am
- Completed: One Night Stand
- Projects: VIDEOVERSE
- Tumblr: gamesbykinmoku
- itch: kinmoku
- Location: Germany
- Contact:
Re: Animating the text box/ say screen
Thank you I figured as much... I'll have to decide which style to go for! Or is there the possibility to set up 2 "say" styles? I imagine that'd be pretty complex!indoneko wrote: But I think your modified say screen might interfere with it...
How odd. I'd be curious to know if this is possible as well.Milkymalk wrote:Nope, no effect whatsoever, sorry. The window still just plops up in an instant instead of fading in (I'm using the exact transform Kinmoku posted, but with linear 1.0). But thanks for trying
- Milkymalk
- Miko-Class Veteran
- Posts: 753
- Joined: Wed Nov 23, 2011 5:30 pm
- Completed: Don't Look (AGS game)
- Projects: KANPEKI! ★Perfect Play★
- Organization: Crappy White Wings
- Location: Germany
- Contact:
Re: Animating the text box/ say screen
I got it to work when I put it right under
in the "nvl" screen, but it plays the ATL every time a new line appears, so you have to change this
into this
So the on show only works with alpha fades and similar effects, while you typically don't hide the window unless it's visible so no problem there.
Code: Select all
style "nvl_window"
Code: Select all
transform nvl_dissolve:
on show:
alpha 0.0
linear 1.0 alpha 1.0
on hide:
alpha 1.0
linear 1.0 alpha 0.0
Code: Select all
transform nvl_dissolve:
on show:
linear 1.0 alpha 1.0
on hide:
linear 1.0 alpha 0.0
Crappy White Wings (currently quite inactive)
Working on: KANPEKI!
(On Hold: New Eden, Imperial Sea, Pure Light)
Working on: KANPEKI!
(On Hold: New Eden, Imperial Sea, Pure Light)
Who is online
Users browsing this forum: No registered users