Discuss how to use the Ren'Py engine to create visual novels and story-based games. New releases are announced in this section.
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so that the animation plays for 12 seconds before allowing the player to continue.
Is there a statement to add to ATL transforms, like "wait_until_complete", so I don't have to [re]calculate total or partial duration every time I make a change ($ renpy.pause(12, hard=True))
Will be nice to have smth. like:
image b_animated:
"0.png" with Dissolve(0.5)
"1.png" with Dissolve(0.5)
"2.png" with Dissolve(0.5)
wait_until_complete
"3.png" with Dissolve(0.5)
"4.png" with Dissolve(0.5)
"5.png" with Dissolve(0.5)
so it'll do hard pause for duration of 1st 3 ATL statements.
Perhaps you could do 2 separate animation sequences? One with a hard pause and then have the rest be on a separate animated sequence without a hard pause that does a follow-up?
image b_animated:
"0.png" with Dissolve(0.5)
"1.png" with Dissolve(0.5)
"2.png" with Dissolve(0.5)
image c_animated:
"3.png" with Dissolve(0.5)
"4.png" with Dissolve(0.5)
"5.png" with Dissolve(0.5)
But if you want it to be an automated process so you don't have to calculate how much of a pause to give the pause statement, then I don't know of such thing, but I'd be glad to find out as well.
Ace94 wrote: ↑Thu Dec 21, 2017 8:07 am
Perhaps you could do 2 separate animation sequences? One with a hard pause and then have the rest be on a separate animated sequence without a hard pause that does a follow-up?
image b_animated:
"0.png" with Dissolve(0.5)
"1.png" with Dissolve(0.5)
"2.png" with Dissolve(0.5)
"3.png" with Dissolve(0.5)
$ renpy.pause(1, hard=True) # pause until 2.png is shown
And if you separate image definition and show + pause statements, it’ll be more difficult to have them "in sync", IMO.