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ATL + $ renpy.pause(#, hard=True)

Posted: Wed Dec 20, 2017 6:35 pm
by Apa
A question related to the following topic:
Ace94 wrote:
Wed Dec 20, 2017 3:02 am
I also use

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$ renpy.pause(12, hard=True)
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:

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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. :oops:

Re: ATL + $ renpy.pause(#, hard=True)

Posted: Thu Dec 21, 2017 8:07 am
by Ace94
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?

Like this for example:

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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)
and then have it be displayed like this:

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$ renpy.show("b_animated")
    $ renpy.pause(3, hard=True)
$ renpy.show("c_animated")
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.

Re: ATL + $ renpy.pause(#, hard=True)

Posted: Thu Dec 21, 2017 9:00 am
by Imperf3kt
Just use block
I think that was the name for it.

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image mythingymobobdoohickywhatsit:
    "image" # x3
    block:
        "image 2"

Then when showing the image:

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    show mythingymobobdoohickywhatsit
    $ renpy.pause (3, hard=True)
Forgive the short reply, its midnight and I have work in just over 5 hours

Re: ATL + $ renpy.pause(#, hard=True)

Posted: Thu Dec 21, 2017 1:40 pm
by Apa
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?
Won't it be the same as

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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.


Imperf3kt wrote:
Thu Dec 21, 2017 9:00 am

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    show mythingymobobdoohickywhatsit
    $ renpy.pause (3, hard=True)
Sorry, I don’t see how it helps to solve the problem:
Apa wrote:
Wed Dec 20, 2017 6:35 pm
I don't have to [re]calculate total or partial duration every time I make a change ($ renpy.pause(12, hard=True))