Discuss how to use the Ren'Py engine to create visual novels and story-based games. New releases are announced in this section.
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.
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- Projects: AXIOM.01, The Pirate Mermaid
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trooper6 wrote: ↑
Mon Jul 09, 2018 11:06 pm
The problem is that the combo attributes are in a different group than the mouth group...so they don't replace each other. In order for the layers to replace each other they have to be in the same group. My workaround is that you could put every single attribute also in the same group as the combo group. That does "work"...but not in an acceptable way for expressions. What I mean is, if you have neutral, friendly, and mouth_grin in the same group, if you show mouth_grin it will replace neutral and friendly so you won't have both mouths showing...however, the eyes and the brows will also go missing.
This could be useful for some situations, but I don't think for expressions.
Since you want to individually control each brow, eye, mouth separately and don't want to put each combo in the picker, I'd say that the picker is probably not the solution for you. I'd say you'd probably want to do all pieces individually as you'd do in a LiveComposite.
Yeah, that makes sense. I actually have all my sprites set up with LiveComposite/ConditionSwitch already, so I think I'll just stick with them as is.
I was originally hoping to switch them all to LayeredImage for better image prediction. But right now, it doesn't seem feasible for me unless someone comes up with a more flexible expression system.
I might try some sort of hybrid thing where the face is a LiveComposite/ConditionSwitch within a LayeredImage with all the other body parts though, so I can at least predict other things like outfits.
Thanks for discussing with me, and best of luck with your LayeredImage projects!
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I have been very entrenched in LiveComposite/ConditionSwitch mentality. And moving over to Layeredimages really does take some rewiring in my thinking. But since I was already doing expression stuff, the LayeredImage seems to be a better choice...I still have to really internalize naming conventions and how to rethink about nested groups. But I'll get there!
A Close Shave:
*Last Thing Done (Jul 10): Converted LiveComposite Sprites to LayeredImages
*Currently Doing: Trying to work out the transition thing for two character using the same sprite and try to figure out how to redo my multi-barber thing...i.e. see if there is a way to re_do my character callbacks
*First Next thing to do: Rebuild the project with the new RenPy (i.e. with gui.rpy present.), this will mean making some gui art now that I don't have access to the old theme.
*Next thing to do: Code in all the sprite emotion and camera movement for Close Shave Sprite Sections
*Other Thing to Do: Code in all CG and special animation stuff
Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978