Hey everyone!
Is there a way to blur backgrounds and menus during conversations?
I'm happy using 2 versions of the same background (blurred and unblurred) if it makes it any easier?
If it's the same then I would rather have it in the engine.
Thanks for all the help!
How to blur background during conversations and choices?
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- Per K Grok
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Re: How to blur background during conversations and choices?
Vennnot wrote: ↑Wed Mar 10, 2021 3:09 pm Hey everyone!
Is there a way to blur backgrounds and menus during conversations?
I'm happy using 2 versions of the same background (blurred and unblurred) if it makes it any easier?
If it's the same then I would rather have it in the engine.
Thanks for all the help!
There is probably a more elegant way of doing this with image manipulation, but here you have a possible and very hands-on method.
You start by creating an image just using code with one color, in this case white.
image white="#fff"
When you want to blur the background you place the image white over it and set the alpha value (transparency). If you do it like this you get a soft transit to the blurring
Code: Select all
show white:
alpha 0.0
linear 0.2 alpha 0.5
If you just want to have the one degree of alpha you can set that as a forth value when you define the image.
You could use black or any other color to get a different model of blurring.
An important thing here is to make sure you get the image on top of what you want blurred (which might be more than just one image) but behind anything you don't want to be blurred. You might need to use zorder for this, depending on the circumstances.
Re: How to blur background during conversations and choices?
There is an ATL property blur. You can use it to blur an image when you want it:
Code: Select all
define config.gl2 = True # Blur requires model-based rendering to be enabled by setting config.gl2 to True.
label start:
scene scene_01
"Scene - No blur"
scene scene_01:
linear 1.0 blur 10.0
"Scene - With blur"
Re: How to blur background during conversations and choices?
Hmmm ok. And how do I make it happen during conversations and choice menus?
Re: How to blur background during conversations and choices?
Pretty much like _ticlock_ showed. Show your scenes with blur when the characters are talking or you have offered a menu, and unblur on the (presumably rare?) occasions when they stop.
Code: Select all
define config.gl2 = True # Blur requires model-based rendering to be enabled by setting config.gl2 to True.
transform blurred:
blur 6
transform enblur:
blur 0
linear 1 blur 6
transform deblur:
blur 6
linear 1 blur 0
label start:
scene scene_01 # not blurred
pause # let the player look at it
scene scene_01 at enblur # animate in some blur
a "Hey, want to talk?" # conversation over blurred background
b "Yeah, let's talk."
scene scene_02 at blurred # display scene already blurred, no animation
a "It's really fun talking to you."
scene scene_03 at blurred
b "Let's talk over here."
a "You know what I'm bored now."
b "Yeah, let's stop talking and look at the scenery."
scene scene_03 at deblur # animate away the blur
pause # let the player look at it
colin r
➔ if you're an artist and need a bit of help coding your game, feel free to send me a PM
➔ if you're an artist and need a bit of help coding your game, feel free to send me a PM
- m_from_space
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Re: How to blur background during conversations and choices?
You can create blurred versions of every image like this and use it with the standard show command:
For example, if you want to have a dynamic way to blur the background in every choice interaction in a scene you would need to keep track of what image is shown at the moment. So here is an idea:
For this then to actually work you would alter the "choice" screen in screens.rpy for example:
There are definitely ways to make this more efficient, it's just a hint.
Code: Select all
image eileen blurred = im.Blur("path/to/eileen.jpg", 1.5)
Code: Select all
image bg1 blurred = im.Blur("path/to/bg1.jpg", 1.5)
image bg2 blurred = im.Blur("path/to/bg2.jpg", 1.5)
default current_scene_background = "None"
label start:
scene bg1
$ current_scene_background = "bg1 blurred"
menu:
"Option 1":
pass
"Option 2":
pass
Code: Select all
screen choice(items):
style_prefix "choice"
if current_scene_background != "None":
add current_scene_background
vbox:
for i in items:
textbutton i.caption action i.action
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