Game dissolving when it shouldn't

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Kinmoku
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Game dissolving when it shouldn't

#1 Post by Kinmoku » Fri Nov 05, 2021 7:40 am

Hi all,

I have a very weird bug in my game which has sadly been present for a long time. My programmer and I are unable to find the cause, so I thought I would ask here in case anyone has encountered this before.

Screens and images dissolve when they shouldn't. It doesn't happen for every screen/ image, but when it does, I cannot remove it. Even typing:

show image
with None

...doesn't help - the image will still dissolve. :(

When the dissolve effect is on a screen, it either dissolves or causes a transparent flicker.

My game is quite large and I don't know which parts of code would relevant to show here, but if someone has any ideas, I can follow up with more info.

Thank you.

EDIT: I have updated to the latest Ren'Py (and done so several times whilst this bug has been present) but this has not helped.

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Ocelot
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Re: Game dissolving when it shouldn't

#2 Post by Ocelot » Fri Nov 05, 2021 8:09 am

A few wild guesses:

1) did you try show image with None? It is equivalent to

Code: Select all

with None
show image 
with None
2) Did you replace config.show variable?

3) Do those strange dissolves happens at the time dialogue window is shown or hidden?
< < insert Rick Cook quote here > >

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Re: Game dissolving when it shouldn't

#3 Post by Kinmoku » Fri Nov 05, 2021 9:40 am

Ocelot wrote:
Fri Nov 05, 2021 8:09 am
A few wild guesses:

1) did you try show image with None? It is equivalent to

Code: Select all

with None
show image 
with None
2) Did you replace config.show variable?

3) Do those strange dissolves happens at the time dialogue window is shown or hidden?
I tried 1. It doesn't help.

2, here is my config:

Code: Select all

    def replacement_show(*args, **kwargs):
        renpy.transition(dissolve)
        
        if store.current_theme == "":
            name = " ".join(args[0])
        else:
            name = " ".join(args[0]) + " " + store.current_theme

        if name in renpy.display.image.image_names:
            return renpy.show(name=name, **kwargs)
        renpy.show(*args, **kwargs)
    config.show = replacement_show
3, when the dialogue window is hidden, or rather when other screens are being used. It happens during image sequences and UI screens I have created (which replicate a computer).

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Re: Game dissolving when it shouldn't

#4 Post by Kinmoku » Fri Nov 05, 2021 10:23 am

The show/hide say screen information intrigued me, so I create a test.

Code: Select all

    scene bg
    with dissolve # dissolves as expected

    eintro "Wow!"

    show image # dissolves

    eintro "Hello."

    hide image #hides as desired

    pause

    eintro "Ending..."

    show image # dissolves

    pause

    hide image #hides as desired

    pause
I tried "with None" as well, but they behaved the same. So hiding the image works but showing it doesn't. Say screen appeared to make little difference... :?

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Ocelot
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Re: Game dissolving when it shouldn't

#5 Post by Ocelot » Fri Nov 05, 2021 11:26 am

There... literally a dissovle transition queued in the replacement_show function....
< < insert Rick Cook quote here > >

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Re: Game dissolving when it shouldn't

#6 Post by Kinmoku » Fri Nov 05, 2021 11:37 am

Ocelot wrote:
Fri Nov 05, 2021 11:26 am
There... literally a dissovle transition queued in the replacement_show function....
I said that one is expected (I want the first image to dissolve), but the others still dissolve. I tested several times with no dissolves in the project and images/ screens will still behave in this way (dissolving when they shouldn't or "with None").

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Re: Game dissolving when it shouldn't

#7 Post by Ocelot » Fri Nov 05, 2021 11:40 am

I mean in the replacement_show function:

Code: Select all

    def replacement_show(*args, **kwargs):
        renpy.transition(dissolve) # ← why is this here?
# . . .
This will add a transition to every instance of show ... in the project.
< < insert Rick Cook quote here > >

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Kinmoku
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Re: Game dissolving when it shouldn't

#8 Post by Kinmoku » Fri Nov 05, 2021 11:42 am

Ocelot wrote:
Fri Nov 05, 2021 11:40 am
I mean in the replacement_show function:

Code: Select all

    def replacement_show(*args, **kwargs):
        renpy.transition(dissolve) # ← why is this here?
# . . .
This will add a transition to every instance of show ... in the project.
Oh sorry. I will check with my programmer!

EDIT: Waiting on feedback, but I have removed the line for the moment and it works. Thank you Ocelot! I think you spotted something that we've both stared at for too long.

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