Saywindow flickers from default to current speaker {Solved}

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terrordoll
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Saywindow flickers from default to current speaker {Solved}

#1 Post by terrordoll »

I have a default look for my say window that I set up in gui. Its the look I planned on using for the majority of the game. I also defined a "diary" character to use during the intro and at a few moments throughout the games. In the definition of the character I tweak the dialog window to look more like a journal. This all works fine except whenever I start a new scene and have dialog from the diary character, the default say window flashes for a brief second. It then fixes itself and all subsequent dialog works fine until I start a new scene and then it flahses once again at the beginning.

I'm sure it's a style issue or some order of operation error. Maybe I need to define these else where? Any thoughts?

He

Code: Select all

# The script of the game goes in this file.

# Declare characters used by this game. The color argument colorizes the
# name of the character.

define diary = Character("Dear Diary,", who_font="A Gentle Touch.ttf", who_color="#000000", what_color="#000000", what_size=40, what_font="A Gentle Touch.ttf", window_background="diarypaper.png")
define amber = Character("Amber", image="mc resized")

label start:
    scene intro plane
    show screen gameui
    
    diary "Hey Diary, it's me Amber." #Right when this is displayed, the say window flashes the default look and then displays the diary look
    diary "Placeholder Text"

Here is the gui code:

Code: Select all

## Dialogue ####################################################################
##
## These variables control how dialogue is displayed on the screen one line at a
## time.

## The height of the textbox containing dialogue.
define gui.textbox_height = 286

## The placement of the textbox vertically on the screen. 0.0 is the top, 0.5 is
## center, and 1.0 is the bottom.
define gui.textbox_yalign = 1.0

## The placement of the speaking character's name, relative to the textbox.
## These can be a whole number of pixels from the left or top, or 0.5 to center.
define gui.name_xpos = 490
define gui.name_ypos = 0.15

## The horizontal alignment of the character's name. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.name_xalign = 0.0

## The width, height, and borders of the box containing the character's name, or
## None to automatically size it.
define gui.namebox_width = None
define gui.namebox_height = 50

## The borders of the box containing the character's name, in left, top, right,
## bottom order.
define gui.namebox_borders = Borders(5, 5, 5, 5)

## If True, the background of the namebox will be tiled, if False, the
## background if the namebox will be scaled.
define gui.namebox_tile = False

## The placement of dialogue relative to the textbox. These can be a whole
## number of pixels relative to the left or top side of the textbox, or 0.5 to
## center.
define gui.dialogue_xpos = 0.5
define gui.dialogue_ypos = 0.33

## The maximum width of dialogue text, in pixels.
define gui.dialogue_width = 900

## The horizontal alignment of the dialogue text. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.dialogue_text_xalign = 0.5
Like always, your help and time is greatly appreciated!
Last edited by terrordoll on Tue May 02, 2017 12:42 pm, edited 1 time in total.

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indoneko
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Re: Say/Dialog window flickers from default to current speak

#2 Post by indoneko »

Check this line in your options.rpy :

Code: Select all

define config.window = "auto"
Try changing the value from "auto" or "show" to "hide"
My avatar is courtesy of Mellanthe

terrordoll
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Posts: 46
Joined: Tue Apr 11, 2017 11:57 am
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Re: Say/Dialog window flickers from default to current speak

#3 Post by terrordoll »

indoneko wrote:Check this line in your options.rpy :

Code: Select all

define config.window = "auto"
Try changing the value from "auto" or "show" to "hide"
Thank you so much! This works perfectly.

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