[SOLVED] dialogue text blinks during transition
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[SOLVED] dialogue text blinks during transition
When I use a transition between a {nw} and an extend statement, the dialog box stays onscreen, but all the text in it blinks out for a second before coming back.
Is there a way to make it not blink out and back like that?
Is there a way to make it not blink out and back like that?
Last edited by bloobeary on Fri Oct 15, 2021 3:53 am, edited 1 time in total.
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Re: dialogue text blinks during transition
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Re: dialogue text blinks during transition
Not sure what you're suggesting. Your example doesn't seem to have a transition in it.
This is what I've got:
It looks like triggering the Dissolve causes the text to momentarily vanish. I was hoping there was a way to keep the text visible between the end of the first line and the beginning of the extend.
This is what I've got:
Code: Select all
c "{cps=10}Character talking text goes here. {/cps}{w=3}{nw}"
show screen timer
with Dissolve(.5)
extend "{cps=10}Character continues talking here.{/cps}{w=5}{nw}"
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Re: dialogue text blinks during transition
Okay, it's been many days without a usable solution to this problem. A search through the forums here shows many people running into this, and trying and failing to find a workaround.
How do I go about filing this as a bug report, so it can be fixed?
How do I go about filing this as a bug report, so it can be fixed?
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Re: dialogue text blinks during transition
That's just how transitions work. Use ATL if you want the textbox to stay.
Re: dialogue text blinks during transition
Code: Select all
screen test():
add Solid("#FFF", xysize=(50,50)) at dissolvein
label start:
"blah blah {nw}"
show screen test
extend "blah blah2"
transform dissolvein:
alpha 0
linear 0.5 alpha 1.0
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Re: dialogue text blinks during transition
Yep, that worked!
Put the transform dissolvein code into screens.py, added the "at dissolvein" code to my screen, and now the text doesn't disappear.
This still seems like something that could benefit from being a program feature, though. Something you could call with a simple code tag, like {IT} for ignore transition, or {RO} for remain onscreen, or something like that.
Put the transform dissolvein code into screens.py, added the "at dissolvein" code to my screen, and now the text doesn't disappear.
This still seems like something that could benefit from being a program feature, though. Something you could call with a simple code tag, like {IT} for ignore transition, or {RO} for remain onscreen, or something like that.
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Re: dialogue text blinks during transition
Update: Just realised I necro-bumped this by accident as a result of finding this thread via the more recent post in the "Gripes" thread. Ooops!
It sounds like what you want is the layer-aware transitions, which are achieved by using a python dict with the with keyword as in the example below.
This doesn't affect the say screen at all as it resides on the "screens" layer, and {'master': dissolve} will only dissolve the "master" layer (which is where show places your image sprites by default).
P.S. Following on from your "Gripes" thread, you should be able to already achieve what you want with the proposed "{nwt]" tag, granted it's not pretty, but it should work:
It sounds like what you want is the layer-aware transitions, which are achieved by using a python dict with the with keyword as in the example below.
Code: Select all
define eileen = Character('eileen')
label start:
scene black
show eileen happy
eileen 'Hello there, {nw}'
show eileen vhappy
with {'master': dissolve}
extend 'my name is Eileen!'
return
P.S. Following on from your "Gripes" thread, you should be able to already achieve what you want with the proposed "{nwt]" tag, granted it's not pretty, but it should work:
Code: Select all
eileen 'Hello there!{nw}'
show eileen vhappy
with {'master': dissolve}
extend ''
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Re: dialogue text blinks during transition
Thank you for doing so. Once I'm back in front of my code, I'll give your suggestion a try.strayerror wrote: ↑Thu Oct 14, 2021 9:00 am Update: Just realised I necro-bumped this by accident as a result of finding this thread via the more recent post in the "Gripes" thread. Ooops!
Don't suppose you also know the trick to making the code play typing sounds upon user input?
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Re: dialogue text blinks during transition
Okay, well.. I tried your suggestion out. And it sort of works.
...works to keep the name from blinking during regular dialog. Thanks for that.
Using:
...also works well enough. But there's no delay before the figure appears. I was wanting there to be a delay between the dialogue appearing and the character sprite.
Sticking a pause statement in thusly:
...causes the character name to blink off for the duration of the pause.
You did at least solve one of my problems though, so again - thank you for that.
Code: Select all
show eileen vhappy
with {'master': dissolve}
Using:
Code: Select all
eileen 'Hello there!{nw}'
show eileen vhappy
with {'master': dissolve}
extend ""
Sticking a pause statement in thusly:
Code: Select all
eileen 'Hello there!{nw}'
pause 1
show eileen vhappy
with {'master': dissolve}
extend ""
You did at least solve one of my problems though, so again - thank you for that.
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Re: dialogue text blinks during transition
Okay.. I think I have found a hack that gives me the effect that I want.
Instead of using a pause statement to create the delay, I manufacture a delay within the body of the text itself by shoving a characters per second command in like this:
By temporarily slowing down characters per second to one, I can display two empty spaces at one character per second to give myself two seconds of delay.
I'm going to mark this one solved.
Instead of using a pause statement to create the delay, I manufacture a delay within the body of the text itself by shoving a characters per second command in like this:
Code: Select all
eileen 'Hello there!{cps=1} {/cps}{nw}'
show eileen vhappy
with {'master': dissolve}
extend ""
I'm going to mark this one solved.
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Re: [SOLVED] dialogue text blinks during transition
Glad it helped, also I think you can use the "wait" tag to introduce a delay (in seconds) mid-dialogue line, in order to avoid abusing the cps tag, like so:
Code: Select all
eileen 'Hello there!{w=2}{nw}'
show eileen vhappy
with {'master': dissolve}
extend ""
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Re: [SOLVED] dialogue text blinks during transition
Oh, right. I forgot you could do that. I may swap that over, to be less hackish.strayerror wrote: ↑Fri Oct 15, 2021 7:02 am I think you can use the "wait" tag to introduce a delay (in seconds) mid-dialogue
Cheers!
Now if I could just get that "sound when typing input" thing working.
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