Question about disabling click to continue text
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Ren'Py specific questions should be posted in the Ren'Py Questions and Annoucements forum, not here.
Ren'Py specific questions should be posted in the Ren'Py Questions and Annoucements forum, not here.
Question about disabling click to continue text
hi, i dont know if this is the right place for this but i was wondering if anyone could help me slightly, been having problems making it so this bit of text at start of a game cannot be skipped by the player. is there anyway to disable user controls for a very short time then enabling them again after?
thanks in advance
thanks in advance
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use hard pause
Code: Select all
$ renpy.pause(5.0, hard=True)
http://www.bishojo.tk is technically ONLINE!
Songs of Araiah promo: http://www.youtube.com/watch?v=CalchucuoDU
almost there then,
centered "--Prologue--"
$ renpy.pause(3.5, hard=True)
thats what i got it does pause for 3.5 seconds but u can still skip the txt it just waits on a black screen for the rest of the time, tried it after or before the writing and both dont fully work.
any ideas?
and thanks for the hard pause thing be useful for other places
centered "--Prologue--"
$ renpy.pause(3.5, hard=True)
thats what i got it does pause for 3.5 seconds but u can still skip the txt it just waits on a black screen for the rest of the time, tried it after or before the writing and both dont fully work.
any ideas?
and thanks for the hard pause thing be useful for other places
I think this is a request for an implementation of 'Hard Text'.
Hard Pause already had some reservations before it was implemented, and the primary reason for it finally being implemented is so that animations won't get messed up.
But what exactly is the reason for Hard Text... is there a phrase so profound that one should take 5 seconds longer to read it?
As a veteran gamer, I find some uses of centered text to be trying too hard to be profound and stylistic (a lot of JP doujin titles come to mind).
Remember, you are going to be playtesting your own game dozens of times, so whenever you are near completing your game you bet you would want to disable the hard text yourself. Then think of the players.
A workaround might be to totally disable user interaction for a set time (I don't know how to do it though, only that it might be possible.)
Hard Pause already had some reservations before it was implemented, and the primary reason for it finally being implemented is so that animations won't get messed up.
But what exactly is the reason for Hard Text... is there a phrase so profound that one should take 5 seconds longer to read it?
As a veteran gamer, I find some uses of centered text to be trying too hard to be profound and stylistic (a lot of JP doujin titles come to mind).
Remember, you are going to be playtesting your own game dozens of times, so whenever you are near completing your game you bet you would want to disable the hard text yourself. Then think of the players.
A workaround might be to totally disable user interaction for a set time (I don't know how to do it though, only that it might be possible.)
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Here you go ^^ -> working in my game so it should be working in your too.tyrantus wrote:almost there then,
centered "--Prologue--"
$ renpy.pause(3.5, hard=True)
thats what i got it does pause for 3.5 seconds but u can still skip the txt it just waits on a black screen for the rest of the time, tried it after or before the writing and both dont fully work.
any ideas?
and thanks for the hard pause thing be useful for other places
Code: Select all
$ centered("--Prologue--", interact=False)
$ renpy.pause(3.5, hard=True)
I use ctrl (you know that I have hard pauses at the beginning of SOA )DaFool wrote:Remember, you are going to be playtesting your own game dozens of times, so whenever you are near completing your game you bet you would want to disable the hard text yourself. Then think of the players.
http://www.bishojo.tk is technically ONLINE!
Songs of Araiah promo: http://www.youtube.com/watch?v=CalchucuoDU
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Please don't make text unskippable. It's immensely frustrating. Users will watch it through for the first time or few, but once they've seen it ten times and want to skip on to the most interesting bits of your game, it's a bad idea to stop them. You'll just make people irritated with your game, sometimes to the point of where they stop playing rather than wait through unskippable text.
I released 3 VNs, many moons ago: Elven Relations (IntRenAiMo 2007), When I Rule The World (NaNoRenO 2005), and Cloud Fairy (the Cute Light & Fluffy Project, 2009).
More recently I designed the board game Steam Works (published in 2015), available from a local gaming store near you!
More recently I designed the board game Steam Works (published in 2015), available from a local gaming store near you!
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We only actually want to do it for a second or two at the chapter title. We don't have any plans for it during the main game text.
Deeplake: backgrounds= 45 (0 en) frames=149 (0 en)
fullscreen pics= 38 (0 en) Character pics= 191 (15 en) Trailer:http://www.youtube.com/watch?v=TupfPglEe04
Portfolio:http://www.sapphire-nest.co.uk iDreams Game: http://www.pop-fiction.net
fullscreen pics= 38 (0 en) Character pics= 191 (15 en) Trailer:http://www.youtube.com/watch?v=TupfPglEe04
Portfolio:http://www.sapphire-nest.co.uk iDreams Game: http://www.pop-fiction.net
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No idea, probably some bit of animation or something for the chapter title.
I have of yet not been told what im doing for art in the chapter bit.
I have of yet not been told what im doing for art in the chapter bit.
Deeplake: backgrounds= 45 (0 en) frames=149 (0 en)
fullscreen pics= 38 (0 en) Character pics= 191 (15 en) Trailer:http://www.youtube.com/watch?v=TupfPglEe04
Portfolio:http://www.sapphire-nest.co.uk iDreams Game: http://www.pop-fiction.net
fullscreen pics= 38 (0 en) Character pics= 191 (15 en) Trailer:http://www.youtube.com/watch?v=TupfPglEe04
Portfolio:http://www.sapphire-nest.co.uk iDreams Game: http://www.pop-fiction.net
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why are you so against hard pauses?!chronoluminaire wrote:Please don't make text unskippable. It's immensely frustrating. Users will watch it through for the first time or few, but once they've seen it ten times and want to skip on to the most interesting bits of your game, it's a bad idea to stop them. You'll just make people irritated with your game, sometimes to the point of where they stop playing rather than wait through unskippable text.
I don't mind them... ctrl is still working you know?
http://www.bishojo.tk is technically ONLINE!
Songs of Araiah promo: http://www.youtube.com/watch?v=CalchucuoDU
Well, the big question is : why should something like a chapter title be forced on screen for some time and *not* be clickable through like regular text?
And of course Ctrl still works... but do we really want to go from mouse to Ctrl each time we get one... just because for some reason it was decided that it would be a hard pause?.....
I'd understand someone blocking clicks for something such as Starlit Sky which has a meaningful animation which is simply skipped if you happen to click by accident. In the case of a chapter title... rollback would be enough to see what you missed and not kill the experience I think ^^. And clicking through it shouldn't shatter anything either.
We're not against hard pause... we're against unjustified hard pause
And of course Ctrl still works... but do we really want to go from mouse to Ctrl each time we get one... just because for some reason it was decided that it would be a hard pause?.....
I'd understand someone blocking clicks for something such as Starlit Sky which has a meaningful animation which is simply skipped if you happen to click by accident. In the case of a chapter title... rollback would be enough to see what you missed and not kill the experience I think ^^. And clicking through it shouldn't shatter anything either.
We're not against hard pause... we're against unjustified hard pause
In this case there should be no problem, as I do not consider the use of hard pause in this instance 'unjustified'. I don't want to sound condescending, but I'd really like for you to see how it will be used before you begin to complain.monele wrote:We're not against hard pause... we're against unjustified hard pause
When the demo of Deeplake is released, which may not be for quite some time I will admit, then I will listen to any concerns. As of this moment, the only thing that is 'unjustified' is your comments.
Deeplake
http://lemmasoft.renai.us/forums/viewto ... =16&t=2144
Demo released: 21/09/07
1st Route: 85% complete
Current wordcount: 151,660 approx.
http://lemmasoft.renai.us/forums/viewto ... =16&t=2144
Demo released: 21/09/07
1st Route: 85% complete
Current wordcount: 151,660 approx.
I don't get it... weren't you one who disliked having a skippable warning screen at the beginning of a game? A non-skippable text will force users to take X seconds to read something, whereas a warning screen will protect the creator's butt (which is far more important for me.)Enerccio wrote:why are you so against hard pauses?!
I don't mind them... ctrl is still working you know?
(Sorry for being crabby, everyone's supposed to have a 3-day weekend but I had to come in to work for 2 of those days.)
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I am against crappy warning, but if you made it with artistic value then I don't mind it.
http://www.bishojo.tk is technically ONLINE!
Songs of Araiah promo: http://www.youtube.com/watch?v=CalchucuoDU
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