A way to skip whole blocks of text like Tsukihime?
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A way to skip whole blocks of text like Tsukihime?
Tsukihime has a manual skip option to skip blocks of text already seen before ... is this handled by individually customized variables and scenes? I notice that Ren'Py "knows" if I've seen a line before, so is there a way to skip ALL of them on a replay with one menu option?
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Re: A way to skip whole blocks of text like Tsukihime?
... can't actually remember tsukihime having this... though Fate stay night did. the best way to do this (and probably how they did it in FSN) is to have perm variables for each scene that say whether it has been watched or not that are switched to true at the end of each scene, and have options as to whether to skip the scene or not appear at the start of each scene that has its "watched" variable set to true.
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Re: A way to skip whole blocks of text like Tsukihime?
The "Begin Skipping" option in the preference menu seems to be similar to this option you're asking.Guest wrote:so is there a way to skip ALL of them on a replay with one menu option?
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Re: A way to skip whole blocks of text like Tsukihime?
I meant a way to always turn it on, but not have to push a button.
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Re: A way to skip whole blocks of text like Tsukihime?
This.draringi wrote:... can't actually remember tsukihime having this... though Fate stay night did. the best way to do this (and probably how they did it in FSN) is to have perm variables for each scene that say whether it has been watched or not that are switched to true at the end of each scene, and have options as to whether to skip the scene or not appear at the start of each scene that has its "watched" variable set to true.
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Re: A way to skip whole blocks of text like Tsukihime?
Yup, I guess that's the way to do it. Oddly, I ended up structuring my game temporarily as call functions since I'm no stranger to indenting code, and I have a debug menu that pop-ups on start to let me navigate the frameworks and perspectives easily. So it would just be a matter of giving each one a variable by its unique label name and then aEvilDragon wrote:This.draringi wrote:... can't actually remember tsukihime having this... though Fate stay night did. the best way to do this (and probably how they did it in FSN) is to have perm variables for each scene that say whether it has been watched or not that are switched to true at the end of each scene, and have options as to whether to skip the scene or not appear at the start of each scene that has its "watched" variable set to true.
Code: Select all
$ nexus = "seen"
Ren'py "Skip" is quite intuitive but I think it can take too long on extended scenes to hold down Ctrl. Basically, I just want to prompt "Already experienced current label name. Skip?"
Would it work like the "H" scenes on and off recipe in the Wiki?
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Re: A way to skip whole blocks of text like Tsukihime?
I've been trying to implement a skip system like this, too, and have pretty much done it in the way the others have described: Each block of text is assigned a persistent variable that's set at its end, and checked at the beginning. In my case, I try to make sure the end of the script block is immediately before a menu decision, so there's no chance of the reader accidentally bypassing one and breaking the game.
Something to look out for when doing it this way, though: If the script block begins or ends in the middle of a scene, you have to re-establish the backgrounds, sprites, music, etc., at the beginning of the new block. Otherwise, someone choosing to skip will still see whatever was left on screen during whatever previous scene they were viewing.
I haven't played around with it too much yet, but it seems like it could get messy. It'd be nice to find a more elegant way of doing this...
I used the Cookbook code you mentioned in mine in order to turn the option on and off. I've been considering using an on-screen button (in order to be less obtrusive than having a menu popping up) , but I'm not really sure what to label the button. I wouldn't want to replace the established, fast-forward type "Skip," but I don't want it to be too confusing. "Scene Skip," maybe...?
Something to look out for when doing it this way, though: If the script block begins or ends in the middle of a scene, you have to re-establish the backgrounds, sprites, music, etc., at the beginning of the new block. Otherwise, someone choosing to skip will still see whatever was left on screen during whatever previous scene they were viewing.
I haven't played around with it too much yet, but it seems like it could get messy. It'd be nice to find a more elegant way of doing this...
I agree that, while the Ren'Py skip is very useful, for a really long game with a lot of branching, having a way to jump to the next choice would make exploring the other routes a lot quicker.JinzouTamashii wrote:Ideally, I wanted a skip button too but can you make a custom button in Preferences for "Skip Scenes Already Seen" with a toggle on and off?
Ren'py "Skip" is quite intuitive but I think it can take too long on extended scenes to hold down Ctrl. Basically, I just want to prompt "Already experienced current label name. Skip?"
Would it work like the "H" scenes on and off recipe in the Wiki?
I used the Cookbook code you mentioned in mine in order to turn the option on and off. I've been considering using an on-screen button (in order to be less obtrusive than having a menu popping up) , but I'm not really sure what to label the button. I wouldn't want to replace the established, fast-forward type "Skip," but I don't want it to be too confusing. "Scene Skip," maybe...?
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Re: A way to skip whole blocks of text like Tsukihime?
"Skip Scene" I think works well.
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Re: A way to skip whole blocks of text like Tsukihime?
Well, that took me a moment to figure out what happened, then I ハハハハハハ.Something to look out for when doing it this way, though: If the script block begins or ends in the middle of a scene, you have to re-establish the backgrounds, sprites, music, etc., at the beginning of the new block. Otherwise, someone choosing to skip will still see whatever was left on screen during whatever previous scene they were viewing.
I have to say: it did exactly what I told it to do ... let's just hope that when you're jumping, there's no conditional backgrounds or sprites or you'll have to remember to reimplement them if you have one scene occuring in multiple locations ... like I did.
Is there any elegant way of detecting when someone has skipped at the location of the skip (usually the menu) without declaring $your_sceneskipped = True and then setting it to False after you're done reestablishing the scene? ...
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[SOLVED]Re: A way to skip whole blocks of text like Tsukihim
This was solved by doing it the old-fashioned way: lots and lots of fucking variables. Thank you. If there is an elegant way to do it by classes or with a condition switch, then I'm not smart enough to conceive of it without it still involving a ton of variables and True and False conditions...
I'm going to wait until I'm done with the writing to program in all of the Scene Skips.
I'm going to wait until I'm done with the writing to program in all of the Scene Skips.
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