playing animation concurrent to text

Discuss how to use the Ren'Py engine to create visual novels and story-based games. New releases are announced in this section.
Forum rules
This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
Post Reply
Message
Author
User avatar
SilverTeeShirt
Newbie
Posts: 1
Joined: Fri May 21, 2021 6:06 am
Deviantart: SilverTeeShirt
itch: SilverTeeShirt
Contact:

playing animation concurrent to text

#1 Post by SilverTeeShirt »

Newbie here with question, how do I play an animation concurrent to text and have it separate where clicking doesn't mess up anything in the animation.

heres the scene

Code: Select all

scene bg_labdoorscene
show bg_labdoor1
show bg_labdoor2
with dissolve
S "Wait!{w=0.25} We can’t go in there!"
S "It’s dangerous and besides,{w=0.25} it's locked."
D "Oh Stacey. You must know by now that I always come..."
show c_dor ykey at right zorder 1 with dissolve
D "{cps=88}PREPARED!{/cps}"

############TROUBLE CODE
play sound scarydooropen
pause(1.0)
show bg_labdoor1:
    ease 2.9 yoffset -650
pause(0.6)
show bg_labdoor2:
    ease 2.35 yoffset -650
pause(2.15)
with vpunch
"{i}BEEP BOOP*{/i}"
############TROUBLE CODE
Pretty much I want the" beepboop*" to display while everything above from play sound scarydoor down to play on its own. Meaning the clicks don't advance the door opening (thus throwing off all the timing) and the beep boop* is already on screen. Trying to make it more playable for hearing impaired.

I tried to create beepboop text in between but the pauses screw up everything.

Any advice is helpful thanks!

User avatar
Ocelot
Lemma-Class Veteran
Posts: 2407
Joined: Tue Aug 23, 2016 10:35 am
Github: MiiNiPaa
Discord: MiiNiPaa#4384
Contact:

Re: playing animation concurrent to text

#2 Post by Ocelot »

Try"

Code: Select all

narrator("{i}BEEP BOOP*{/i}", interact=False)
# Rest of the code
interact=False makes sentence to not wait for click to advance script, so everything else should be happening with text shown
< < insert Rick Cook quote here > >

Post Reply

Who is online

Users browsing this forum: Google [Bot]