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.
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DFlimbingo
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- Joined: Wed Mar 24, 2021 2:37 am
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#1
Post
by DFlimbingo » Sat Feb 12, 2022 1:54 am
Hi! I'm using the expanded text beep system from the cookbook. Here's an example of the code I'm using:
Code: Select all
s "It's come to take our jobs."
menu:
j "So it's an {i}evil{/i} robot!"
"> I have a name.":
j "WHOOOAAAA! IT TALKED!"
Both
s "It's come to take our jobs." and
j "WHOOOAAAA! IT TALKED!" work fine. The lip flap code and text bleep code work perfectly; however, for line
j "So it's an {i}evil{/i} robot!", no lip flaps or text bleeps happen. Is it possible to change this so the sound and lip flap will play properly?
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DFlimbingo
- Newbie
- Posts: 24
- Joined: Wed Mar 24, 2021 2:37 am
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Contact:
#2
Post
by DFlimbingo » Mon Feb 14, 2022 5:43 pm
After some experimenting, I've found a form of solution, but it isn't perfect. In the code for character callbacks, adding this at the end should allow the character to talk during the choice menus perfectly fine.
Code: Select all
elif event == "end":
speaking = name
renpy.music.play("johnnytalk2.wav", channel="sound", loop=False)
However, this furthers the issue that now, when the character is not supposed to be talking, such as during transitions, the character will continue to speak through them. I will continue to see if there's anything I can do to fix the issue.
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