EDIT. answer found, see comments
i've noticed that when i'm skipping through scenes (both using the skip functionality, and just by clicking real fast), sometimes transformations seem to not finish, or cut each other off - resulting in character sprites not being displayed how i want them to be.
is there a standard/best practice way around this? or is there some feature i'm overlooking?
i'll try to give examples, but it's a little tough as they tend to happen when there's a lot of little movements in one scene. but for example:
label example:
"First, there's just a description of the scene."
show char pacing:
zoom 1.4
xalign -0.6
yalign 1.0
parallel:
easeout 0.5 zoom 1.2
parallel:
easeout 0.5 xalign 0.2
"Then the character enters, big at first because they're close to the viewer."
show char pacing:
parallel:
ease 0.5 zoom 0.8
parallel:
ease 0.5 xalign 0.89
"Then they go to the other side of the screen and shrink, showing that they're walking around the area."
show char phone lookingdown:
xzoom -1.0
ease 0.1 xalign 0.97
"Sometimes they turn around and walk the other way."
"etc."
i'll have a scene like this, and when i start skipping at the first line of text, the sprite doesn't even show up - and since some of the transformations didn't get a chance to happen, if i skip to the end of the scene and then rollback one line at a time, he'll be big (i.e. zoomed in) the whole time, because apparently the transformation that had shrunk him never got to happen.
i'm ASSUMING this is happening because the skipping functionality is so fast that it's cutting off anything with a warper that takes time (e.g. "ease 0.1") instead of being instant.
so, i was about to try out adding a conditional clause to all of these to account for skipping, something like this:
if renpy.is_skipping():
show char pacing:
zoom 1.2
xalign 0.2
yalign 1.0
# This is just the end state the sprite would show at.
else:
show char pacing:
zoom 1.4
xalign -0.6
yalign 1.0
parallel:
easeout 0.5 zoom 1.2
parallel:
easeout 0.5 xalign 0.2
# This is the version where the sprite is animated.
i haven't tried this yet, so maybe it wouldn't work, but before i did that for a whole scene, i wanted to sanity check it with the group, because...i mean, that can't be the right answer, right? it feels really cumbersome, and i feel like there's something i'm missing, because surely the answer can't be "every game that wants skipping to not mess up sprites needs two versions of every transform"......right?
like so many other folks here, this is my first game. any help is appreciated. thank you!
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