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CloverCDX

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A member registered 27 days ago

Recent community posts

unfortunately this still makes no difference.

this modified code (i believe specifically the show_done portion) just seems to make it so the sound doesnt play at all

(1 edit)

sorry it took forever to reply to this! i had a look at the project that this was based on, and was surprised to see that they actually had a feature for this, in "Version 2". essentially, im just using this code here (although in a different audio channel) from the renpy documentation to have text bleep thingies play. perhaps i didnt explain myself well enough before   

 # This is where we define the dialogue sounds.

    def dialoguesound(event, interact=True, **kwargs):

        if not interact:

            return

        if event == "show":

            renpy.sound.play("sfx/voices/generic.ogg", channel="dialogue", loop=True)

        elif event == "slow_done":

            renpy.sound.stop(channel="dialogue", fadeout=0.1)

SMALL UPDATE ON THIS! 

I've found that this bug ALSO applies to tooltips. For example, if you have a button in a controller viewport, and that button uses both an ATL transform and a tooltip, the tooltip will override the ATL for some reason, and cause it to (again, the same with the previous problem) immediately complete the animation. It seems to skip over the ease/linear arguments specifically. 

I also made sure to test this without the tooltip, in which it worked fine, and with the tooltip in a regular viewport, and that, too, works fine. Not sure if this will be helpful to your debugging process or not, but I thought it to be worth mentioning.

Im referring to the latter, yes. But the sound file doesn't seem to stop between spaces, which sounds pretty odd.

while i'm here, ill also ask, is there a way to make it so that the speech pauses also pause the dialogue sounds if youre using them? i know the other plugin of this has that as an option, but i thought it worth asking here in case

thanks!

(1 edit)

after just testing with a non-controller viewport, the atl transitions actually DID work to my surprise! so this might actually be an issue with controller support expansion! I've made a Google Drive folder with both the classic viewport and controller viewport versions of my full chapterselect script. figured that a more in-depth look might help better for debugging than a short extract. there's also a folder containing all of the necessary image assets, so that should help as well.

Apologies for another odd question, but this one has really stumped me.

I have an imagebutton, or rather a series of them, within a horizontal controller_viewport. I wanted to make them show/hide using a transition (an ATL one, but after further testing, this applies to preset transitions as well), but the transition doesn't seem to play. On being clicked, the button either immediately appears or immediately disappears, as if the animation is being skipped.

I also tested the imagebuttons outside of the viewport as seperate screens, and the animation plays just fine then, which leads me to believe this issue is symptomatic of the button being within the aforementioned viewport. This may be a general issue with viewports, and not exclusive to controller_viewports specifically, but I thought it was worth mentioning in case you, or anyone else, may be aware of a workaround.

Thanks!

(1 edit)

is there any way to adjust the speed at which the animation plays?

edit: whoops, found it. Thank you for this tool!!!

Thank you so much for this! This will make beta testing so, SO much easier.

Hi! I know the usage guidelines simply state "do whatever you want, as per MIT license" but I DID want to double check that this code was also usable in commercial projects? Just for the sake of covering all bases.

ill see what i can do. thank you!

ah thank you so much!

(1 edit)

the second this isnt quite what i meant, since i think this just displays the name of the image being shown, when i meant more like displaying a self-written writeup about the image. a bit like developer commentary to explain the process behind the artwork if that makes sense. but everything else is incredibly helpful! thank you so much. only issue is that using the method you described to show/hide the menu also makes it so that once the menu is hidden, you are required to use touch controls and cannot use keyboard/gamepad to control the menu anymore

might be THE most oddly specific thing to ask in the world BUT. is it at all possible to automatically center a button inside the viewport when its clicked? i have a scrolling hbox for a menu within a controller_viewport and it has a series of imagebuttons that each open a screen that's centered in the screen, giving the illusion that its simply the initial button changing appearance when clicked. however i forgot to account for mouse options, and that means that when you click one of the imagebuttons when theyre just off in the corner with a mouse, the screen that appears is overlaid over the incorrect imagebutton. was wondering if its possible to have the viewport automatically scroll to the imagebutton when its clicked if its just off to the side, basically.

and another question. i wanted to have some imagebuttons that could be used to scroll to the next item in the list, but im unable to figure out that too. sorry for the long ramble

(1 edit)

Hi there! I recently purchased this pack, and I had a couple questions.

First off, is there a way to have a button prompt that shows/hides the bar at the top, since having it always on can obstruct the actual image being viewed.

And second, is there a way to have some sort of text appear that describes the image, or has developer comments about the creation of the piece in the case of concept art and the like? 

I'm also slightly confused about the terms of use listing something to do with an RPA file? I plan on releasing the game commercially, but I can't seem to find the instructions for that anywhere.

This, Controller Support Extension, and Extended Music Room have been an ENORMOUS help to my game. Thank you so much for everything.