was this developed using generative ai at any point? im trying to avoid genai in my game
CloverCDX
Recent community posts
hi, just wanted to make sure this, and your other plugins, did not use generative ai? i know it says so in the more information tab but ive had other people claim to not use it but actually do. sorry to be a bother.
also, is there a way to add images to the menu that arent already part of the presets?
hi! was interested in this plugin to help design a menu. but i had a couple questions regarding its functionality
1 - is there a way to change the selected/unselected parameters depending on the direction it was done from. so, for example, you select an option by moving down in the list from the option above, and in turn, the picture that appears comes down from the top of the screen to the center. but if you were to select the option from the option below, moving up in the list, the picture appears by coming up from the bottom of the screen, essentially following the direction that the cursor is moving?
2 - is there a way to set an animation of some sort for the picture once you've actually clicked on the option? for example, a flip effect like paper mario or something to have the picture face a different direction?
i didnt assume any of these would be in the cards, but i wanted to ask anyway just in case. thank you!
transform cardfliphide: xzoom 1.0 ease 0.25 xzoom 0.0 transform cardflipshow: xzoom 0.0 pause 0.4 ease 0.25 xzoom 1.0 transform cardflipcombined: xzoom 0.0 # small start on show: pause 0.4 ease 0.25 xzoom 1.0 # stretch to usual size on hide: ease 0.25 xzoom 0.0 # return to small again
These are my transforms :]
I am not incredibly well-versed in ATL is the thing, so I'm not even sure where I'd begin to do something like that. I thought this was a fine use-case from that perspective. Given they're designed for menus and this is a menu, anyway.
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)