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CloverCDX

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A member registered Feb 12, 2026

Recent community posts

was this developed using generative ai at any point? im trying to avoid genai in my game

i feel that doesnt answer the question super well. a simple yes or no would go a long way

the code itself being ai generated would count as ai generated content being used in my game

thank you very much, that's really helpful

i'd quite like to be able to adjust the xy offset of it manually so that it can be moved wherever on the screen. so rather then the default bottom center, for instance, it could be moved to the bottom right of the text box

was ai used at any point in the development of this plugin? doing my best to avoid ai generated content in my game

(1 edit)

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? 

i mean the icon that appears when text has finished displaying to prompt the plauyer to continue

Darn, thats a shame. Thank you anyway for your reply! Very helpful

(1 edit)

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!

i wanted to have it so that the X key acts as both the sprint and cancel buttons, but when the key is bound to the cancel command as well as sprint, the cancel command cancels (lol) out the sprint command, and makes it so you cant sprint. is there any workaround for this?

is this ok for use in commercial projects?

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.

i know this isnt a question thats fully related to the asset however on the preview, you guys did a sort of scrolling text wrap effect for your pause menus? i was wondering how exactly you went about doing this

tysm! i appreciate the reply! i will make sure to give full credit where it is due :]

i didnt know that there was a renpy discord! ill have to look into that

(1 edit)

Hi! is this usable in commercial projects as well? i had initially planned on using a different speech pause plugin, but that has the issue thats addressed in version 2 with this one (not stopping dialogue sounds), so i was debating on using v2 of this instead.

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)

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)

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!