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ShiveringAbel

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A member registered Mar 16, 2019 · View creator page →

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This was beautiful! The sense of loneliness and dependence it evoked was suffocating, and your art was just gorgeous. The textures and colors both so evocative and inspiring, I wish there was a gallery I could browse. I’d love to see Kristel’s ability to cope with the ending explored further some day!

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Hello! I’ve run into a bug using the redacted shaders with google’s Spectral font & others like it. The font has quite a bit of vertical blank space (unaffected by line_leading and line_spacing, its within the font itself) that interacts oddly with the shader and produces an effect twice the height of the text. (black background demonstrates the size of my dialogue entries) I haven’t tested Every Shader, but it looks like most of the others work just fine.

I determined that it has to do with the font because it worked fine when I replaced it with DejaVuSans using GUI-level styling.

So I thought, hey, bandaid solution- lets just change the font for every instance that we use this shader! Nope.

j "Oh, uhm, {font=DejaVuSans.ttf}{shader=RedactedGlitch}Name{/shader}{/font}, right? It's, uh, good to see you!"

It’s hard to tell, but changing the font from within the dialogue kind of… stretches? the new font to act like the old font. You can see it when I change the entire line with the same method:

j "{font=DejaVuSans.ttf}Oh, uhm, {shader=RedactedGlitch}Name{/shader}, right? It's, uh, good to see you!{/font}"

This feels like the silliest bug I’ve encountered throughout my entire project, hope you can help! (edit: I’m using renpy 8.5.3, and couldn’t get the font gallery to work either so I didn’t use that to test anything)

Thank you, I did the first solution and it worked like a charm!

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Hello, I'm running into a bug where the current_track variable/get_current_song() function returns None when I use the screen:

            if selectBonus == "music":
                use music_room(bonus_mr)


Music does successfully play, correctly move on to the next track, and the music bar, get_position(), & get_duration() all function near-perfectly (except for the very first track, which displays the correct position but populates the duration based on the last track played), but the album art and song name/song artist fields refuse to populate. Some testing showed that the current_track variable is returning "None" even when a track is playing.  

Following the readme's instructions and using ShowMenu() to call the screen fixes the problem, but circumvents my bonus screen setup & completely fucks the UI I was working on.

hotspot (1577, 524, 273, 119) action ShowMenu("music_room", mr=bonus_mr)

The UI is messed up, but you can tell that the album art and name/artist fields are now populated. The very first track still has trouble with getting the correct duration.

the same thing happens when I test use vs ShowMenu with the preset screens provided
I'm really not sure what mr=bonus_mr is doing that passing bonus_mr as an argument through music_room() isn't.
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I've added this to my project (which primarily uses NVL mode), and it seemingly works fine- except adjusting the speech_pause_comma and speech_pause_period variables doesn't affect the pause speed at all, even when I use absurdly large numbers that would surely cause a noticeable difference. This happens with both version A and B. HOWEVER!! When i change the pause speed from the preferences menu using the code snippet provided, it DOES affect the speed. wtf??

I'm saving my files and completely restarting renpy between changes and everything. My writer was the first to report the bug so we've both experienced it between 3 different computers.

been looking into a lot of typing games lately, and this is my favorite so far. immaculate vibes. wish it was longer, or maybe for a sequel!

figured id try another cleaver build since the nerf.  unless you can pick up cleansing flame this boss is pretty much a guaranteed run ender.  

an image taken moments before disaster: