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hi ! i love all of those but I have quite the problem. It does that when i try to put on the scared effect. Any idea ?


I think you copied it from my script.rpy file which was just examples. You can remove the {=test_style} from inside the tag.

hello!do you have a ideas for this problem?in the test game anything work

(+1)

Just figured this out myself lol

Make sure you have the "kinetic_text_tags.rpy" file in your "game" folder along with the "glitch_tag.rpy" file. (or whatever other effect file you want to use.)

Hope this helps.

Wanted to do something specific but had no idea how to implement it, and here's this incredible tool that's already done it. Thank you!

Been playing with this pack and I love it.
Quick question: Is there a way to have an effect play for a few seconds and then STOP, going back to normal text? Or even pause for a few seconds before the effect occurs? I'm trying to find a way to have a line of dialogue where the character is a glitching robot, and I want to find a way for him to speak a line of dialogue, only for a few words to glitch out and be replaced by new words, as if he is spell checking himself in real time.
I have been scrolling through your code and can't seem to find what controlls the 'repeat' or 'loop' functions.

You are free to modify it but yeah most of them don't put much of a delay on the effects. And the looping is just because they keep updating themselves as renpy calls them. I imagine you're looking to modify the SwapText though and you're free to modify that to how you want it to work. It uses it's swap_to_1 variable to keep track of which character it should be. So probably just need to treat the current timer variable it has to be a delay instead and remove the logic for switching back. Might need to add more code in there too if you want more than just the letter swap. Hopefully that helps though.

Thank you! I did find a slapdash work around, by having two different lines of text,  using the wait and no-wait functions {w=} {nw}. One line has a word with the glitch tag, the other has no glitch. When played together, the first line of text appears normal, delayed for a second, then swaps to the next line when it hits the word with the glitch effect.

Makes it look like the text gets deleted and replaced with a brief glitch effect as it happens. It looks exactly like I wanted and It wouldn't have worked without your code! Thank you.

i forgot if i ever commented here before, but thanks so much for these. the shaky text in particular has added a lot of life to the un-voiced text of my current project, and i get a lot of positive feedback about it from players. i appreciate the flexibility a lot.

Thank you for making this! I'm very new to Renpy and still learning. I've been able to implement some of the text styles no problem! I was wondering if you have a sort of cheat sheet documented somewhere that has the text tags and which effect they belong to? I was able to dig some out through the scripts (like the main kenetic text ones), but some of them I can't figure out (like explosion, glitch, gradient, etc.).

I never wrote down a cheat sheet but you can rename them to what is easiest for you to remember yourself if you want. Nothing wrong with making it easier for yourself.

Hey when I was trying to use this code, it gave me this error message. Both the atl and the glitch tags are seperate in my game folder, how do I fix this?

Weirddd.... Could try regenerating the rpyc file. That or you could just move most of the code from one to the other.

I managed to fix it! Yay me!

In case someone else has this problem (like I did), hit Force Recompile in your RenPy interface.

This is such a wonderful contribution. Thank you. I have a question as well. When using the kinetic tags in NVL mode, each new printed section of text causes the animations to reset. However, only in certain circumstances. As best as I can tell, they only reset if the oldest line of text isn't being cleared from the screen. Or something? Would you possibly have any insight into the issue?

Sorry, I can't say I tested it very extensively in NVL mode. I'll try to make a note to look into it more later. I have some guesses as to what the issue might be. I know Renpy likes to reset the whole textbox in ADV mode whenever it updates, so maybe it does something similar in NVL mode. If true, then the time being given to the displayables would be reset and not a lot I could do about that outside of awkwardly storing timers in globals in a way that'd be really messy. Though given your description, it that might not be the case and could be something else. I'll try to look into it when I have time but been busy lately.

Thank you so much for your reply! I really appreciate your time, and thanks again.

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Hey there! I really like the font effects you have made. Is it possible to be able to use the font effects for text used outside of the textbox when it's disabled while not losing predefined properties? I currently am using a None character (the narrator) to display text on a certain part of the screen. When I initialized the character, I used specific properties to change the texts position, text wrapping, color, etc. However, these properties seem to be overwritten when I use one of the font effect tags, like sc. Is there anyway I can use these properties in conjunction with the font effects?

Defined Character code:

define angry_thoughts = Character(None, what_xpos= 50, what_text_align=0.5, image="nicholai",sideimg_yalign=1.0, sideimg_xalign=1.0, what_ypos= -740, what_color= "#ffffff", what_xmaximum = 200, what_size= 1900, what_outlines= [(2, "#000000")], what_font="fonts/DisgustingBehavior-AZrA.ttf",window_background= None)

Example Text Usage:

angry_thoughts yelling "{sc=10}No! You just don't want me to be happy!{/sc}"

Yeah, the kinetic text tags are a displayable being shown as part of an overall text displayable, but that text displayable doesn't know to pass it's style information down to the kinetic text tag's text. My solution to this was defining a style with all the properties you want, and then using the {=style} tag (https://www.renpy.org/doc/html/text.html#style-text-tags) INSIDE the kinetic text tag to carry that information in. While going through the text it's given, my text tags will try to keep track of other tags inside it and apply them to their text. So you'd want to do something like 

style narr_text_style:
    color "#fff"
    outlines [(2, "#000000")]
    size 1900
    font "fonts/DisgustingBehavior-AZrA.ttf"
"{sc=10}{=narr_text_style}{outlines}No! You just don't want me to be happy!{/sc}"

Not sure the style tag applies all of that attributes, especially outlines, or if that will necessarily work entirely. Though that's the general way I made it work.

While looking into this though I did learn that renpy now has some of this stuff built in. https://www.renpy.org/doc/html/textshaders.html So if it's not working it might be worth using their jitter instead.

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I'm very new to Renpy and I find it fun to work with but I have no idea how to use these in my game. The gradient and scared shake specifically.  Is it possible to get those codes separately?

I'll say I'm not entirely sure what you're asking, From the sounds of it, you're asking to have the shake and gradient tags moved to their own files. You are free to remove those sections are put them in their own .rpy file if you like, but I'm not sure how that will help you. If you're wondering how to use them, you just do "{sc}Some text{/sc}" for the scare tag, and the gradient tag is a bit harder, though I believe I provided some examples and reference for it in the comments of gradient_tags.rpy. Hopefully that helps but if you need more help feel free to ask!

Okay thanks, I'll try that! :D

(1 edit) (+11)

just some stuff that took me a while to figure out:

"{sc=10}Text{/sc}" ==> Scared Text

"{fi=[offset]-[time]-[distance]}Text{/fi}" ==> Fade in text

"{bt=10}Text{/bt}" ==> Wave Text

"{rotat}Text{/rotat}" ==> Rotating Text

"{move}Text{/move}" ==> Moving Text

"{sc}{b}Text{/b}{/sc}" ==> Adding multiple effects

 "{color=#000000}Text{/color}" ==> change color

"{b}Text{/b}" ==> Make text bold

"{s}Text{/s}" ==> Scratched Text

"{u}Text{/u}" ==> Underline Text

"{i}Text{/i}" ==> Italic Text

"{size=50}Text{/size}" ==> Change size

thank you for this project

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