CarlCarlson99

Member
Oct 27, 2022
161
109
I'd rather keep the original house design. It's kind of tied to this project at this point.
If need be, just have an illustration done that looks identical if you want the photos replaced
 
  • Like
Reactions: DarkLink and Novaca

Xaverion

Newbie
Aug 30, 2022
88
354
Does this mean ye be officially back? :alien:
Yep. I'll be working on the week extension, maybe mess around a bit with the cleaner GUI, and maybe look into removing the randomness into meeting Amy at the nature trail or at least maybe give hints about meeting someone. After that, not sure what else to do. Ermollo, if you could, mind sending me the image files for the icons/gui if you have them?


The current code for the "new"
Code:
screen bars2():
    frame:
        xpadding 10
        ypadding 10
        pos(0.01, 0.01)

        $ energy_val = stats.val('energy')
        $ rwc_val = stats.val('rwc')
        $ hunger_val = stats.val('hunger')
        $ daylabel = "{0} - {1}".format(day.num, day.name)

        vbox:
            hbox:
                add "gui/icons/energy.png"
                text "%d/%d" % (energy_val, 250)
            hbox:
                add "gui/icons/heart.png"
                text "%d" % (rwc_val) ypos 0.1
            hbox:
                add "gui/icons/hunger white.png"
                text "%d" % (hunger_val)
            hbox:
                add "gui/icons/day.png"
                text "Day %d - %s" % (day.num, day.name)
            hbox:
                add "gui/icons/time white.png"
                text "[day.hour]:[day.minute:02d]"
            hbox:
                add "gui/icons/cash white.png"
                text "[inv.rings]"
It is dangerous to speak for someone else, especially when you barely know them, but based on my interactions...I suspect they have their own thoughts on it, but are of the mind of listening to the community about it, and then using that to make the decision. They can confirm when available again. For myself...I am more of an extremist in taking the stance of doing away with them completely (personal opinion) but would readily accept/not push back against something like this kind of proposal in most cases.
Correct. I'm personally inclined to keep the cheats for players who wants to use them. But I'm open to changing it to NG+ style or the unlockable cheat style. Though, I'm keep those on the back burner for now.

I'd rather keep the original house design. It's kind of tied to this project at this point.
If need be, just have an illustration done that looks identical if you want the photos replaced
I'm personally open to replacing the current backgrounds if there is consensus.
 

FoxyTails

Member
Feb 9, 2020
256
546
Only thing I would mention is, if you are chaning the textbox...we need to know ASAP how dramatically, as it changes how much text we feed into each "line of code" for each step of an event. We would not want important data to be lost because characters are overflowing into nothingness.
Perhaps I didn't make myself clear enough (was on phone and in a bit of a rush) so I'll try to explain a bit better this time - lol

I did say
, yet for some reason the chat box seems to fit quite nicely imho - although a little darker perhaps ?? make the actual text stand out more
What I meant that the light orange/yellow background in the new UI seems a bit too light for me, don't know about anyone else but I find it a bit difficult reading the text

If it's darkened a little bit the text will stand out more clearly, maybe a touch lighter than the original UI text box colours (where we have a more orange background - although the orange does match with Creams dress sense though). I also like the new font as well, don't know if you can have a shadow on it though - that might make it stand out a bit clearer

Another thing I like is the fact that instead of having the Name in-line with the text, which takes up room in the old UI,

Old.png

In the new UI, the name is located above giving the opportunity of having more room for text,

New.png

However the problem with new UI is that the characters are drawn 'above' the box and while it looks nice they're now taking up available room for the text. In the original ui the characters are drawn behind the box

Xaverion I know you're working on the cleaner GUI... I hope you're not planning for the stat gui (top left) having a black background ;)
How does it look with a transparent background ??
 
Last edited:

Pleevy

Member
Nov 23, 2024
137
405
Yep. I'll be working on the week extension, maybe mess around a bit with the cleaner GUI, and maybe look into removing the randomness into meeting Amy at the nature trail or at least maybe give hints about meeting someone. After that, not sure what else to do.
I will DM you, probably later today (my time zone), tomorrow at the latest. I'll have more stuff to send your way very soon.
Instant reaction to the trail...I picture sort of a back and forth with Cream like, "Were'nt you in Cub scouts Cream? Sure was Mr. Sonic, I even got a survivalist badge. Thats neat Cream. Why don't you show me what you learned...Even though this is just a local trail, not real wilderness....you can still track wildlife, even here. Sure Mr Sonic, Look here, this plant was recently disturbed....someone may have been passing through here...must have just missed them. Maybe they'll come back..."
Another thing I like is the fact that instead of having the Name in-line with the text, which takes up room in the old UI,

In the new UI, the name is located above giving the opportunity of having more room for text,

However the problem with new UI is that the characters are drawn 'above' the box and while it looks nice they're now taking up available room for the text. In the original ui the characters are drawn behind the box

Xaverion I know you're working on the cleaner GUI... I hope you're not planning for the stat gui (top left) having a black background ;)
How does it look with a transparent background ??
I like the repositioning character name and that could offset my worry about the other changes and the text string length, which I mentioned before. Still would be good to know what length we should look a as the maximum once a new interface is designed...for the sake of anyone writing...*nudge...wink* Though agreed with Foxy...While Sprite out front is nice...that would then UNDO any gains from the name change, which means font/size similarity to the current is more critical or we have to go through a lot of text potentially...A LOT...and split it into additional strings that will fit. Not saying we shouldn't do it...just keep in mind the ramifications and what it means in terms of elongating the needed time to complete things.
 

Xaverion

Newbie
Aug 30, 2022
88
354
@Xaverion I know you're working on the cleaner GUI... I hope you're not planning for the stat gui (top left) having a black background ;)
How does it look with a transparent background ??
No no, I was just testing. Wanted to make sure I can put in a image and text side by side in the ordered manner. The background is just the default frame currently. I'll try to get it to be translucent, however you do that anyway, with lighter colours. Probably white.

I like the repositioning character name and that could offset my worry about the other changes and the text string length, which I mentioned before. Still would be good to know what length we should look a as the maximum once a new interface is designed...for the sake of anyone writing...*nudge...wink* Though agreed with Foxy...While Sprite out front is nice...that would then UNDO any gains from the name change, which means font/size similarity to the current is more critical or we have to go through a lot of text potentially...A LOT...and split it into additional strings that will fit. Not saying we shouldn't do it...just keep in mind the ramifications and what it means in terms of elongating the needed time to complete things.
If I do go with the cleaner textbox look, the sprites will probably still be behind the textbox. Mostly cause I don't event know how to make them appear in front of the textbox
 

seronis

Member
May 9, 2022
157
243
I don't event know how to make them appear in front of the textbox
In the 'say' screen you would move the place where SideImage is added so that its below where the 'what' text is added. Rendering order in a screen is top-down so you just change the order to change it visually.

Though in fairness side images are already above dialog text in a new default renpy project so it would be odd if they show below the text. And this only applies for side images, not sprites tha used the 'show' statement.

For normal sprites they show on the master layer which is below the screens layer so they will always be below dialog unless you add a new custom layer and manually tell renpy to show certain images there.

((edited cause i realized you were talking about normal sprites and not side images, so included info for both))
 
Last edited:

Ermollo

Newbie
Jun 21, 2024
19
57
Ermollo, if you could, mind sending me the image files for the icons/gui if you have them?

Ok.
I'll get the files ready and send them to you as an archive :sneaky:

upd. it's ready



Feel free to hit me up if you need help resizing images, changing the color of the interface, designing new buttons, or anything else like that.
By the way, it would be cool if you could make the stat window extend out from behind the screen borders.

upd2.
Maybe it'd make sense to add two more design themes?
1) A neutral, plain, dark translucent one.
2) A kawaii and more colorful one.
I'll do a more detailed layout when I have some free time.
 
Last edited:

DarkLink

Newbie
Sep 8, 2017
34
75
Correct. I'm personally inclined to keep the cheats for players who wants to use them. But I'm open to changing it to NG+ style or the unlockable cheat style. Though, I'm keep those on the back burner for now.

I'm personally open to replacing the current backgrounds if there is consensus.
Personally, while I appreciate others making suggestions/providing possible new options, I'd prefer to keep the backgrounds and UI as they currently are, both for the sake of nostalgia and because it's more work that doesn't really seem necessary. And for that new background/UI suggestion specifically, it's way too much cream tone and not enough contrast (as others already pointed out.) If changes were going to be made to the UI/backgrounds at all I'd prefer they at least be minimal ones that stay closer to the original in realism/tone.

Similarly with cheats, I agree that they're fine in their current form. Anyone who wants to play without cheats can (and probably should for a first playthrough), but there are always players who would prefer to access cheats rather than waste time save scumming if you messed up and ran out of energy/rings etc. Spending effort to lock them behind NG+ or achievements just seems like more unnecessary work.
 

Pleevy

Member
Nov 23, 2024
137
405
In the 'say' screen you would move the place where SideImage is added so that its below where the 'what' text is added. Rendering order in a screen is top-down so you just change the order to change it visually.

Though in fairness side images are already above dialog text in a new default renpy project so it would be odd if they show below the text. And this only applies for side images, not sprites tha used the 'show' statement.

For normal sprites they show on the master layer which is below the screens layer so they will always be below dialog unless you add a new custom layer and manually tell renpy to show certain images there.

((edited cause i realized you were talking about normal sprites and not side images, so included info for both))
Showoff. :p I kid! I kid! Stay and bless us with your digital knowledge! :geek:
Ok.
I'll get the files ready and send them to you as an archive :sneaky:

Feel free to hit me up if you need help resizing images, changing the color of the interface, designing new buttons, or anything else like that.
By the way, it would be cool if you could make the stat window extend out from behind the screen borders.

upd2.
Maybe it'd make sense to add two more design themes?
1) A neutral, plain, dark translucent one.
2) A kawaii and more colorful one.
I'll do a more detailed layout when I have some free time.
Personally, while I appreciate others making suggestions/providing possible new options, I'd prefer to keep the backgrounds and UI as they currently are, both for the sake of nostalgia and because it's more work that doesn't really seem necessary. And for that new background/UI suggestion specifically, it's way too much cream tone and not enough contrast (as others already pointed out.) If changes were going to be made to the UI/backgrounds at all I'd prefer they at least be minimal ones that stay closer to the original in realism/tone.
I will only mention that if you remake the backgrounds, keep in mind: Either certain things have to be visually different but in exactly the same spot with the same general size/shape (Because they have overlays/interactive content) or more work has to be done throughout every scene that has those to match the new backgrounds.

I personally like the idea of new visuals in that way to go along with the new sprites, BUT am not dead set on it such that I am going to make a big deal of it. Only suggestion might be, (pending my above commentary) do the same thing with the backgrounds as the sprites, have a button to switch between them, and package both in the game. I do not know how much coding it takes, or whether it is worth it...but if I were going to get behind an option, it would be that.

I do feel more strongly about possible changes to the UI/Text box/Fonts etc. Even if its simply taking the character name out of the text box area and having it in its own little area right above the text, that is something I can really get behind, though I do not know enough about the coding to help. Mixed feelings on putting the sprites in front of the text, since you can hide the interface with 'H'...so you never have to miss anything...and putting them in front blocks an area of the text which probably has to be pre-defined based on the larger image that could go there, even if the image is smaller/slimmer/etc...and that hinders changes to improvement of the text area, whether it be font changes, layout, size, etc. I mean...don't get me wrong...its neat to have them out front like that...just the cost of doing it based on everything else in place may be "too high."

Similarly with cheats, I agree that they're fine in their current form. Anyone who wants to play without cheats can (and probably should for a first playthrough), but there are always players who would prefer to access cheats rather than waste time save scumming if you messed up and ran out of energy/rings etc. Spending effort to lock them behind NG+ or achievements just seems like more unnecessary work.
Pretty sure the code to do it already exists as we have been talking about the cheats kinda consistently for a while...so it wouldn't take much work at all to do (If my understanding is correct) I won't re-hash everything else, no need to beat that poor horse...

You don't have permission to view the spoiler content. Log in or register now.
 

Pleevy

Member
Nov 23, 2024
137
405
I'm trying to create the missing images, like these ones of her with Knuckles.
Well, I just sent the next partial update of what I was working on to Xaverion, after he gives it a once over, Ill have a core file to pull event/story content to feed you for image creation. There is quite a bit because I was not contemplating the work for image creation when I was writing some of it...Like I tired to make each event somewhat unique in its own way, meaning there is less possibility for re-usable images. Luckily AI lets us do it way faster than hand creating them all...but it still takes time...and then we have to code the references to all of them to go with the text so they show up at the right time. We are gluttons for punishment!
 
Jul 16, 2022
168
270
Yep. I'll be working on the week extension, maybe mess around a bit with the cleaner GUI, and maybe look into removing the randomness into meeting Amy at the nature trail or at least maybe give hints about meeting someone. After that, not sure what else to do. Ermollo, if you could, mind sending me the image files for the icons/gui if you have them?


The current code for the "new"
Code:
screen bars2():
    frame:
        xpadding 10
        ypadding 10
        pos(0.01, 0.01)

        $ energy_val = stats.val('energy')
        $ rwc_val = stats.val('rwc')
        $ hunger_val = stats.val('hunger')
        $ daylabel = "{0} - {1}".format(day.num, day.name)

        vbox:
            hbox:
                add "gui/icons/energy.png"
                text "%d/%d" % (energy_val, 250)
            hbox:
                add "gui/icons/heart.png"
                text "%d" % (rwc_val) ypos 0.1
            hbox:
                add "gui/icons/hunger white.png"
                text "%d" % (hunger_val)
            hbox:
                add "gui/icons/day.png"
                text "Day %d - %s" % (day.num, day.name)
            hbox:
                add "gui/icons/time white.png"
                text "[day.hour]:[day.minute:02d]"
            hbox:
                add "gui/icons/cash white.png"
                text "[inv.rings]"

Correct. I'm personally inclined to keep the cheats for players who wants to use them. But I'm open to changing it to NG+ style or the unlockable cheat style. Though, I'm keep those on the back burner for now.


I'm personally open to replacing the current backgrounds if there is consensus.

The mad lad! He's going for it :oops:
No way.gif
 

seronis

Member
May 9, 2022
157
243
simply taking the character name out of the text box area
Something you could experiment with and see if you like it would be to use the "what_prefix" attribute in the Character() definition to insert the name. Then the speakers name would appear inline with the dialog and not off to the side. I dont have the bsc code handy right now but the character definitions would change to look something like
Code:
define s = Character( None, what_prefix="{color='#0044FF'}Sonic{/color}: " )
That would make sonics name appear in blue at the beginning of any dialog while leaving the actual namebox empty
 
  • Like
Reactions: Novaca

Pleevy

Member
Nov 23, 2024
137
405
The mad lad! He's going for it :oops:
giphy.gif
Something you could experiment with and see if you like it would be to use the "what_prefix" attribute in the Character() definition to insert the name. Then the speakers name would appear inline with the dialog and not off to the side. I dont have the bsc code handy right now but the character definitions would change to look something like
Code:
define s = Character( None, what_prefix="{color='#0044FF'}Sonic{/color}: " )
That would make sonics name appear in blue at the beginning of any dialog while leaving the actual namebox empty
Well...(if I read that right)...that doesn't solve the problem of having an area committed to the name instead of the rest of the dialogue, it just would move the name out of said area and have it at the front of the dialogue box area. That would not gain us any more space...where What they are looking to do (If I understand IT right) would have the dialogue area gain the area currently attributed to the namebox, as the new "namebox" would be above/outside the whole current text and dialogue box area. Having it inline instead of separated would still have it so closely linked to the text itself, which is not the reasoning behind wanting the change...if I am explaining myself and understanding the components....(I don't have the code handy right now either to even test...XD)
 
  • Like
Reactions: Novaca

Xaverion

Newbie
Aug 30, 2022
88
354
Something you could experiment with and see if you like it would be to use the "what_prefix" attribute in the Character() definition to insert the name. Then the speakers name would appear inline with the dialog and not off to the side. I dont have the bsc code handy right now but the character definitions would change to look something like
Code:
define s = Character( None, what_prefix="{color='#0044FF'}Sonic{/color}: " )
That would make sonics name appear in blue at the beginning of any dialog while leaving the actual namebox empty
View attachment 4730969

Well...(if I read that right)...that doesn't solve the problem of having an area committed to the name instead of the rest of the dialogue, it just would move the name out of said area and have it at the front of the dialogue box area. That would not gain us any more space...where What they are looking to do (If I understand IT right) would have the dialogue area gain the area currently attributed to the namebox, as the new "namebox" would be above/outside the whole current text and dialogue box area. Having it inline instead of separated would still have it so closely linked to the text itself, which is not the reasoning behind wanting the change...if I am explaining myself and understanding the components....(I don't have the code handy right now either to even test...XD)
This is how it looks like.
1744285301284.png
 

seronis

Member
May 9, 2022
157
243
Thanks for doing a quick mockup. By not using the namebox at all and having the name inline with the dialog by using the prefix attribute you can make the dialog area as wide as you want. Moving the namebox above the dialog is also fine. I dont really have a preference between the two, just merely wanted to make everyone aware of this option since its almost never used in renpy games (least i cant recall seeing a game use the prefix field this way).
 
  • Like
Reactions: Novaca
4.50 star(s) 4 Votes