- Jun 10, 2017
- 10,960
- 16,196
Ren'Py self-voicing is a really interesting feature, too often neglected by games authors. This lead to a situation where it's often unusable, because every element of the User Interface will be voiced.
But by chance it's possible to solve this issue in a relative easy way.
Ren'Py self-voicing rely on an attribute named
Therefore, to remove the "parasite texts" from the self-voicing feature, you just need to give them an empty value for the
Where it become interesting, is that this attribute can be defined directly in the style. This mean that it will automatically apply to all the elements using this style.
By default, Ren'Py apply the style named "text" to all the... text displayed in a screen, therefore with a basic file of two lines, you can exclude the text from the self voicing, this for most of the games. Here's how to do:
Now, there's one issue, this just cover the default style. But games sometimes use their own styles. No panic, you can easily find the name of those styles, this without the need to some technical knowledge.
When the game is playing, and you found a text that is included in the self-voicing:
Now that you have the name of the style, you can easily update the copy of "zz-silent.rpy" file you use for this game.
Open it with a text editor, and mimic the two lines already present. In my example the final file would looks like this:
If you're playing a game still in progress, you can also add this new style in the original copy of your "zz-silent.rpy" file. Ren'Py will not complain if you update a style that it don't know.
Just add a comment before the new styles (the
And it's all, you can now enjoy Ren'Py self voicing with less parasite texts. I hope this will help you.
Edit: Few typos (there's surely stil) and a format error.
But by chance it's possible to solve this issue in a relative easy way.
Ren'Py self-voicing rely on an attribute named
alt
, that will tell Ren'Py what text should be voiced. While it was initially intended for the graphic elements ("start button" by example for an image with wrote "start" on it), it is also used for pure text elements.Therefore, to remove the "parasite texts" from the self-voicing feature, you just need to give them an empty value for the
alt
attribute: alt ""
.Where it become interesting, is that this attribute can be defined directly in the style. This mean that it will automatically apply to all the elements using this style.
By default, Ren'Py apply the style named "text" to all the... text displayed in a screen, therefore with a basic file of two lines, you can exclude the text from the self voicing, this for most of the games. Here's how to do:
- Create a file named "zz-silent.rpy" ;
- With any text editor, write this inside it:
Code:style text: alt ""
- Save the file and keep a copy in a safe place.
Now, there's one issue, this just cover the default style. But games sometimes use their own styles. No panic, you can easily find the name of those styles, this without the need to some technical knowledge.
When the game is playing, and you found a text that is included in the self-voicing:
- Place the mouse cursor hover the text ;
- Press
SHIFT
+i
; - You'll see a screen that will looks like this:
- Search the line with the faulty text, here it's "Context 0" ;
- Look the third column, to get the name of the style used, here "AONlabelTracker_text" ;
Now that you have the name of the style, you can easily update the copy of "zz-silent.rpy" file you use for this game.
Open it with a text editor, and mimic the two lines already present. In my example the final file would looks like this:
Code:
style text:
alt ""
# My Game
style AONlabelTracker_text:
alt ""
Just add a comment before the new styles (the
# My game
in the example above), with the name of the game using this style. It will help you remember what style apply to what game.And it's all, you can now enjoy Ren'Py self voicing with less parasite texts. I hope this will help you.
Edit: Few typos (there's surely stil) and a format error.
Last edited: