Damn, I take it back. I was moderately curious, so gave it a try myself using the renpy test project. Granted it was my first time trying anything with renpy but doesn't seem easy.Just a related thought but you might be able to make the length of the pauses dependent on the text speed if it isn't already?
Like maxPauseSeconds = 3, textSpeed (from options) = .5 (50%), pauseSeconds = maxPauseSeconds * textSpeed (1.5)?
Granted, I've never messed with renpy, so not sure if that's possible.
Not that I have a better solution, but I think the one demerit to this approach is that every time the dev decides to change some dialogue, they need to remember to do it in two places. Granted, that isn't hard per se, but it is inevitable extra work and it opens up the possibility of typos or mismatched dialogues.Snip
this is called a onelinerNot that I have a better solution, but I think the one demerit to this approach is that every time the dev decides to change some dialogue, they need to remember to do it in two places. Granted, that isn't hard per se, but it is inevitable extra work and it opens up the possibility of typos or mismatched dialogues.
The dev also needs to consider other if else statements that will potentially have to go in as well, e.g. based off prior decisions the player might make.
Eventually they could end up with rather ugly looking nested statements. Even just adding in one extra check for a choice ends up like this:
if usePause:
if choiceA:
"aa{w=1.0}aa"
else:
"bb"{w=1.0}bb"
else:
if choiceA:
"aaaa"
else:
"bbbb"
I guess my point is, the dev should probably consider if adding in the future code / script maintenance is worth the hassle of pleasing everyone with an option. Maybe I'm missing something though. All of my coding experience is in a different language.
v0.2 has the option to turn off pauses, as stated by dev.Get rid of the pauses in the dialogue. It's obnoxious.