Ren'Py Why doesn't this animation work?

iOtero

Active Member
Aug 4, 2020
924
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I tried this:
where each v5yogahjX is a png image.

Code:
    $ fuckcount = 3
    while fuckcount > 0:
        scene v5yogahj7
        pause .3
        scene v5yogahj6
        pause .3
        scene v5yogahj5
        pause .3
        scene v5yogahj4
        pause .3
        scene v5yogahj5
        pause .3
        scene v5yogahj6
        $ fuckcount -= 1
but the animation doesn't work.
Does anyone know why?
Thanks.
 

Zargon_games

Creating Games
Game Developer
Jan 22, 2020
693
3,453
Just tried that code and works fine, just check the spacing, the line "while" should be at the same level as the previous one

Code:
label test:
     $ fuckcount = 3
     while fuckcount > 0:
        scene v5yogahj7
        pause .3
        scene v5yogahj6
        pause .3
        scene v5yogahj5
        pause .3
        scene v5yogahj4
        pause .3
        scene v5yogahj5
        pause .3
        scene v5yogahj6
        $ fuckcount -= 1
return()
 
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anne O'nymous

I'm not grumpy, I'm just coded that way.
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Jun 10, 2017
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Code:
        scene v5yogahj7
        pause .3
Did you have configured Ren'py to skip the transition ?

The pause statement is a hybrid thing. When you use it without argument, it will be an effective pause like with $ renpy.pause(). But once you use an argument, it become a "do nothing" transition, and therefore can be skipped depending of Ren'py configuration.

It's one of the really few cases where I recommend to prefer the Python equivalent over the Ren'py statement, because a simple and basic change in the configuration can totally mess with your game.
 
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iOtero

Active Member
Aug 4, 2020
924
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Did you have configured Ren'py to skip the transition ?

The pause statement is a hybrid thing. When you use it without argument, it will be an effective pause like with $ renpy.pause(). But once you use an argument, it become a "do nothing" transition, and therefore can be skipped depending of Ren'py configuration.

It's one of the really few cases where I recommend to prefer the Python equivalent over the Ren'py statement, because a simple and basic change in the configuration can totally mess with your game.
Well yes, that was it, thank you very much. Now the question is why should I change each pause of the code so that it does not happen again, because I am not an expert in python and when you say "I recommend to prefer the Python equivalent over the Ren'py statement" I do not even know what you are speaking, sorry.
I usually program in C and C ++, and out of there, well... I get lost...

Thanks for your help.
 
Last edited:

rayminator

Engaged Member
Respected User
Sep 26, 2018
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there is another way of doing animation in renpy
you use this

first make a code like this if you want it to loop put repeat at the end
Code:
image run_animation6:
    "background/background2.JPG"
    0.5
    "background/background18.JPG"
    0.5
    "background/background24.png"
then in your script you show it like this to show it and hide it

Code:
show run_animation6
hide run_animation6
 

Rich

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Jun 25, 2017
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Well yes, that was it, thank you very much. Now the question is why should I change each pause of the code so that it does not happen again, because I am not an expert in python and when you say "I recommend to prefer the Python equivalent over the Ren'py statement" I do not even know what you are speaking, sorry.
I usually program in C and C ++, and out of there, well... I get lost...

Thanks for your help.
In this case, what you can do is substitute
$ renpy.pause(0.3)
or
$ renpy.pause(0.3, hard=True)
in place of
That's the "Python equivalent". The "hard=True" means that pressing the space bar or clicking the mouse won't shorten the pause. In an animation, you probably don't need that, but if you ever need to absolutely force an un-skippable pause, that's the way.
 
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