Will it stop some people? Sure, but that's their right. Will I be annoyed if I can't roll back to read something I missed? Sure. And what about minigames? Rollback could completely confuse any programming related to that.Įven without thinking of all the technical reasons, I think 'artistic vision' is a good enough reason all on its own. There are also scenes with lots of animations that could get destroyed by rollback. My first thought is certain persistent variables that could get really messed up by rollback. ![]() There's plenty of legit reasons to disable things like this. That means players can still roll back to read anything they might have accidentally clicked past, but can't use that to change choices. However, if you really do want to keep the players from using rollback to change choices, then it's best to use the first option. Like someone else mentioned, most players are going to abuse saves to get around disabled rollback anyway. Unless you have a really good reason to disable it (like a persistent variable that would mess up really badly if a player rolled over it), then it's best to leave it as-is. Very important to note that most players expect rollback. You could also disable rollback entirely by putting the code define config.rollback_enabled = False at the top of your script. You can also allow rollback, but block players from rolling back past menus. To do that, use something like the example here. The one I recommend the most is setting it so the players can roll back, but can't change choices during rollback. Tl dr - Don't use renpy.pause with hard=True.There area a few ways that you can do this. ![]() To override that request is to assume you understand what the player wants more than the player does.Ĭalling renpy.pause guarantees that whatever is on the screen will be displayed for at least one frame, and hence has been shown to the player. When the user clicks to advance the game, it's an explicit request - the user wishes the game to advance. I think you'll annoy your players, but this might do what you want it to do. What that does is play a Dissolve transition of x seconds and pauses the game for the duration of those x seconds and then another 1 second after the transition completes. I think best solution is to play moviescene/video instead, although, I'm still looking forward if there's any other way to disable clicking! Users won't be able to skip the pictures (yay!), however upon click-to-progress, it kills the dissolved effect for each of the pictures (which of course not what I wanted). Initially I uses $ renpy.pause(1.0, hard='True') at the very beginning of the credit which didn't work as I wanted (it enables clicking right after), so I decided to use $ renpy.pause(1.0, hard='True') replacing all "pause (1)". I'm making a credit for my VN by showing pictures after pictures (with dissolve), the credit went smooth with the flow, however, if the user click-to-progress, it skips all the credits until the last "pause".īelow is how I did my credit starting from "label ending:" ![]() Hi, I have been searching all over the internet but none gives me what I'm looking for, all the codes they shared can't be use with my project for my situation.
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