Reimplements translation selector, adds Spanish translation, accomodates the game for Android devices. #4

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MapAnon merged 26 commits from Legalo/IWaniHugThatGator-Demo-Public:master into master 2023-05-26 23:27:47 +00:00
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Turns out the drawing minigame just werks in Android without having to change anything, I suppose Ren'Py emulates the mouse events. Only odd thing is that the 'polling rate' in Android seems to be lower, so the user has to draw slower otherwise you end up with jagged lines.

android-presplash.jpg came from here https://hugthegator.xyz/img/room.webp it's just zoomed in and darkened.

Turns out the drawing minigame just werks in Android without having to change anything, I suppose Ren'Py emulates the mouse events. Only odd thing is that the 'polling rate' in Android seems to be lower, so the user has to draw slower otherwise you end up with jagged lines. android-presplash.jpg came from here https://hugthegator.xyz/img/room.webp it's just zoomed in and darkened.
GManon added 16 commits 2023-05-22 21:52:27 +00:00
GManon added 1 commit 2023-05-22 22:12:04 +00:00
MichaelYick added the
enhancement
help wanted
Medium Priority
labels 2023-05-22 22:19:34 +00:00
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The load/save screen on android doesn't have it's no-save-slot image, just showing the default purple rectangle.

The extra's menu also crashes, since it doesn't seem like the mobile variant was touched at all. pls fix

Tested on a Galaxy A50, Solly's shaking text also has massive lag when it's reading large dialogues. If this isn't exclusive to me and the average player suffers the same problem, it may be wise to cut the text shaking on android, or have it be toggleable.

A minor note is when using phone emulation through the renpy launcher, the drawing game has this weird bug where if you let go of the mouse while still dragging it, it will instantly draw a line to the top left. Doesn't occur on mobile since the 'mouse' stays where it is when your finger lets go.

The load/save screen on android doesn't have it's no-save-slot image, just showing the default purple rectangle. The extra's menu also crashes, since it doesn't seem like the mobile variant was touched at all. pls fix Tested on a Galaxy A50, Solly's shaking text also has massive lag when it's reading large dialogues. If this isn't exclusive to me and the average player suffers the same problem, it may be wise to cut the text shaking on android, or have it be toggleable. A minor note is when using phone emulation through the renpy launcher, the drawing game has this weird bug where if you let go of the mouse while still dragging it, it will instantly draw a line to the top left. Doesn't occur on mobile since the 'mouse' stays where it is when your finger lets go.
GManon added 1 commit 2023-05-23 08:34:18 +00:00
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The load/save screen on android doesn't have it's no-save-slot image, just showing the default purple rectangle.

Fix'd

The extra's menu also crashes, since it doesn't seem like the mobile variant was touched at all. pls fix

Fix'd

A minor note is when using phone emulation through the renpy launcher, the drawing game has this weird bug where if you let go of the mouse while still dragging it, it will instantly draw a line to the top left. Doesn't occur on mobile since the 'mouse' stays where it is when your finger lets go.

I noticed that too, but didn't give it any thought as it only happens when emulating the game and not when actually playing it.

Tested on a Galaxy A50, Solly's shaking text also has massive lag when it's reading large dialogues. If this isn't exclusive to me and the average player suffers the same problem, it may be wise to cut the text shaking on android, or have it be toggleable.

Altough I notice a slowdown in my Moto G41 I wouldn't call it 'massive'. I'll try to see if any of those options are possible

> The load/save screen on android doesn't have it's no-save-slot image, just showing the default purple rectangle. Fix'd > The extra's menu also crashes, since it doesn't seem like the mobile variant was touched at all. pls fix Fix'd > A minor note is when using phone emulation through the renpy launcher, the drawing game has this weird bug where if you let go of the mouse while still dragging it, it will instantly draw a line to the top left. Doesn't occur on mobile since the 'mouse' stays where it is when your finger lets go. I noticed that too, but didn't give it any thought as it only happens when emulating the game and not when actually playing it. > Tested on a Galaxy A50, Solly's shaking text also has massive lag when it's reading large dialogues. If this isn't exclusive to me and the average player suffers the same problem, it may be wise to cut the text shaking on android, or have it be toggleable. Altough I notice a slowdown in my Moto G41 I wouldn't call it 'massive'. I'll try to see if any of those options are possible
GManon added 1 commit 2023-05-23 10:50:17 +00:00
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There.

I thought of making it adjustable with a bar, but any values below 1 made the vibration barely perceptible (while still causing lag) so I went with a toggle instead.

The text still causes a bit of a lag spike when it's first shown, but none after. I suspect it's because the animation is 'still playing' even if it visually does nothing, I couldn't find a way to define the transform on runtime to change it to an empty one if the disable animation option is turned on.

There. I thought of making it adjustable with a bar, but any values below 1 made the vibration barely perceptible (while still causing lag) so I went with a toggle instead. The text still causes a bit of a lag spike when it's first shown, but none after. I suspect it's because the animation is 'still playing' even if it visually does nothing, I couldn't find a way to define the transform on runtime to change it to an empty one if the disable animation option is turned on.
Member

Though I haven't tested to see if it cured the performance concern, I found a cleaner way by adding a new text tag in atl_text_tags.rpy like so:

    # For toggling in the options menu
    def atl_toggle_tag(tag, argument, contents):
        if persistent.shout_no_ATL:
            return contents # feed the text back it's own content tuples
        else:
            return atl_tag(tag, argument, contents)
    
    config.custom_text_tags["atl_tog"] = atl_toggle_tag

Then just replacing Solly's dialogue tags

Toggles the text on runtime, no restart required, and doesn't make the shouting transform a mess to look at.

Do keep in mind that Solly's text will likely not be the only character the text is used on, nor kind of text, and Olivia's shaking text whens she says "I PAINT" didn't even leave a hitch when I tested it (as opposed to the lag created by common sprite transitions), so the options label should be named more appropriately to "Disable certain animated text"

Other than that, missed a spot with the sliders, they're still purple. Also, how come you lowered the dialogue text size to be smaller than PC?

Though I haven't tested to see if it cured the performance concern, I found a cleaner way by adding a new text tag in `atl_text_tags.rpy` like so: ``` # For toggling in the options menu def atl_toggle_tag(tag, argument, contents): if persistent.shout_no_ATL: return contents # feed the text back it's own content tuples else: return atl_tag(tag, argument, contents) config.custom_text_tags["atl_tog"] = atl_toggle_tag ``` Then just replacing Solly's dialogue tags Toggles the text on runtime, no restart required, and doesn't make the shouting transform a mess to look at. Do keep in mind that Solly's text will likely not be the only character the text is used on, nor kind of text, and Olivia's shaking text whens she says "I PAINT" didn't even leave a hitch when I tested it (as opposed to the lag created by common sprite transitions), so the options label should be named more appropriately to "Disable certain animated text" Other than that, missed a spot with the sliders, they're still purple. Also, how come you lowered the dialogue text size to be smaller than PC?
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Also, how come you lowered the dialogue text size to be smaller than PC?

Whoops, I was trying different values and must've left that in.

Though I haven't tested to see if it cured the performance concern, I found a cleaner way by adding a new text tag in atl_text_tags.rpy

How about naming that heavy_ATL and just using it when there are several lines of ATL text? That way the Coach can keep screaming in most of the lines, while keeping the lag down (Though it might be jarring having him change from shaky text to normal text?)

Once you give me your opinion on that, I'll change the necessary coach lines.

There's also the problem that once you disable the Coach's ATL text the new-space characters have to be removed. But I'm already working on a fix for that.

> Also, how come you lowered the dialogue text size to be smaller than PC? Whoops, I was trying different values and must've left that in. > Though I haven't tested to see if it cured the performance concern, I found a cleaner way by adding a new text tag in atl_text_tags.rpy How about naming that `heavy_ATL` and just using it when there are several lines of ATL text? That way the Coach can keep screaming in most of the lines, while keeping the lag down (Though it might be jarring having him change from shaky text to normal text?) Once you give me your opinion on that, I'll change the necessary coach lines. There's also the problem that once you disable the Coach's ATL text the new-space characters have to be removed. But I'm already working on a fix for that.
GManon added 1 commit 2023-05-23 21:47:20 +00:00
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I can confirm that the ATL_text modification does work to remove all the lag.

I can confirm that the ATL_text modification does work to remove all the lag.
GManon added 1 commit 2023-05-23 23:28:05 +00:00
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Toggling it just based on whenever it causes significant lag would be fine if we could use it in good places, but there's several instances where it'd make sense to have the shaking with long dialogues, so my overall answer is 'eh'. It's not a very necessary feature to have anyway, and in my opinion consistency edges out here, so have it applied to all of Solly's lines for the time being. If you wanna have a bigger discussion on it, submitting an issue afterwards would be nice.

There may be instances where we use ATL tags as such that it doesn't matter performance wise, so keep a distinction between tags that do and don't toggle. If it proves to be unnecessary, a mass search and replace is easy enough. Didn't even refresh the page when I commented, what a blunder.

Toggling it just based on whenever it causes significant lag would be fine if we could use it in good places, but there's several instances where it'd make sense to have the shaking with long dialogues, so my overall answer is 'eh'. It's not a very necessary feature to have anyway, and in my opinion consistency edges out here, so have it applied to all of Solly's lines for the time being. If you wanna have a bigger discussion on it, submitting an issue afterwards would be nice. ~~There may be instances where we use ATL tags as such that it doesn't matter performance wise, so keep a distinction between tags that do and don't toggle. If it proves to be unnecessary, a mass search and replace is easy enough.~~ Didn't even refresh the page when I commented, what a blunder.
GManon added 1 commit 2023-05-25 00:06:09 +00:00
GManon changed title from Reimplements translation selector, adds Spanish translation, adds minor Android files/tweaks. to Reimplements translation selector, adds Spanish translation, accomodates the game for Android devices. 2023-05-25 00:16:06 +00:00
GManon added 1 commit 2023-05-25 00:17:46 +00:00
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Fucking hell, I forgot the closing tags

Fucking hell, I forgot the closing tags
GManon added 1 commit 2023-05-25 00:42:04 +00:00
GManon added 1 commit 2023-05-25 05:33:49 +00:00
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Is there anything else that needs changing?

Is there anything else that needs changing?
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Works on mobile, however I'm getting a crash on startup because of the android save dir not being recognized when I try to launch the mobile version through the launcher.

Works on mobile, however I'm getting a crash on startup because of the android save dir not being recognized when I try to launch the mobile version through the launcher.
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Contributor

Sorry, didn't try out the emulator beforehand.

Sorry, didn't try out the emulator beforehand.
GManon added 1 commit 2023-05-26 18:51:31 +00:00
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Looks good otherwise, I'll go ahead and merge it

Looks good otherwise, I'll go ahead and merge it
MapAnon merged commit fe246ac188 into master 2023-05-26 23:27:46 +00:00
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