Add certain fang/fullbody images to the gallery. #186

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opened 2022-10-17 00:53:39 +00:00 by GManon · 15 comments
Contributor

Although these images aren't technically CG I feel like it would be nice to include them on the gallery since they are only seen once. These images are:

fanganonuitar.png

fanganonhug.png

fangarm.png

fangguitar.png

kissu1.png

kissu2.png

Of course since these are not CG you'd also have to compose in the backgrounds, but that is easy to do and very feasible in-engine.

Although these images aren't technically CG I feel like it would be nice to include them on the gallery since they are only seen *once*. These images are: fanganonuitar.png ![](https://git.snootgame.xyz/Cavemanon/SnootGame/raw/branch/Patch7/game/images/fang/fullbody/fanganonguitar.png) fanganonhug.png ![](https://git.snootgame.xyz/Cavemanon/SnootGame/raw/branch/Patch7/game/images/fang/fullbody/fanganonhug.png) fangarm.png ![](https://git.snootgame.xyz/Cavemanon/SnootGame/raw/branch/Patch7/game/images/fang/fullbody/fangarm.png) fangguitar.png ![](https://git.snootgame.xyz/Cavemanon/SnootGame/raw/branch/Patch7/game/images/fang/fullbody/fangguitar.png) kissu1.png ![](https://git.snootgame.xyz/Cavemanon/SnootGame/raw/branch/Patch7/game/images/fang/fullbody/kissu1.png) kissu2.png ![](https://git.snootgame.xyz/Cavemanon/SnootGame/raw/branch/Patch7/game/images/fang/fullbody/kissu2.png) Of course since these are not CG you'd also have to compose in the backgrounds, but that is easy to do and very feasible in-engine.
Owner

I think it'd be a good change, but it'd have to be a screenshot rather than the actual image, defeating a bit of the dynanmic nature of the gallery.

I think it'd be a good change, but it'd have to be a screenshot rather than the actual image, defeating a bit of the dynanmic nature of the gallery.
Author
Contributor

I mean, nothing is stopping you from saving those screenshot inside the CGs folder.

I mean, nothing is stopping you from saving those screenshot inside the CGs folder.
Owner

yeah, but if we do some other touch ups and they involve those scenes, we'll have to take the screenshot again.

yeah, but if we do some other touch ups and they involve those scenes, we'll have to take the screenshot again.
Author
Contributor

True, that's why I suggested using image compositions at first.
I feel like the gallery should focus more on it's end functionality (That is, displaying images that aren't 'sprites') rather than how dynamic it is.

Besides fang_tail had to be 'coded in' so what's so bad about manually adding another entry to the gallery_items list?

True, that's why I suggested using image compositions at first. I feel like the gallery should focus more on it's end functionality (That is, displaying images that aren't 'sprites') rather than how dynamic it is. Besides fang_tail had to be 'coded in' so what's so bad about manually adding *another* entry to the gallery_items list?
Owner

I guess we could do more hard coding, but that seems like it'll get out of hand really quick if we add more image compositions or wish to reuse the code. Might just be better to make a proper system.

i'll let @nutbuster give his input on this, I did not do much for the gallary except review and test the code.

I guess we could do more hard coding, but that seems like it'll get out of hand really quick if we add more image compositions or wish to reuse the code. Might just be better to make a proper system. i'll let @nutbuster give his input on this, I did not do much for the gallary except review and test the code.
Member

That functionality is likely to already a be necessity when switching languages, otherwise the game gets horribly bloated with multiple slightly differing full-res images. Having manual entries isn't so bad, it's just inconvenient for us. Fortunately, with that we have more control over each CG being displayed, like putting unique titles for CG's rather than filenames.

That functionality is likely to already a be necessity when switching languages, otherwise the game gets horribly bloated with multiple slightly differing full-res images. Having manual entries isn't so bad, it's just inconvenient for us. Fortunately, with that we have more control over each CG being displayed, like putting unique titles for CG's rather than filenames.
Owner

be necessity when switching languages

I'm talking about wani, not exit.

Having manual entries isn't so bad

if we're going to go proper manual entries, then can we please just put them in a TOML, YAML, or JSON file and have the gallery system parse them in?

I don't know why this wasn't done before, I should probably murder nutbuster for that one.

>be necessity when switching languages I'm talking about wani, not exit. >Having manual entries isn't so bad if we're going to go proper manual entries, then can we please just put them in a TOML, YAML, or JSON file and have the gallery system parse them in? I don't know why this wasn't done before, I should probably murder nutbuster for that one.
MapAnon reopened this issue 2022-10-19 05:17:57 +00:00
Member

For christ's sake, this ui makes no sense. Why is close issue right next to the comment button?

For christ's sake, this ui makes no sense. Why is close issue right next to the comment button?
Member

if we're going to go proper manual entries, then can we please just put them in a TOML, YAML, or JSON file and have the gallery system parse them in?

I vote for JSON if we have to do an accompanying plain text file instead of just hard coding it in, although ideally it should aim for the actual 'image' made by Ren'Py.

> if we're going to go proper manual entries, then can we please just put them in a TOML, YAML, or JSON file and have the gallery system parse them in? I vote for JSON if we have to do an accompanying plain text file instead of just hard coding it in, although ideally it should aim for the actual 'image' made by Ren'Py.
Owner

For christ's sake, this ui makes no sense. Why is close issue right next to the comment button?

filtered

ideally it should aim for the actual 'image' made by Ren'Py

what does this even mean?

btw TOML > YAML > JSON in order of preference

> For christ's sake, this ui makes no sense. Why is close issue right next to the comment button? filtered >ideally it should aim for the actual 'image' made by Ren'Py what does this even mean? btw TOML > YAML > JSON in order of preference
Member

ideally it should aim for the actual 'image' made by Ren'Py

what does this even mean?

Whenever you make an 'image' of any kind in Ren'Py, it stores it as an Image, this includes a lot of things like composites, making the dark versions of the snoot characters, even the anonflip counts.
So when we make the entries it should refer to the final name for those composites.
like

image big blending = Composite(
        (1920, 1080),
        (0, 0), "big ending",
        (0, 1080-126), "the ending"
    )

If we wanted that image, we should append 'big blending' to the JSON or TOML file, which I have changed my mind on with preference of TOML > JSON > YAML

> >ideally it should aim for the actual 'image' made by Ren'Py > > what does this even mean? Whenever you make an 'image' of any kind in Ren'Py, it stores it as an `Image`, this includes a lot of things like composites, making the dark versions of the snoot characters, even the anonflip counts. So when we make the entries it should refer to the final name for those composites. like ``` image big blending = Composite( (1920, 1080), (0, 0), "big ending", (0, 1080-126), "the ending" ) ``` If we wanted that image, we should append `'big blending'` to the JSON or TOML file, which I have changed my mind on with preference of `TOML > JSON > YAML`
Owner

If we wanted that image, we should append 'big blending' to the JSON or TOML file

Wouldn't this need to be defined somewhere? I'm guessing there's going to be something like definitions.rpy to define all the complex stuff?

>If we wanted that image, we should append 'big blending' to the JSON or TOML file Wouldn't this need to be defined somewhere? I'm guessing there's going to be something like `definitions.rpy` to define all the complex stuff?
Author
Contributor

If we wanted that image, we should append 'big blending' to the JSON or TOML file

Wouldn't this need to be defined somewhere? I'm guessing there's going to be something like definitions.rpy to define all the complex stuff?

That's usually the standard in renpy projects as opposed to having them all over different files like it is now.

As for the yaml/toml/json debate keep in mind that Python natively supports only json, so if you want to use yaml or toml you'll have to include a third party library to the game build.

> >If we wanted that image, we should append 'big blending' to the JSON or TOML file > > Wouldn't this need to be defined somewhere? I'm guessing there's going to be something like `definitions.rpy` to define all the complex stuff? That's usually the standard in renpy projects as opposed to having them all over different files like it is now. As for the yaml/toml/json debate keep in mind that Python natively supports only json, so if you want to use yaml or toml you'll have to include a third party library to the game build.
Owner

if python has first party support for json, then it seems like it'd be the better pick.

if python has first party support for json, then it seems like it'd be the better pick.
Author
Contributor

This has been fixed

This has been fixed
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Reference: Cavemanon/SnootGame#186
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