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 Post subject: Re: Ren'Py Gripes
PostPosted: Sun Aug 05, 2012 7:42 pm 
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TrickWithAKnife wrote:
Idea 2:
Another thing that would be nice would be having some files contained within a single container file. I really don't like that players can browse through the folders and see all the art etc. Destroys the magic for some things.



Look up archiving. This puts your chosen assets into a file called "data.rpa". You then also have to all an ignore during the build so you don't package your *.rpy files.

Looking up your other questions.

Susan

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 Post subject: Re: Ren'Py Gripes
PostPosted: Sun Aug 05, 2012 7:49 pm 
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TrickWithAKnife wrote:
Idea 5:
Similar to the previous idea. Using "and" to connect two or more queries. For example:
Code:
    if day == "Sunday" and time > 11:
        "Oh no, I'm late for soccer practice!"

I do know there is a way to do this, but it's not so obvious (to me, anyway).


I just used this exact code and it worked
Code:
    $ day = "Sunday"
    $ time = 12
    if day == "Sunday" and time > 11:
        "Oh no, I'm late for soccer practice!"


"or" worked too. Using Ren'py 6.13.7

Susan

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 Post subject: Re: Ren'Py Gripes
PostPosted: Sun Aug 05, 2012 8:43 pm 
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I was sure I tried those before. Maybe I did something else that stopped them from working. Either way, thanks Susan!

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 Post subject: Re: Ren'Py Gripes
PostPosted: Mon Aug 06, 2012 7:29 am 
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I'd be nice if we can use CSV module. I have tried to import csv.py from the original python library, but it looks this script is also using _csv module which seems to be be written in C. I have no idea about it ;_;

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 Post subject: Re: Ren'Py Gripes
PostPosted: Mon Aug 06, 2012 2:25 pm 
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Honestly, tab-delimited is a much easier format to work with. Most software that outputs CSV can output Tab-delimited, and you can parse tab-delimited with code like:

Code:
init python:
    for l in renpy.file("monsters.tab"):
        a = l.rstrip().split("\t")
        name = a[0]
        hp = int(a[1])
        # ...


I don't see including extra code with Ren'Py to support a bad legacy format.

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 Post subject: Re: Ren'Py Gripes
PostPosted: Mon Aug 06, 2012 3:08 pm 
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I agree, I use that in Loren. From Openoffice, you can easily do CTRL+A, CTRL+C, and open a text file and do CTRL+V to paste tab-delimited contents. So is also much faster to export than the .csv :)

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 Post subject: Re: Ren'Py Gripes
PostPosted: Mon Aug 06, 2012 7:22 pm 
Crawling Chaos
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Oh, thanks. A tool I'm using works with TSV nicely (which I didn't know lol) :) I'll test some codes.

edit: Not I got instance generator :D if someone interested
Code:
init python:
    class Fighter:
        def __init__(self, name, hp, mp):
            self.name=name
            self.hp=hp
            self.mp=mp

label start:
    python:
        for l in renpy.file("aaa.tsv"):
            a = l.rstrip().split("\t")
            locals()[a[0]] = Fighter(a[1],int(a[2]),int(a[3]))  #the first column is instance names. I don't know globals() is better or not yet.

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 Post subject: Re: Ren'Py Gripes
PostPosted: Tue Aug 07, 2012 1:13 am 
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well how about additional themes ? and stuffs like music and accept names like ??? and make it easier for a newbie to create a default name

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 Post subject: Re: Ren'Py Gripes
PostPosted: Tue Aug 07, 2012 1:49 am 
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This is how you include music. As for more themes, there are quite a few already, and more serious games won't use the Ren'Py default themes anyway.

I'd recommend reading the Ren'Py documentation and wiki. There, you'll be able to find stuff for pretty much anything. You'll definitely be able to find something for naming your characters.

Ren'Py is pretty friendly to new users, but in the end, you're going to have to do some learning in order to program what you want.

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 Post subject: Re: Ren'Py Gripes
PostPosted: Sat Aug 11, 2012 4:22 am 
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But speaking of learning how to program, it would be really awesome to have intellisense of some sort included with RenPy, it'd really help people starting out, and those who don't touch RenPy daily and forget how something is named without having to open up the source or documentation. I'd pay to have that... and being able to port to iOS. :-P

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 Post subject: Re: Ren'Py Gripes
PostPosted: Sat Aug 11, 2012 4:50 am 
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The best bet for Ren'Py to get on iOS is this: http://kivy.org/#home
They share lots of libraries used by Ren'Py itself. Well, that and a big Kickstarter campaign of course ! :)

Also would be cool if Apple wasn't continuously doing bad things so pytom wouldn't be annoyed just at the idea of buying a new mac+ipad :lol:

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 Post subject: Re: Ren'Py Gripes
PostPosted: Sun Aug 12, 2012 5:14 am 
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Two minor Gripes related to Mac OS:
- When you start a game, if you start windowed the game window is shown BEHIND everything else, so is harder to notice unless you click on the icon in the dock. I tried building with the last Ren'Py version but behavior is the same. I'm on mountain lion but the problem was even in previous OS
- Now when the app starts, shows the default pygame icon for a few seconds before showing correctly the game icon. Nothing serious of course, I think is worse the previous bug :)
Thanks

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 Post subject: Re: Ren'Py Gripes
PostPosted: Sun Aug 19, 2012 10:43 am 
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Having a small problem. I updated last night to the newest version (not so great with the computer stuff, but I'm running Windows 7 Professional 64 bit), and every time I run my game, it will crash (Ren'Py is not responding, etc.) for no apparent reason. It does not crash in a specific part of my game, and it just seems completely random.

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 Post subject: Re: Ren'Py Gripes
PostPosted: Sun Aug 19, 2012 3:33 pm 
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You probably need to get the DirectX drivers 9.0b :)

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 Post subject: Re: Ren'Py Gripes
PostPosted: Tue Aug 21, 2012 12:32 am 
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Well, I updated DirectX to the newest version, but no luck. I'm not sure what else to try...

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