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 Post subject:
PostPosted: Mon Dec 04, 2006 12:36 pm 
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3 new questions :P
1. how to instal that ccg feature (one that is listed in cookbook)

2. is there any way to change the backtrackign feature to show only text - no choices?

3. can i sell games created with renpy? :?:

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PostPosted: Mon Dec 04, 2006 12:53 pm 
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Enerccio wrote:
3 new questions :P
1. how to instal that ccg feature (one that is listed in cookbook)


You should just be able to copy it into a file in your Ren'Py directory, and edit the appropriate variables to use your images rather then mine.

Quote:
2. is there any way to change the backtrackign feature to show only text - no choices?


There's the readback extra, but I don't support that since it is a bad idea.

Quote:
3. can i sell games created with renpy? :?:


Yes, with the main issue being that you need to include the LICENSE.txt file that comes with Ren'Py.


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PostPosted: Mon Dec 04, 2006 1:41 pm 
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PyTom wrote:
Enerccio wrote:
3 new questions :P
1. how to instal that ccg feature (one that is listed in cookbook)


You should just be able to copy it into a file in your Ren'Py directory, and edit the appropriate variables to use your images rather then mine.

Quote:
2. is there any way to change the backtrackign feature to show only text - no choices?


There's the readback extra, but I don't support that since it is a bad idea.

Quote:
3. can i sell games created with renpy? :?:


Yes, with the main issue being that you need to include the LICENSE.txt file that comes with Ren'Py.


1. What name i should give to that file?
2. Why its bad idea?
3. the one that is in renpy directory of compiled game?

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PostPosted: Mon Dec 04, 2006 3:31 pm 
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Quote:
1. What name i should give to that file?


gallery.rpy is the conventional name, but it really doesn't matter much.

Quote:
2. Why its bad idea?


It takes control away from the reader, which usually makes it a bad idea.

Quote:
3. the one that is in renpy directory of compiled game?


That's the one.


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PostPosted: Mon Dec 04, 2006 4:42 pm 
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is there possibility to unarchive the rpa file? :?
(i just want to know is someone can do that)

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PostPosted: Mon Dec 04, 2006 5:02 pm 
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Enerccio wrote:
is there possibility to unarchive the rpa file? :?
(i just want to know is someone can do that)


Since the player's computer needs to be able to access the contents of the .rpa file in order to access the data inside, it's impossible to protect it completely. So, yes, it's possible to unarchive the rpa file.

While I have written a tool that does so, I have no plans to distribute this tool. As best as I know, no such tool exists publicly. So someone would have to write it. It wouldn't be hard, but it would be some amount of work.

(I should point out that CGs are routinely extracted from commercial games.)

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PostPosted: Tue Dec 05, 2006 3:28 am 
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hmm got this error:
Code:
I'm sorry, but an exception occured while executing your Ren'Py
script.

NameError: name 'gallery' is not defined

While executing game script on line 136 of c:\Documents and Settings\Enerccio\Desktop\renpy-5.6.4\Family life/game/gallery.rpy.
While executing python code on line 136 of c:\Documents and Settings\Enerccio\Desktop\renpy-5.6.4\Family life/game/gallery.rpy.
While executing python code on line 58 of /home/tom/ab/renpy/common/mainmenu.rpy.
While executing python code on line 136 of c:\Documents and Settings\Enerccio\Desktop\renpy-5.6.4\Family life/game/gallery.rpy.

-- Full Traceback ------------------------------------------------------------

  File "c:\Documents and Settings\Enerccio\Desktop\renpy-5.6.4\renpy\bootstrap.py", line 165, in bootstrap
  File "c:\Documents and Settings\Enerccio\Desktop\renpy-5.6.4\renpy\main.py", line 273, in main
  File "c:\Documents and Settings\Enerccio\Desktop\renpy-5.6.4\renpy\main.py", line 92, in run
  File "c:\Documents and Settings\Enerccio\Desktop\renpy-5.6.4\renpy\execution.py", line 97, in run
  File "c:\Documents and Settings\Enerccio\Desktop\renpy-5.6.4\renpy\ast.py", line 379, in execute
  File "c:\Documents and Settings\Enerccio\Desktop\renpy-5.6.4\renpy\python.py", line 837, in py_exec_bytecode
  File "/home/tom/ab/renpy/common/mainmenu.rpy", line 58, in <module>
  File "c:\Documents and Settings\Enerccio\Desktop\renpy-5.6.4\renpy\game.py", line 235, in call_in_new_context
  File "c:\Documents and Settings\Enerccio\Desktop\renpy-5.6.4\renpy\execution.py", line 97, in run
  File "c:\Documents and Settings\Enerccio\Desktop\renpy-5.6.4\renpy\ast.py", line 379, in execute
  File "c:\Documents and Settings\Enerccio\Desktop\renpy-5.6.4\renpy\python.py", line 837, in py_exec_bytecode
  File "c:\Documents and Settings\Enerccio\Desktop\renpy-5.6.4\Family life/game/gallery.rpy", line 136, in <module>
NameError: name 'gallery' is not defined

While executing game script on line 136 of c:\Documents and Settings\Enerccio\Desktop\renpy-5.6.4\Family life/game/gallery.rpy.
While executing python code on line 136 of c:\Documents and Settings\Enerccio\Desktop\renpy-5.6.4\Family life/game/gallery.rpy.
While executing python code on line 58 of /home/tom/ab/renpy/common/mainmenu.rpy.
While executing python code on line 136 of c:\Documents and Settings\Enerccio\Desktop\renpy-5.6.4\Family life/game/gallery.rpy.

Ren'Py Version: Ren'Py 5.6.4a



gallery.rpy:
Code:
init -1:
             
    python hide:
        style.create('gallery_pages', 'default')
        style.create('gallery_page_button', 'button')
        style.create('gallery_page_button_text', 'button_text')
        style.create('gallery_return_button', 'button')
        style.create('gallery_return_button_text', 'button_text')
        style.create('gallery_button_image', 'default')
        style.create('gallery_image', 'image_placement')
        style.create('gallery_grid', 'default')
        style.create('gallery_button', 'default')


        # The function that actually manages the display of the image
        # gallery.
        def gallery():

            def show_things(what):
                if isinstance(what, tuple):
                    for i in what:
                        show_things(i)

                elif isinstance(what, (str, unicode)):
                    ui.image(what)
                else:
                    ui.add(what)

            page = 0

            while True:

                images = gallery_pages[page][1]
                ui.image(gallery_pages[page][2])

                # Show the names of the various gallery pages.

                ui.window(style='gallery_pages')
                ui.vbox(focus="gallery_pages")

                for i in range(0, len(gallery_pages)):
                    if i == page:
                        clicked = None
                    else:
                        clicked = ui.returns(("page", i))

                    ui.textbutton(gallery_pages[i][0],
                              style='gallery_page_button',
                              text_style='gallery_page_button_text',
                              clicked=clicked)
                ui.close()

                # Show the return button.
                ui.textbutton('Return',
                              style='gallery_return_button',
                              text_style='gallery_return_button_text',
                              clicked=ui.returns(("return", None)))

                # Show the grid for this page.
                ui.grid(gallery_cols, gallery_rows, style='gallery_grid')

                # For each grid cell.
                for i in range(0, gallery_cols * gallery_rows):

                    # Fill empty space with nulls.
                    if i >= len(images):
                        ui.null()
                        continue

                    # Otherwise, get the filename and spec and see if
                    # we've unlocked it.
                    if len(images[i]) == 2:
                        filename, spec = images[i]
                        toshow = filename
                    elif len(images[i]) == 3:
                        toshow, spec, filename = images[i]

                    if spec:
                        spec = spec.split()
                       
                    if spec and tuple(spec) not in persistent._seen_images:
                        filename = None
                        clicked = None
                    else:
                        clicked = ui.returns(('show', toshow))

                    # Create the button, containing the appropriate
                    # image or a null if we haven't unlocked it yet.
                   
                    ui.button(style='gallery_button', clicked=clicked)

                    if not filename:
                        ui.null(width=gallery_width, height=gallery_height)
                    else:
                       
                        if renpy.loadable("thumbnail_" + filename):
                            ui.image("thumbnail_" + filename,
                                     style="gallery_button_image")
                        else:
                            ui.add(im.Scale(filename,
                                            gallery_width,
                                            gallery_height))
                           
                ui.close()

                # Interact with the user.
                renpy.transition(gallery_transition)
                cmd, arg = ui.interact(suppress_overlay=True, suppress_underlay=True)

                # Process the user's commands.
                if cmd == "show":

                    if not isinstance(arg, list):
                        arg = [ arg ]

                    for i in arg:
                        ui.add(Solid((0, 0, 0, 255)))
                        show_things(i)
                        ui.saybehavior()
                        renpy.transition(gallery_transition)
                        ui.interact(suppress_overlay=True, suppress_underlay=True)

                if cmd == "page":
                    page = arg

                if cmd == "return":
                    renpy.transition(gallery_transition)
                    return


        library.main_menu.insert(2, ("CG Gallery", ui.jumps("gallery"), 'True'))


label gallery:

    $ gallery()

    jump _main_menu


# Configuration.
init:

    python hide:

        # The number of columns and rows of images to show in the
        # gallery.
        store.gallery_cols = 3
        store.gallery_rows = 4

        # The size that each image should be scaled to, and that
        # thumbnails should be.
        store.gallery_width = 160
        store.gallery_height = 120

        # The contents of each of the page. Each of these is a list of
        # tuples with the first component of the tuple being an image
        # filename and the second component being the name of the image
        # that will unlock the image with this filename. (That is,
        # the name that is used in show or scene statements, as a
        # string.)
        #
        # If the third element of the tuple exists, it's a filename
        # corresponding to this image, used for computing the
        # thumbnail by the method given below.
        #
        #
        # The first component may consist of:
        # - A string, which is taken to be an image filename.
        # - A displayable, which is shown to the user.
        # - A tuple, which is used to display multiple of the above.
        # - A list, which is used to show things one after another.
        #
        # When displaying an image as a thumbnail, this code first
        # looks for the file thumbnail_<filename>. If that file
        # exists, it should be a gallery_width x gallery_height
        # thumbnail. Otherwise, a thumbnail is automatically
        # generated, but it may screw up the aspect ratio of the
        # image.
        #
        # You probably want to create thumbnails for most images, to
        # limit memory consumption.
        page1 = [
            ( "whitehouse.jpg", "bg whitehouse" ),
            ]
 



        # This is the actual list of gallery pages. It's a list
        # of tuples, with the first element being the name of the
        # page, the second being the contents of the page (one of
        # the lists created above), and the third image being the
        # image used as the background of the page.
        store.gallery_pages = [
            ("Backgrounds 1", page1, "washington.jpg"),
            ]

        # A window containing the gallery page buttons.
        style.gallery_pages.xpos = 0.99
        style.gallery_pages.xanchor='right'
        style.gallery_pages.ypos = 0.02
        style.gallery_pages.yanchor = 'top'

        # The button that returns people to the main menu.
        style.gallery_return_button.xpos = 0.99
        style.gallery_return_button.xanchor='right'
        style.gallery_return_button.ypos = 0.98
        style.gallery_return_button.yanchor = 'bottom'

        # Right now, the backgrounds are all solids, but in a more
        # professional version, the insensitive background would
        # probably be a placeholder image that indicates that a
        # picture has yet to be unlocked.       
        style.gallery_button.insensitive_background = "#ccc"
        style.gallery_button.idle_background = "#fff"
        style.gallery_button.hover_background = "#ffc"

        style.gallery_button.left_margin = 5
        style.gallery_button.right_margin = 5
        style.gallery_button.top_margin = 5
        style.gallery_button.bottom_margin = 5

        style.gallery_button.left_padding = 5
        style.gallery_button.right_padding = 5
        style.gallery_button.top_padding = 5
        style.gallery_button.bottom_padding = 5


        # The transition used when switching gallery pages.
        store.gallery_transition = Dissolve(0.5)


options and script are default template
so where is the error? :?: :?: :?:

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PostPosted: Tue Dec 05, 2006 9:39 am 
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Completed: Moonlight Walks
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My fault. Change the first

python hide:

to

python:

_________________
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Supporting creators since 2004; Code > Drama
(When was the last time you backed up your game?)
"It is not the critic who counts; not the man who points out how the strong man stumbles, or where the doer of deeds could have done them better. The credit belongs to the man who is actually in the arena, whose face in marred by dust and sweat and blood; who strives valiantly; who errs, who comes short again and again, because there is no effort without error and shortcoming" - Theodore Roosevelt


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PostPosted: Tue Dec 05, 2006 10:38 am 
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PyTom wrote:
My fault. Change the first

python hide:

to

python:

Thanks working :)
You should change that in cookbook. :wink: :D

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PostPosted: Tue Dec 05, 2006 3:17 pm 
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I want to implement readback to my game, but the first text that is readbacked is normal colour, not the set colour in readback script.
Any help?

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PostPosted: Wed Dec 06, 2006 10:18 am 
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Enerccio wrote:
I want to implement readback to my game, but the first text that is readbacked is normal colour, not the set colour in readback script.
Any help?

No help? :shock:

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PostPosted: Wed Dec 06, 2006 10:49 am 
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I'm not really clear exactly what it is you want. And I'm not totally sure readback mode can do it... plus I have essentially zero motivation to improve readback mode, as it's a mis-feature.

_________________
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Supporting creators since 2004; Code > Drama
(When was the last time you backed up your game?)
"It is not the critic who counts; not the man who points out how the strong man stumbles, or where the doer of deeds could have done them better. The credit belongs to the man who is actually in the arena, whose face in marred by dust and sweat and blood; who strives valiantly; who errs, who comes short again and again, because there is no effort without error and shortcoming" - Theodore Roosevelt


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PostPosted: Wed Dec 06, 2006 11:32 am 
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PyTom wrote:
I'm not really clear exactly what it is you want. And I'm not totally sure readback mode can do it... plus I have essentially zero motivation to improve readback mode, as it's a mis-feature.

As you can see i change colour here:
Code:
        style.readback_dialogue.color = (255, 230, 128, 255)
        style.readback_thought.color = (255, 230, 128, 255)


Then when i am at game and i want to readback the first text that is readbacked has normal colour adn the second has new colour.


Why do you think readback is misfortune? At least users must use save sometimes :)

(Just in case mikey is here: Ke pouzijem v readbacku novu farbu (ako je ten priklad) tak prvy text tkory skusim pozriet spetne ma povodnu farbu textu v hre a az ten za nim ma tuto zvolenu farbu. Inac mne sa rollback nepaci readback mi pripada lepsi. Ale to je len moj nazor. :) )

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PostPosted: Wed Dec 06, 2006 12:27 pm 
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Enerccio wrote:
Why do you think readback is misfortune? At least users must use save sometimes :)


A mis-feature... a feature that really shouldn't be around. I think it's a bad idea to try to take control away from the user. If a user mis-clicks and picks the wrong choice, I like the fact that they are able to correct the choice.

Readback takes that control away from the end-user, and I don't like that.

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"It is not the critic who counts; not the man who points out how the strong man stumbles, or where the doer of deeds could have done them better. The credit belongs to the man who is actually in the arena, whose face in marred by dust and sweat and blood; who strives valiantly; who errs, who comes short again and again, because there is no effort without error and shortcoming" - Theodore Roosevelt


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PostPosted: Wed Dec 06, 2006 12:32 pm 
Miko-Class Veteran
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PyTom wrote:
Enerccio wrote:
Why do you think readback is misfortune? At least users must use save sometimes :)


A mis-feature... a feature that really shouldn't be around. I think it's a bad idea to try to take control away from the user. If a user mis-clicks and picks the wrong choice, I like the fact that they are able to correct the choice.

Readback takes that control away from the end-user, and I don't like that.

Sorry my mistak. But most commercial games use readback (i dont know why). I only dont like rollback becouse it shows graphics again. And that is not cool. If only choices... :wink:

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