Ren'Py 6.18 Pre-Released

Discuss how to use the Ren'Py engine to create visual novels and story-based games. New releases are announced in this section.
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xela
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Re: Ren'Py 6.18 Pre-Released

#76 Post by xela »

More differences:

Link

Under 6.17 everything runs very smoothly, under 6.18 the whole thing is really jerky (in 6.18 if you hover over one of the images, others react to it, never the case in 6.17).
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Re: Ren'Py 6.18 Pre-Released

#77 Post by PyTom »

xela wrote:Under 6.17 everything runs very smoothly, under 6.18 the whole thing is really jerky (in 6.18 if you hover over one of the images, others react to it, never the case in 6.17).
The problem was this code is kind of ridiculous. 6.17 was processing it incorrectly, while 6.18 gets it right, allowing the ridiculousness to shine through.

You have:

Code: Select all

            imagebutton at elements_choice(randint(3, 6)):
                idle img
                hover im.MatrixColor(img, im.matrix.brightness(0.25))
                action Return(alignment.split()[0].capitalize())
                anchor (0.5, 0.5)
                pos (int(x), int(y))
                hovered tt.Action(alignment.split()[0].capitalize())
Where randint is the randint function from the python module, and elements_choice is a transform that takes a parameter. Each time the screen is updated (which occurs when a button is hovered), randint is re-evaluated, and you get a new random number. 6.17 had an issue where it would ignore transform parameter changes. 6.18 is slightly more sensible, insofar as it restarts the transform when a parameter changes - which is what's happening here.

So, I don't see this as a probelm. If you want this to work, get rid of the randint.
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Re: Ren'Py 6.18 Pre-Released

#78 Post by PyTom »

xela wrote:More difference between 6.17 and 6.18:

Code: Select all

screen test3(d, size, x, y, t):
    text "[d]" align(0.5, 0.5) size size at up(x, y, t)
    timer t+0.2 action Hide("test3")
    
transform up(x, y, t):
    pos(x, y)
    linear t pos(x, (y-200))
    
label start:
    $ renpy.show_screen("test3", 1000, 40, 530, 400, 5)
    "..."
    "........."
You're setting xpos in two places - through both align and pos. You need to pick one of the two, probably by changing align into anchor, so it only sets the anchor point. I don't see this as a bug in Ren'Py.
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Re: Ren'Py 6.18 Pre-Released

#79 Post by PyTom »

xela wrote:I've reported this before, but it got lost somewhere.
This has been fixed.
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Re: Ren'Py 6.18 Pre-Released

#80 Post by xela »

PyTom wrote:So, I don't see this as a probelm. If you want this to work, get rid of the randint.
PyTom wrote:I don't see this as a bug in Ren'Py.
You've explicitly asked to report all different screen behavior between 6.17 and 6.18 so I am just throwing at you most of the stuff I can find in the game :) I'll obviously get rid of bad coding practices, thanks for pointing this stuff out!
PyTom wrote:This has been fixed.
See, one hit (bug) in three shots is still a hit. :twisted:
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Re: Ren'Py 6.18 Pre-Released

#81 Post by PyTom »

Lena_Borodach (way back on page 2) >>>

I don't think I'll be able to get focus_mask going on Android. At least for now, doing so would slow down all other drawing, so it's not worth it.

Everyone >>>

I've released 6.18.0.609. I think this fixes every issue that's been reported here, and also includes an optimization that makes ATL a bit faster.
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Re: Ren'Py 6.18 Pre-Released

#82 Post by jack_norton »

Does it means that on Android focus_mask is ignored, or gives an error ? (I assume the 1st but just wanted to be sure :))
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Re: Ren'Py 6.18 Pre-Released

#83 Post by SONTSE »

jack_norton wrote:Does it means that on Android focus_mask is ignored, or gives an error ? (I assume the 1st but just wanted to be sure :))
in my case it is ignored. i hope, it will not error, because it is gonna bring additional work porting stuff here and there.

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Re: Ren'Py 6.18 Pre-Released

#84 Post by Vaendryl »

after some preliminary testing on 6.18.0.609 Sunrider seems to hold up fairly well in general. I don't notice it being faster but I haven't been having lag issues myself for a while now anyway. I do believe the animations inside a screen are more consistent now and don't or less often interupt and restart.
I've tested it with latest closed beta code of the game. I believe you have access to that code, Tom?

a few differences I've noticed:
* very minor, but when attacking an enemy with melee the first part of the animation seems to play double in 6.18.0.609. melee animation works quite different from other animations in the game...
* in the store menu buying something pauses the screen while the 'kaching' sound is played. in 6.17.7.521 the screen remains interactive while the sound is playing.
* I've noticed a change in generic sprite behavior. suddenly sprites get displayed much higher than it should be. example:

Code: Select all

(~line 3960 in script.rpy)
    show ava uniform alt neutral neutral:
        zoom 1.5 xpos 0.7 ypos 1.35
    text
    show ava uniform armscrossed neutral with dissolve #shows up too high in 6.18.0.609 
    text
could it be that something changed about retaining position information when showing variant sprites? the zoom and xpos value seem retained though.
compare http://i.imgur.com/J1QLVWR.jpg (6.17.7.521) and http://i.imgur.com/HVYxbkc.jpg(6.18.0.609)
this happens various times during various dialogue.

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Re: Ren'Py 6.18 Pre-Released

#85 Post by nyaatrap »

With 6.18.0.609, The game http://lemmasoft.renai.us/forums/viewto ... 51&t=19245 can't show images correctly.
I figure out Transform like

Code: Select all

 image right0 = Transform("left0.png", xzoom=-1)
are ignored. I don't know why only this demo's code doesn't work, since other my games using the same code (but different image names) works.

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Re: Ren'Py 6.18 Pre-Released

#86 Post by PyTom »

I've created a 6.18.0.614 pre-release which should fix the transform property. It's amazing how much clarity a day of working on something else - the http://www.renpy.org update - brings to things.

Could everyone confirm their transforms work with this version? Including Arowana, who had it broken once already?

Vaendryl: Can you give me saves right before the parts that are having problems? As close as possible? Sunrider is now large enough that playing through to the parts with problems is proving impractical.
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Re: Ren'Py 6.18 Pre-Released

#87 Post by jack_norton »

Yes changing task/focus really help. For me the best is taking walk outside :)
Anyway, found some different behavior. Might have been wrong before though. I just report it!

The code:

Code: Select all

##on init python:
        def isinparty(name):
            for i in party.available:
                if i == name:
                    return True
            return False
##in a screen:
    if isinparty(party.gui_selected_char)==False:
        for entry in party.party:
            $party.gui_selected_char=entry
worked fine on previous version, while on the new one was always resetting the current char (party.gui_selected_char variable) every time you clicked on screen, instead of happening only once when screen is shown. I changed it to:

Code: Select all

on "show" action If(isinparty(party.gui_selected_char)==False,SetField(party,"gui_selected_char",PC))
without the for, and works (it always resets to the PC= default character but is better than before).
There could be more, is really hard to isolate the exact code when you have such crazy huge projects :D

Good news is that everything else seems to work fine for me so far, which is quite an achievement! :mrgreen:
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Re: Ren'Py 6.18 Pre-Released

#88 Post by Vaendryl »

PyTom wrote: Vaendryl: Can you give me saves right before the parts that are having problems? As close as possible? Sunrider is now large enough that playing through to the parts with problems is proving impractical.
I grabbed the latest github files and tried again with those. the issue with the sprites being too high seems gone now. the other 2 issues are still there
I've attached a zip with 2 saves.
1-1 is in a test combat with the phoenix right next to 2 units. use a melee weapon on any enemy and carefully watch the wind up animation. it's supposed to be one image switching into her raising the swords but it's briefly repeated a 2nd time

relevant transform:

Code: Select all

transform melee_atkanim(img1,img2):
    img1
    xalign 0.5 yalign 0.5
    zoom 2 xpos 0.2
    ease 0.5 zoom 1 xpos 0.5
    pause 1.3
    img2 with Dissolve(.5, alpha=True)
    pause 1.0
    xpos 0.5 ypos 0.5
    ease 1.0 xpos 2.0 ypos -1.0
    xpos -2.0 ypos 1.0
    ease 1.5 xpos 0.9 ypos 0.5
    pause 0.5
    xpos 0.9 ypos 0.5
    ease 1.0 xpos 2.0 ypos -1.0
1-2 is a save inside the game's store. if you hover over items the buttons will glow and the item description will change. buy one and move the mouse quickly over the remaining items - they don't respond as long as the 'kaching' sound plays.

relevant screen code:

Code: Select all

            frame:
                xmaximum 800
                xpos 10
                ypos 270
                background None
                vbox:
                    spacing 20
                    for item in store_items:
                        if item.isVisible():
                            imagebutton:
                                action If(BM.money >= item.cost and (eval(item.variable_name) is None or eval(item.variable_name) < item.max_amt),[Play('sound1','Sound/kaching.ogg'),item],NullAction())
                                idle "Menu/store_item.png"
                                hover "Menu/store_item_hover.png"
                                hovered SetField(BM,'hovered',item.id)
                                unhovered SetField(BM,'hovered',None)

both are not major issues but I thought they might interest you.
Attachments
saves.zip
save 1: use melee with the Phoenix
save 2: buy any item and move the mouse over the other options right away
(172.52 KiB) Downloaded 26 times

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Re: Ren'Py 6.18 Pre-Released

#89 Post by jack_norton »


I have a really strange bug. On previous version was working fine. In practice when player hover on a skill button, should display a prediction of the damage. After I updated, sometimes the prediction is displayed wrongly, as you can see in the video :|
Is crazy because the code is the same, just hovering the mouse I get different behavior. How is that possible if nothing changes in the code as I move the mouse ? :shock:
I can send you the code privately if you need it Pytom, though is a huge game :oops: :oops:
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Re: Ren'Py 6.18 Pre-Released

#90 Post by PyTom »

Please make sure it exists in last night's version of Ren'Py, then send me the code, as a working game. Add a jump from start to just before the screen in question, so I can easily repeat the problem.
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