Ren'Py 6.18 Pre-Released
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This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
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Re: Ren'Py 6.18 Pre-Released
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).
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
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.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).
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())
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
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.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) "..." "........."
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Re: Ren'Py 6.18 Pre-Released
This has been fixed.xela wrote:I've reported this before, but it got lost somewhere.
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Re: Ren'Py 6.18 Pre-Released
PyTom wrote:So, I don't see this as a probelm. If you want this to work, get rid of the randint.
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:I don't see this as a bug in Ren'Py.
See, one hit (bug) in three shots is still a hit.PyTom wrote:This has been fixed.
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Re: Ren'Py 6.18 Pre-Released
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.
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
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
in my case it is ignored. i hope, it will not error, because it is gonna bring additional work porting stuff here and there.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 )
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Re: Ren'Py 6.18 Pre-Released
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:
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.
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
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
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 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.
I figure out Transform like
Code: Select all
image right0 = Transform("left0.png", xzoom=-1)
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Re: Ren'Py 6.18 Pre-Released
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.
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
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:
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:
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
Good news is that everything else seems to work fine for me so far, which is quite an achievement!
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
Code: Select all
on "show" action If(isinparty(party.gui_selected_char)==False,SetField(party,"gui_selected_char",PC))
There could be more, is really hard to isolate the exact code when you have such crazy huge projects
Good news is that everything else seems to work fine for me so far, which is quite an achievement!
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Re: Ren'Py 6.18 Pre-Released
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 therePyTom 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'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
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
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 ?
I can send you the code privately if you need it Pytom, though is a huge game
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Re: Ren'Py 6.18 Pre-Released
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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