Ren'Py 6.18 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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JuanFawcett
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Re: Ren'Py 6.18 Released

#31 Post by JuanFawcett »

Pytom, I have two questions:

1) Can I build my VN to IOS?
2) Can I add adversiting to my VN?

Thanks...

PD: if you can give your social profiles to talk with you about some proyects to latinoamerica will be perfect ;)

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Re: Ren'Py 6.18 Released

#32 Post by PyTom »

Right now, no to both.

(1) is probably the next thing I plan to add.

(2) is something I'd accept a patch for, but don't really have time to deal with myself.
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Re: Ren'Py 6.18 Released

#33 Post by JuanFawcett »

I found a error in my history screen and I don't know why...

this is a screen capture of my VN launched in ren'py 6.18 version

Image

Only show the dialogues between characters but don't show the narrator dialogues (I didn't asign name to narrator), also it repeat the dialogue that is before the question... O.o

and this is a screen capture of my VN launched in ren´py 6.16 version

Image

It shows the dialogues of narrator perfectly...

what is the error? :( Is a bug?

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Re: Ren'Py 6.18 Released

#34 Post by PyTom »

I've released Ren'Py 6.18.2, containing bug fixes and a number of small features I wanted to add to 6.18 before starting on the next major release. These include:
  • The define statement has grown the ability to define names in non-default stores.
  • The say statement now checks for the character name in store.character before the default store. This means one can do:

    Code: Select all

    define character.e = Character("Eileen")
    
    label start:
        
        # We can now use the e variable for some other purpose.
        $ e = 0
        
        # While still using it to speak dialogue.
        e "Hello, world."
    
  • The default image cache size has been increased to 16 screens worth of images.
  • The new crop_relative transform property modifies the crop transform property. When crop_relative is true, crop can take floating point numbers, which are interpreted as fractions of the width and height of the original image.
  • When set to false, the new keyboard_focus style property hides buttons, bars, and imagemap hotspots from the keyboard focus mechanism.
  • The Mousearea screen language statement now respects the focus_mask style property, making it possible to have non-rectangular mouseareas.
  • Ren'Py now includes functions that can be used to profile the memory consumption of a game, including the memory consumption of Ren'Py itself. These functions are renpy.profile_memory() and renpy.diff_memory(). The new renpy.profile_rollback() lets one more specifically see the memory consumption of the internal rollback log.
  • This release fixes a subtle bug caused by incorrect analysis of for loops in screen language screens, when the iteration variable is a constant. (For example, when the iteration variable is ``define``ed somewhere else in the game.)
  • DynamicDisplayable prediction has been improved.
  • We display an indicator when self-voicing is enabled, telling the user how to turn it off.
  • The Play action now only participates in the button selection mechanism when the channel is set to loop.
  • This fixes a crash that was caused by loading many non-JPG, non-PNG image files.
  • A new Traditional Chinese transition of the launcher and template game.
This release can be downloaded by choosing "update" in the Ren'Py launcher, or visiting http://www.renpy.org/latest.html.
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Re: Ren'Py 6.18 Released

#35 Post by JuanFawcett »

Wonderful! The new release fix the bug of my history screen :D Thanks! :) I post a DEMO version of my VN in the forum soon

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Re: Ren'Py 6.18 Released

#36 Post by burnt_offering »

Do you have a patch for this is or it just replacing the whole thing?
[url]http:\\aceofspades@vnovel.com[/url]
Or just follow me at @AceOfSpades_VN

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Re: Ren'Py 6.18 Released

#37 Post by Tayruu »

I have encountered a bug with 6.18.2.729 that didn't seem to exist in a previous update. It seems like transforms have gained an odd behaviour.

Code: Select all

    transform char_fade:
        on show:
            alpha 0.0
            linear 0.2 alpha 1.0
        on hide:
            linear 0.2 alpha 0.0    
        on replace:
            linear 0.2 alpha 1.0
        on replaced:
            linear 0.2 alpha 0.0 
This code here is so that portraits fade in and out between appearances and all that. It works fine, but not when I start affixing position transformations.

If the transformation is done after the fade ATL, the transform ends up ignored. show sylvie smile at char_fade, center seems to fade-in at show, but nothing else. show sylvie smile at center, char_fade works fine. Swapping around all my orders isn't going to do any good though, as sometimes I have things like this:

Code: Select all

    show sylvie smile at char_fade:
        xpos 0.5

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Re: Ren'Py 6.18 Released

#38 Post by PyTom »

burnt_offering >>> You can choose "update" in the launcher. This will download and apply the changes.

Tayruu >>> I've fixed this. The fix will be in the next nightly build, and 6.18.3.
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Re: Ren'Py 6.18 Released

#39 Post by PyTom »

I've released Ren'Py 6.18.3, which fixes bugs and adds new features. As usually, you can get it by choosing "update" from the launcher, or by downloading it from http://www.renpy.org/latest.html.

In lieu of an extended writeup, please accept the changelog:

Improvements

This release adds the showif statement to screen language.
The showif statement shows and hides its children based on a condition. When
its children are ATL transforms, showif delivers ATL events to manage the
show and hide process.

Ren'Py's image prediction mechanism now models the return stack, and can
predict images through a call and return pair. Previously, a call followed
by a return would block image prediction.

Ren'Py now predicts that the start label will be called from the main menu.
This will help to avoid unpredicted image loads at the very start of a game.

The ATL on statement now can take a comma-separated list of event names.

The new updater.UpdateVersion function contacts an update server and
determines if an update is available.

The new renpy.invoke_in_thread function runs a function in a background
thread, and restarts the interaction when that thread finishes.

While in self-voicing mode, the {w} and {p} tags are ignored.

The Traditional Chinese and Russian translations have been updated.

Bug Fixes

Fixed a regression that could cause hiding transforms to skip time.

Fixed a bug that would cause the screen language if statement to show
children from blocks with a false condition, if those child blocks were
run during prediction.

Fixed an issue where SetScreenVariable and ToggleScreenVariable were
declared as pure functions, but weren't. They now have been reimplemented
as pure functions.

Fixed an issue where a grab could fail to transfer between interactions,
leaving Ren'Py unresponsive.
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Re: Ren'Py 6.18 Released

#40 Post by octacon100 »

First off, I'm really glad that this update came out, there's lots of cool, useful things in it.

Not sure exactly where to put this, but I figured this would be useful in terms of updates, so here goes. A friend of mine is seeing some issues running Ren'Py games on Android 5.0. The game seems to crash when loading, and when it finishes loading, it seems like the game doesn't move ahead unless players click on the text box. Unfortunately, since it's an Android issue that I can reproduce on my phone, it's hard to really pinpoint. It might be just the phone, it might be the new operating system, I don't really know. Anyone else out there having issues with Android 5.0 and Ren'Py games?
Image
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Regiera Hope Completed Game Forum Post

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Re: Ren'Py 6.18 Released

#41 Post by PyTom »

I know there are some, but I'm not going to be able to deal with the problems until 6.99 comes out. (I'm hoping to start the release campaign this week.)
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