Ren'Py 6.18.x Prereleases

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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jack_norton
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Re: Ren'Py 6.18 Released

#16 Post by jack_norton »

I can confirm that the ATL bug I had is gone :)
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storykween
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Re: Ren'Py 6.18 Released

#17 Post by storykween »

Awesome; I can confirm that my game no longer freezes after pulling up an in-app purchase! Thank you!
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Re: Ren'Py 6.18.x Prereleases

#18 Post by PyTom »

6.18.2.725)

I've uploaded a prerelease of 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.
This prerelease can be downloaded by going into preferences, selecting the Prerelease channel, and choosing update, or by visiting:

http://www.renpy.org/dl/6.18.2

Informally, there were a lot less changes to existing code, as compared to 6.18.1. Still, if people could test this and let me know that it worked for you, I'd appreciate it.
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Re: Ren'Py 6.18.x Prereleases

#19 Post by jack_norton »

The character thing is very welcome :) but it works only if I define them with:

Code: Select all

character.e
character.a
etc? or I can still use the "old method"?

Code: Select all

$ ding = Character ('City Guard')
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Re: Ren'Py 6.18.x Prereleases

#20 Post by jack_norton »

Another question, the new keyboard_focus works only in style or I can also use it as parameter like:

Code: Select all

ui.textbutton(u"Go back to main menu", clicked=ui.jumps("_return"),yminimum=60,xalign=.5,keyboard_focus=False)
(I still have some old code and too lazy to update it to new screen language :D)
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Re: Ren'Py 6.18.x Prereleases

#21 Post by PyTom »

The old method sort of works. If you want, you can do:

Code: Select all

init python in character:
    ding = Character('City Guard')
It works as a style property, but in your example you're passing it as a style property. Just remember, as of 6.18 ui functions can be much slower than screens.
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