IceD wrote:
This will be a major turnabout

It is - mostly because I have to start letting go, a bit.
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I'm not a good programmer myself, but I have experience in GUI/interface design; I've made few site designs and I'm a computer graphics artist, so I could posibly lend a hand in themes and their design, as far as there will be not much hard coding.
If you could do this, it would be great. Ren'Py could really use some new default themes, so that people have a choice of themes to pick from when making a new game. I'd like there to be themes that are generic enough to be re-used, while still looking good.
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Ohmygod. you're joking, right? Floating frame director-esque games, curtesy of LittleWitch - this would be damn awesome. I've already gave a few thoughts and somehow managed it would be hard to make such an engine without anything that could point to the each dialog cloud, as it has to have some coordinates, and with earlier versions of Ren'Py this propably wouldn't be possible without much hardcoding.
Yes. The idea here is that, once we have the ability to give each line of dialogue a unique name. This name could then be accessed by an in-game editor of some sort, which would let you position the frames using draggables.
Now, this is a big project, and I'm not sure I'll be the one to undertake it. But I'd like to at least make sure the infrastructure is there for those who want it.
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By the website, you mean a total redesign to give it another look and possibly more clarity & functionality? Does this mean you're planning to leave the wiki engine and possibly make the site on different site management system, like joomla or wordpress, or even rewrite it manually from scratch? Or did you mean only layout and content redesign? It would be nice to give the site a more open designation, and add new possibilities.
Right now, the idea is to move some of the first parts of the website to generated pages. Specifically, I'd like:
- The home page.
- The Why Ren'Py? page.
- The download list.
- New download pages.
To be part of a designed website, that reduces the number of options people have right at the start, where they can be easily confused. The wiki will still exist, for things like the FAQ and Cookbook, places where people have done a good job contributing - but some of the more static "announcement" pages will be moved to a format that's easier to maintain.
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Restructuring LSF, along with a new group of moderators and community helpers, as well as some rules would be the best choice to go on with.
That's off-topic here - Ren'Py and LSF are quasi-independent.
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Anyway, I'm really looking forward to all of this. If you have a bit of time on hand, could you precise what has to be exactly done/what would you like to see done by the others? I can contribute, just say whats need to be done, as freedom is greatly appreciated, to much of it can screw things out.
Again, one of the big projects that can be done, that I don't have the skills to do myself, would be to come up with new default themes/screens for Ren'Py, in a reusable way.
Samu-kun wrote:
Even though I don't have enough technical knowledge to understand most of what Tom said, I am glad that the OpenGL powered renpy is going to be released soon. Great, nice timing. Then I can program Homeward with OpenGL support from the very beginning. I'm looking forward to finally being able to add bigger and more complicating particle effects and, gasp, resizing the window. *_*
I'll note that OpenGL is only part of the solution. While it's certainly faster now, it now means that there's a CPU-bottleneck when it comes to rendering large numbers of transforms at once. So that'll be what I'm addressing soon.
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Now the only major feature I need to wait for is to make the text fade in as it scrolls. Then Homeward will have all the graphical features that I want... Ufufu...
This can probably be added. I'm considering making this how Text works (as opposed to type-in), as it would improve performance a bit in GL-mode.
jack_norton wrote:
Cool plans! I am especially interested in the auto-update, if could also be implemented/licensed to games (so I'm sure will work better than my own one).
I'll need to figure out the details, but nothing will fundamentally prevent it.
Mihara wrote:
I would say that documenting the core should be one of the highest priorities.
Yes - but it's also one of the least interesting tasks to me. Since I am doing this as a hobby, I tend to focus on things that are more interesting - but as people ask serious questions, I'll begin to write up documentation about them.
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There should be more ways to override certain functions completely within a specific project using a self-contained module one would be able to just drop into the project and instantly use in the rest of their script. I basically shouldn't have to ask you to include an alteration in the "say" syntax to omit what_suffix on some lines while keeping it on others, I should have sufficient information to just go and do it myself, and then post the changes as a self-contained module for everyone to use. Right now, I've no idea where one would stick a screwdriver to do it, and even if I would, I'm pretty sure I could not do that sort of thing per-project.
A longer-term plan of mine is to move the mechanics for things like the say and menu statements into .rpy code, where people can see how they work, and change them. (I'm expecting this to be in 6.12, so somewhat later here.)
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There is no legit way to define your own text tag which would be processed in all cases where text tags are processed, you have to write your own tag parser and then you have to manually invoke it in cases where text tags are processed but config.say_menu_text_filter is not called. (Textbuttons in screens would be a current example when it isn't called but probably should be.)
What do you want your text tags to do? You can already create custom text tags as styles, and then use {=style}my test{/=style}. As people join as developers, you'll see that a balance has to be struck between flexibility and implementability.
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I basically should be able to separate presentation from actual data much further than I currently am, so that changing a stylistic decision midway through the development would not require me going through many thousands of lines yet again.
That's probably true, and I think we're already fairly good at this. But we can always be better, within reason - it's hard to anticipate everything everyone will want.
One note to people posting - this thread is for things that _I_ plan to implement, and things that _you_ plan to implement, broadly construed. It's not really for things _you_ want _me_ to implement.